Vronos, Masked Inquisitor
Most planeswalkers spend their plus abilities inching their own loyalty out of removal range; this one spends it protecting the rest of a superfriends board. The signature ability phases out up to two of your other walkers, tucking them and their counters into a pocket where combat, burn, and targeted removal cannot follow until your next turn. It is a bodyguard, not for itself, but for the walkers standing beside it, and phasing is the clever core: rather than granting hexproof or shroud, it sidesteps the whole protection problem by making the guarded permanents cease to exist on the axis where they were vulnerable, then returns them untouched. The −2 is built for a crowded table, reaching around each opponent individually to bounce one nonland permanent apiece, functioning less like a single tempo swing and more like a tax levied per seat, scaling with the number of rivals rather than a fixed count. The ultimate abandons the team-support theme entirely to close the game: it hands one of your artifacts a 9/9 body with vigilance, indestructibility, and evasion, a lone finisher rather than a board-wide payoff. What holds the design together is a division of labor across three axes: an ability that shelters your walkers, an ability that punishes your rivals in proportion to how many there are, and a top-end that converts accumulated loyalty into a single unblockable threat.
