Devil Dinosaur
Most green tribal lords are a stat stick with a subtype clause bolted on; this one hands its team hexproof, and that word reshapes what kind of card it is. The +1/+1 is the smaller half of the anthem. The protection is the load-bearing part: once this resolves, every other Dinosaur you control becomes untargetable by opposing spells and abilities, so single-target removal and combat tricks have to route around your board or find their way to the source. And the source is a 5/5 with trample and no protection of its own. That asymmetry is the design tension. Hexproof is not shroud, and it is not indestructible, so board wipes, fight effects that use your own creatures, and sacrifice edicts (which make you choose rather than targeting) still get through; the shield is specifically against targeted opposing interaction, and the anthem body itself remains fair game. Your play pattern narrows to two lines: shield the shielder, or land it into a board wide enough that a slow answer costs the opponent the game. Trample keeps the 5/5 honest as a threat rather than a pure enabler, so even when the tribe is thin it still pressures a life total. As a lord it matters less for the modest stat bump than for converting a wide Dinosaur board into one that opposing removal cannot address one creature at a time.
