Rush the Room
The conditional clause is the whole reason to read this: base, it's +1/+0 and first strike, a below-rate combat trick priced to steal a race and nothing you'd build an archetype around. Feed it a Goblin or Orc and the same instant staples haste onto the grant, which is a different card entirely. That rider turns a fresh topdeck into immediate pressure, letting a creature attack the turn it arrives rather than idling through summoning sickness while the aggressive plan loses its window. It's an old design instinct in modern parceling: reward committing to a single creature type by bolting a bonus onto a spell that would otherwise be marginal, so the tribal deck runs a strictly better version of the trick everyone else runs at par. The tension lives in that if-clause. Off-tribe it's a card you'd rather not have drawn; on-tribe it does two jobs at instant speed for one red mana, flipping from a reactive combat card into a proactive tempo lever. The haste grant is the sharper half, because it collapses the tempo cost of a just-cast creature: what would have been a wasted turn of vulnerability becomes an attack, and because the whole thing resolves for a single mana, it slots into the same reactive slots the pump alone occupies without ever asking you to hold up more.

