Wrenn and Seven
Every ability here points at the same axis, and that closed economy is the design. The +1 is card advantage that leans on the resource that matters, sorting the top four cards into a hand of lands while pitching everything else into the graveyard for later. That pitch is what keeps the minus-eight from being a pipe dream: the same digging that builds loyalty also stocks the yard the ultimate refills. The 0 converts that surplus into board presence, dropping any number of lands from hand at once. They arrive tapped, so this is not a burst of mana on the turn you play it; it banks the lands the +1 keeps finding and grows your permanent base faster than a one-land-a-turn drop allows. The minus-three is the clock: a reach-blocking Treefolk whose power and toughness scale with your land count, a resource this planeswalker is built to hoard, so a board that looked inert can present a lethal body the moment the count climbs high enough. What separates this incarnation from a generic value walker is that lands are the only currency it deals in. Lands feed the hand, the hand feeds the battlefield, the battlefield sizes the Treefolk, and the graveyard the whole engine fills eventually returns every permanent you have lost and hands you an emblem to keep them. The only open question is how many turns you get to run the loop.







