Crookclaw Elder
Both activated abilities tax the same resource: untapped creatures of a specific tribe, two at a time. That cost structure makes this a payoff for a board that has already gone wide, not a card that builds one. Tap two Birds and you turn a flying mass into a card-draw engine; tap two Wizards and you push a ground creature through the air for a swing it had no business surviving. The dual-tribe split is the design pivot: the same body rewards two different aggregations, so it slots into either a flyer-heavy build or a Wizard-count build and asks the deck to commit to one. The 3/2 flying body is incidental; the value lives in the activations, and the activations are gated by how much board you can afford to tap down. That is the honest tension. Each grant of flying or draw costs you two attackers or two blockers for the turn, so the elder rewards a deck with bodies to spare and punishes one that needs every creature doing its job. This is a top-of-curve build-around for a tribe that arrives early and wide, an engine that idles in an empty board state and earns its keep only once the table in front of it is crowded.
