Wall Crawl
Spider tribal is an odd thing to build a lord around, because spiders were designed as defensive creatures: reach as an anti-flyer keyword, high toughness, low aggression. This enchantment inverts every assumption. The token it makes on entry is a 2/1 with reach, not the fat-bottomed blocker the type usually implies, and the static line pushes the whole board past defense: +1/+1 on every Spider you control, plus a clause that lets them run through anything with defender. That last piece is the tell. A payoff that says "can't be blocked by creatures with defender" is admitting the archetype's natural predator is the ground stall the spiders themselves used to build, and it hands you the key to walk past your own kind of wall. The lifegain is deliberately scaled to your commitment: one life per Spider means the card rewards you for having already invested, small when it lands into an empty board and meaningful when it lands into a developed one. It is a lord that wants to arrive late, not first. The whole package reads as a designer taking a creature type built to sit still and asking what it takes to make it attack: better bodies, evasion against the exact thing that would gum up the ground, and a life buffer to survive the races that opens up.

