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The Ally tribe has always run on entry triggers, and this is a payoff that scales with sequencing rather than raw count. It only grows when another Ally enters after it is already on the battlefield, which quietly rewards landing it early and cashing triggers turn over turn instead of dumping your hand at once. That timing constraint is the whole balancing act: arrive late and it collects nothing, but lead a chain of Ally drops and it can outgrow removal windows before an opponent finds an answer. It pays for its ceiling by demanding you commit to the tribe first, then keep feeding it. The counters are permanent, so unlike anthem effects that vanish when their source dies, the growth banks: it survives the loss of the pieces that fueled it and shrugs off a wipe that happens to spare it. What it does not do is help anyone else. Every trigger aims a counter at this creature alone, making it a personal engine rather than a team buff. That narrows its role to the beater slot in an Ally deck rather than the glue that holds the tribe together, a distinction that matters when you are deciding which of your three-drops carries the game and which supports it.
