Targ Nar, Demon-Fang Gnoll
A 2/2 for two that stays inert on an empty board: the pack tactics check reads a total attacking power of 6 or greater, a threshold a lone Gnoll can never meet on its own. That gating is what defines the design. The reward is not self-only pump but a team-wide +1/+0, so the payoff scales with how many bodies you've already committed, converting a mediocre alpha strike into a lethal one. The doubling ability answers the obvious tension, that a 2/2 contributes little to the very power count it's trying to clear. Pumping it to a 4/4 pushes past its own contribution and can nudge a board that was one point short over the line, or present a body that survives combat where a 2/2 would not. Sequencing is the wrinkle here: the pack tactics check locks in the instant attackers are declared, so if the doubling is meant to help clear the threshold it has to fire during your main phase, before the declare-attackers step, not held back. That makes the doubling two different tools depending on when you spend it: pre-combat to reach the anthem, or after blocks to save a creature or push extra damage without touching the count. This is a curve-out payoff for a go-wide Gruul shell, rewarding the player who empties a hand and turns the whole team sideways rather than the one trading a creature at a time.
