Teyo, Geometric Tactician
The −2 is the reason this card exists, and it belongs to a rare category of planeswalker ability built entirely for the politics of a multiplayer table rather than the two-player duel. Redirecting combat so each player may attack only their nearest opponent in a chosen direction is not removal, not defense, and not tempo in the usual sense: it is a temporary rewrite of the threat map, forcing the pod's aggression to flow one way around the table for a turn. That effect does nothing across a single opponent, leaving it inert in any duel and alive only when three or more players are deciding who to swing at. The +1 shares that spirit of forced symmetry: handing an opponent a card alongside your own is the kind of "everyone benefits, but I chose when" gesture that greases negotiation more than it advances a board. Underwriting all of this is the entry Wall, a 0/4 flyer with defender that keeps Teyo alive against the first wave of attackers so those directional abilities have time to matter. This is a planeswalker designed not to win a game by attrition but to steer one, sitting closer in function to a group-hug value piece than to the grinding, board-controlling walkers white usually produces.
