Mononoke + MTG = Win
The way we generally think of it internally is this:
Planeswalkers can bring some amount of nonliving items with them when they planeswalk. Not a lot, but some. If Chandra wanted to planeswalk away from Kephalai with a scroll, she could. Planeswalkers still have pants on when they arrive somewhere, so, I mean, yeah. But there’s a limit. Chandra couldn’t bring with her, say, a city block.
Unless something special is going on, planeswalkers can’t bring living beings with them. Only beings with active planeswalker sparks can leave a plane and travel to another one (except for weird and very rare exceptions, such as the Eldrazi titans, or someone with access to some kind of gate).
Note that summoning creatures is not planeswalking. When you create a baloth out of the aether and have it fight for you, you’re magically creating an instance of baloth-ness, even if you’re summoning it while on Theros and you learned about baloths back on Zendikar. There is not one less baloth on Zendikar due to your summoning spell on Theros — Theros is just +1 baloth, thanks to you making a new one. However, summoned creatures tend to stop existing after a while — they last for a while, long enough to fight for you in a duel or whatever, but not forever.
There’ve been other models of how summoning and planeswalking work, but that’s how we generally think of them on the team these days.
Because this is information that definitely needs to be put out into the aether.
I want to name my child after this. Nobody would make fun of them.
"Dad, the kids at school are making fun of me again"
"You have an extra turn and Annihilator 6, sort it out yourself!"
Are you a relatively new deck builder? Do you feel like when you step into an FNM that your deck ideas are just, well, not working out like they should? Do you feel like the decks of other players are just way beyond yours?
It’s probably because your deck is lacking focus…
Pharika, God of Affliction
Deadly poison can be healing medicine in small amounts, and this dichotomy is reflected in the god whose province is such tinctures. Pharika is the keeper of apothecary knowledge, the source of dark magic. She is also the mother of all gorgons, and their snaky bodies resemble hers.
To those who would oppose her, Pharika is a fearsome enemy, but mortals she favors are hard to kill. She bears a potion cup from which she dispenses draughts that simultaneously strengthen her servants and slay her enemies.
Pharika is associated with black and green mana, and her dual nature also governs aging—the stretch of life and the approach of death. Stories say that the secretive god has hidden medicinal knowledge within the natural world. None know whether she did so to reward or to toy with mortals who quest to unearth them.