Immerwolf
Werewolves run on a rhythm tied to spell counts: a busy turn where players cast multiple spells flips the pack back to its weaker human faces, while a quiet turn with no spells flips the board to its night side. That oscillation is the tribe's identity and also its fragility, because the team only stays strong when the table's sequencing cooperates. Lock the non-Human Werewolves onto their transformed faces and the deck stops caring how spells get sequenced at all; the wolves stay big, and they stay night-side. The anthem stacks an extra point onto every other Wolf and Werewolf you control, so each added body makes the lock pay off harder. The wording carries a catch on two fronts: the transform-stopping clause applies only to non-Human Werewolves, so any Werewolf still in human form has to flip the old-fashioned way before it joins the party, and the +1/+1 reads "each other creature," so this body sits at its printed 2/2 and never rides its own anthem. The self-limiting scope is deliberate: it rewards a board already on the night side rather than rescuing one stuck in daylight. Intimidate is its own evasion, a lone wolf slipping past anything off-color that isn't an artifact creature while the rest of the pack still has to win combat the hard way.


