Path of the Ghosthunter
The token half is honest, unremarkable Spirit-making that scales with X, the kind of white board-building a dozen cards already do. The strange part is the rider: a Planechase vote stapled to a spell that lives in an ordinary maindeck rather than in a stack of oversized cards off to the side. Will of the Planeswalkers only has teeth in a game already running the planar variant, where planeswalk spins the wheel and chaos ensues fires the current plane's chaos ability. Absent that variant, the vote resolves to nothing and you are simply casting a fair token spell. Where it does matter, the design puts a thumb on the scale: the vote is not a coin flip. Chaos wins ties, and it wins any vote where planeswalk fails to secure a plurality, which makes disruption the political default unless the table actively coordinates against it. That asymmetry is the actual content: you are not asking permission to trigger a plane, you are daring the rest of the table to stop you, and their incentives rarely align tightly enough to do it. The tokens are the floor, a guaranteed board even when the vote breaks against your read; the chaos is the ceiling, an injected variance engine that turns a value spell into a table-wide event. The voting math only bites when enough players exist to make the plurality contestable, so this is a design that wants a crowd (and a planar deck) before it functions as intended at all.

