Thrull Champion
The lord that doubles as a thief, built for a tribe nobody else wanted. Thrulls were the worker-caste creatures of their set's flavor, expendable bodies fielded on both sides of the table, and that shared ownership is the whole joke here: the tap ability reaches across and seizes an opponent's Thrull for as long as the Champion stays in play. The anthem half is deliberately symmetrical, granting +1/+1 to every Thrull on the battlefield, opponents' included, which is its own admission of how cheap and disposable the subtype was. Because the pump reads "Thrull creatures" rather than "other," it lifts the Champion itself to a 3/3 while in play. The theft comes with a leash welded to it: control reverts the moment the Champion dies, so the stolen body is only as durable as the creature holding it, and that creature lives in a deck full of sacrifice fodder and cheap removal. This is a conditional effect dressed as a lord, asking you to protect one fragile creature to keep both halves running. As tribal design, it speaks to a time when Wizards built lords for subtypes that lived mostly inside one set's worldbuilding, before tribal payoffs were expected to travel beyond their origin; the Thrull never went far, and neither did its champion.

