Dawn-Blessed Pennant
The eight tribes named on the choose clause are the tell: this is a tribal payoff built for a world where creature types run along fault lines rather than colors. Rather than picking a mechanically defined class, the artifact hands the pilot a decision at entry (which of the plane's warring peoples to reward) and then does two jobs across the life of the game. Early, it drips a life per matching permanent, a passive that scales with a wide creature deck and idles in a narrow one. Late, when the drip has stopped mattering, it converts into a targeted recursion: two mana, a tap, and its own body buy back any card of the chosen type from the yard. That sacrifice clause is what keeps the card from being a pure durability piece. It trades a slow, always-on effect for a single moment of card advantage, and forces a real read on when the incremental life has run its course. The friction sits in the commitment: the type is locked as it enters, so a misjudged choice leaves both halves stranded. The board rarely tells you which faction you needed until after the pennant has already declared for one, and living with that early guess is the whole game the card plays.
