Then when you played a second clan card, you could rechoose your creature type, but both effects would affect the one chosen tribe
We know that's not ideal either." For competitive Modern players, "not ideal" is a bit of an understatement
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Then exile it.) Sorcery Removal (CTRL to add secondary) Tokens Drake Hatcher Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature deals combat damage to a player, put that many incubation counters on it
I'm not leaving Jolly Gerbils off, though
You need to stick at least one poison counter on each of your opponents, but that shouldnt be too difficult, seeing as you have access to four of the five colors of Magic