Scuttletide
The delirium payoff that funds its own condition. Most cards that reward a stocked graveyard leave you to source the fuel elsewhere: a looting effect, a fetchland cracked for its land type, a self-mill spell to reach the fourth card type. This one is both the requirement and the means of meeting it. Each activation pitches a card from hand and drops a 0/3 blocker, and every card discarded nudges the graveyard closer to the four-type diversity delirium wants. The moment that count hits four, the entire Crab squad is a wall of 1/4 bodies: the +1/+1 is a static effect, so it snaps on the instant the condition holds and switches off if the graveyard falls back below the line. No upkeep to wait for, no trigger to sequence around; the buff is simply true or not true, live at any point in the turn. The discard cost is where the shell earns its keep. You are spending cards to manufacture defenders, so the deck around it has to genuinely want that trade: cards happier in the yard than the hand, or a graveyard varied enough to trip the count in a turn or two. Built with that in mind, it launders a fistful of surplus cards into a wall that quietly becomes a clock; built without it, it hands your hand to the graveyard for stationary chump blockers.

