Volatile Claws
The +2/+0 team pump is the boring half; the "gain all creature types" clause is the reason this exists. That line is written for changeling-adjacent tribal builds, where a creature counting as every type at once switches off tribal restrictions and switches on tribal payoffs across the board. For one turn, a swarm of anything becomes a swarm of Goblins, Elves, Slivers, and Zombies at the same time: any lord that reads "other Goblins you control," any effect that cares about a shared type, any "sacrifice a Human" cost suddenly reaches every attacker you have. The instant-speed window is the operative detail. You are not committing to the pump on your own upkeep; you are holding it for the attack step or firing it in response to a tribal trigger, choosing the moment the type-flood matters most. The pump is there so the card still does something when the tribal angle is dead: an unremarkable combat trick that also happens to make your whole board count as every type at once. This is a narrow, purpose-built design, and the narrowness is honest. Outside of a deck already leaning on shared creature types, the +2/+0 rate does not earn a card. Inside one, it is a one-turn skeleton key for the entire tribal rules layer, opening lord effects and type-costs that would otherwise never line up.

