Akoum Flameseeker
Cohort is the Ally keyword that asks the most of its board: it costs not just a tap of the source but a tap of a second untapped Ally, which means the ability is dead until your tribal engine has spread wide enough to spare two creatures from combat. What it buys here is rummaging, discard-then-draw, the loot effect's mirror that fills the graveyard before it refills the hand. That makes the card a curious fit in red, a color whose card advantage has always leaned on this kind of conditional churn rather than clean draw. The tension is that filtering wants to be cheap and repeatable, while Cohort wants you to commit bodies you would usually be swinging with; the engine only hums on a stalled board or after the alpha strike, when those tapped Allies have nothing better to do. As a 3/2 it still contributes pressure on the turns it is not looting, which is the concession that keeps it from being purely a setup piece. It is a synergy card first and a beater second, built to reward a deck that has already gone tall on the Ally count rather than one splashing the tribe for a single payoff.
