Susan Foreman
The planeswalk replacement effect is the whole reason this exists, and it repurposes a mechanic almost nobody thinks about: the planar deck, the pile of oversized plane and phenomenon cards from the old Planechase supplement format. Left alone, planeswalking is a blind coin-flip into whatever plane the die sends you to; the "if you would planeswalk, instead" clause rewrites that roll into a two-card selection, letting you look at the top two, stash the plane you don't want on the bottom, and set up the one you do on top. That is top-of-planar-deck manipulation grafted onto a legendary body, a design corner so specific it only makes sense as one half of a pair. Riding in the command zone alongside a Doctor is the entire frame: a 1/1 mana dork on her own, she turns a single commander's list into a two-card partnership steered toward Planechase, where the plane you're standing on becomes a resource you actively curate rather than a die-roll you endure. The tap-for-green line keeps her from being a pure rules-text passenger, but nobody is running her for the ramp. What she offers is authority over a variance engine most decks accept as random noise, handed to the exact tables that keep chaos dice and a stack of planes on the felt.



