The Royal Scions
Three loyalty abilities, and not one of them protects the planeswalker directly. That absence shapes everything about how this pair of Eldraine twins wants to be played: no minus that removes a threat, no static that gates attackers, just two plus-ones that push tempo and an ultimate that ends games. The first is card selection at planeswalker speed, filtering toward whatever the deck needs while nudging loyalty upward. The second reveals the card's true bias: +2/+0, first strike, and trample turns a modest attacker into a serious threat, so the card protects itself the way an aggressive deck protects anything, by racing whatever came to kill it. The engine hides in plain sight: both plus-ones climb, so a walker that spends every non-ultimate turn adding loyalty reaches its finisher faster than a comparable three-drop. That ultimate is a genuine kill button, a minus-eight that draws four cards and then hurls damage equal to your entire hand at any target, so the more you were already holding, the harder it lands. The catch is that all of this only works in a deck already applying pressure; parked behind an empty board, the loyalty gains buy time the card cannot convert. Will and Rowan recur across Eldraine's storyline, and the design folds them into a single unit rather than two walkers, compressing a two-in-one identity into one three-mana card that asks the deck around it to supply the aggression it can only amplify.






