Drogskol Captain
The hexproof clause is what separates this from a generic tribal lord. Most anthem creatures hand out a stat bump and call it a day; the trade is that a wider board becomes a more attractive target for removal. This one inverts that math: every other Spirit you control swings for one more in each direction and slips entirely out of reach of targeted spells and abilities. An opponent who wants to dismantle the board piecemeal has to kill the Captain first, and the Captain itself is a 2/2 flier with no protection of its own, the single point of failure the whole engine hangs on. Stacking two copies is where the design gets pointed: the second Captain grants hexproof to the first, and now nothing your opponent can target touches the team at all. Anything that breaks the board has to ignore targeting entirely, a sweeper or an edict effect, which is a much narrower set of answers. That redundancy loop is the real ceiling of the card, and it is why Spirit decks have always wanted the full set rather than a singleton. The flying on its own body pulls real weight, too, since a tribe built around evasive flash and flicker creatures wants its lord in the air alongside them rather than stranded on the ground. A lord that protects what it pumps is a meaningfully different object than one that only pumps.



