Demolisher Spawn
The trigger is the tell: this is a green fatty that wants to be an anthem. A 7/7 with trample and haste is already a fine top-end beater, but the delirium clause reroutes the payoff away from the card itself and toward the rest of the board. When four or more card types sit in the graveyard, every other attacker swings for four more, which turns a wide green board into a lethal alpha strike the same turn this lands. That +4/+4 pointedly excludes the Spawn (it reads "other attacking creatures"), so the card rewards a team rather than snowballing its own size, and the haste guarantees it can attack—and trigger the pump—the turn it enters instead of telegraphing itself for a turn. Green has always been the color of the overrun-on-a-stick top-end, from Craterhoof Behemoth down to Pathbreaker Ibex, but those hand out a pump keyed to the width of your board or a fixed activation cost. The wrinkle here is the gate: the bonus is conditioned on graveyard variety, not devotion, mana, or creature count. Delirium wants a spread of types rather than a pile of bodies, so the deck around this has to actively seed instants, sorceries, artifacts, enchantments, and dead creatures into the yard before it ever attacks. Pairing green's signature team pump with a graveyard-state condition is what gives the card its shape, and what asks you to build toward the yard rather than simply cast a haymaker.

