Ok, here they are, again, revamped (as necessary)!
Aalistair the Violent Planeswalker - Aalistair
Split Second.
+1: Put a 3/3 green elephant creature token into play. Sacrifice an untapped land.
-2: Alistair deals 2 damage to target creature.
-6: Creatures you control gain +1/+1,
trample and double-strike until end of turn.
Loyalty: 5
R
Aalistair was the one who underwent the most changes. I didn't like the final result tie-in with his name, ramping up mana does not seem very "violent" to me. I actually liked him for that small interaction I showed EL, sacking on to get 4 lands, playing another one from hand, untapping them all. However, that really IS overkill, and he might end up being way too good. So, how do you like him now? "Violent" enough? A few explanations. I gave him split second as a way to depict his "violence", meaning he WILL
come down. I gave him an old-school ability leokula might recognize (since he knew Ball Lightning, he might know Rogue Elephant), not to mention being an ADDING ability that gives you creatures... at a cost (thus effectively having a cap). You halt your mana development, or even shrink your manabase if you don't draw more lands. Sure, he can build your army on his own, but for how long? Is it worh it to "lock" yourself out of the game? I mean, you drop him, make 2 elephants, and then they wipe the board clean. You're now down 1-2 lands in relation to them and have a useless planeswalker. I think it might cut it. As for his ultimate, I didn't want it to be Garruk's, so at first I made it give
trample, double-strike and shroud. But consider this, with Garruk, you swing with a 2/2 as a 5/5, a 3/3 as a 6/6 and a 4/4 as a 7/7. With Aalistair, they'd swing at 4/4, 6/6 and 8/8. Essentially the same, but let's face it, you have more 2/2s than 4/4s, specially early on, so that +1/+1, even though looking puny, makes him a BEAST when associated with double-strike!
Abel the Treacherous Planeswalker - Abel
Chroma - As Abel comes into play, put a loyalty counter on him for each blue mana symbol among the costs of permanents you control
(Abel counts itself).
+1: Look at the top 3 cards of your library. Put them back in any order or shuffle your library.
+1: Destroy target creature. You lose 4 life.
-11: Gain control of all permanents.
Loyalty: 0
R
I thought about changing the second ability to lowering Loyalty. However, the first ability is pretty sucky 1-2 out of 3 turns, so I like giving the player another option. Not to mention, that option costs a GREAT deal of life (1/5 of your life for a creature? OUCH!) AND requires a creture to be targeted anyway, so I'm guessing it's fine. However, there IS the possibility that he becomes TOO useful, between toying with the first 2 abilities, so I'll keep him as long as the set makes it into playtest. When it does, I might change it around if he's too powerful (however, I don't really see his ultimate going off that easily, so that might balance him a bit, but I could be wrong).
Baal the Corrupted Planeswalker - Baal
-1: Draw a card. You lose 1 life.
-2: Return target creature card from your graveyard to play.
-5: Return all creature cards from all graveyards to play under your control. Those creatures gain haste. At end of turn, remove them from the game.
Loyalty: 4
R
Baal is remaining intact, for now. As I explained before, drawing cards in MtG is REALLY good (you don't draw NEARLY CLOSE as many cards as in LotR, except in dedicated decks), so gaining a counter out of it might be too much. I'm having a bit of second thoughts about his ultimate, though. I love the ability, but I don't think it's game-winning enough to justify going through the motions. I'm considering letting the ability instead remove the creatures from the graveyards and putting tokens into play (this way, even a grave full of 1/1s will be enough), so as to depict him "changing" the creatures by giving them the unholy semblance of life present in undeath. Any thoughts? Or would it be too close to Morwen? Personally, I like as it is, so you can build your deck around him (let's face it, a dedicated deck would win with their graveyard alone) instead of simply building a deck and jamming him inside.
Lyn the Enthralling Planeswalker - Lyn
+1: Gain 3 life.
-2: Gain control of target creature.
-7: Remove from the game all creatures you don't control.
Loyalty: 4
R
For now, I'm keeping Lyn. Perhaps if someone can point future interactions that would make her life-gaining too good, I might tone it down. However, costing twice the white mana of Ajani and having all but useless abilities against an empty board, I think it really IS fine to up the gain a bit. Her loyalty, though, is now 4 (I lowered her ultimate by 1 as well, to keep the turn-count intact), mainly as to not allow her to take 2 creatures AND live through it.
Morwen the Furious Planeswalker - Morwen
+1: Morwen deals 2 damage to target player.
-2: Change the target of a spell that has a single target. You may play this ability any time you could play an instant
(if you play this ability during your turn, it still counts as your Planeswalker ability used for the turn).
-5: Put 3 6/1 red elemental creature tokens in play. They have haste,
trample and "at end of turn, sacrifice this creature".
Loyalty: 3
R
I lost her second ability in order to make room for the instant-speed one. I think the first ability is STILL balanced enough with her having such a low loyalty number and her ultimate being rather "counterable" (damage spells, removal, bounce, tap abilities, etc).