Ral, Caller of Storms
Six mana for a planeswalker whose plus does nothing but draw a card tells you exactly what kind of Ral this is: a top-of-curve card-advantage engine for a control shell that has already stabilized, not a threat you deploy into a tight race. The +1 is the floor Izzet control wants anyway, ticking him toward the ultimate while refilling the hand, and the -2 gives him a flexible removal mode, three damage split however you like across one, two, or three targets or dropped on a single creature. The reason to run a walker this expensive, though, is the ultimate. Draw seven, then deal seven damage to each creature your opponents control: the card windfall is the guaranteed half, since it fires no matter what the board looks like, while the sweep is a soft one. Because it hits each opposing creature without targeting, it rolls right over hexproof and shroud, but it is a toughness check rather than a hard reset, killing anything with seven or less toughness and no protection while genuine fatties survive. That gap is the point. He is not a wrath button so much as an overwhelming draw refuel stapled to a board-scaled burst of damage. The design tension is the distance between an unremarkable base loyalty ability and a backbreaking finisher, the classic control-walker shape: he asks a patient deck to defend him across several turns of incremental value before the payoff arrives, and repays that patience rather than any attempt to close quickly.
