Will Kenrith
The controlling half of a sibling pair built to share a battlefield, Will pacifies where most planeswalkers of his cost would kill. The +2 reaches out to as many as two creatures and hollows them: base power and toughness reset to 0/3, every ability stripped, evasion and combat tricks gone until your next turn. It is not combat interaction, since a loyalty ability moves at sorcery speed, but a preemptive neutering that strands the bodies on the board rather than removing them, a softer answer that trades permanence for tempo. The minus abilities lean the opposite direction, into spellslinger acceleration: the −2 draws a chosen player (you or an ally) two cards and discounts their instants, sorceries, and planeswalkers by two, and the ultimate hands that same axis an emblem that copies instants and sorceries on cast, putting a fresh copy on the stack the moment a spell is played rather than after it resolves. That split is the unusual part of the design: pacification on one loyalty track, card advantage plus cost reduction on the other, with neither line ever swinging the board through damage. Rowan Kenrith completes the picture, since Partner with lets a single deck open on two planeswalkers at once and lean into an aggression-and-control axis few pairings can match. On his own, Will is the quieter sibling: an engine that rewards a deck built around his discount and copy plan, not his defensive tick.




