Bala Ged Thief
Discard effects scale notoriously poorly, and this one bolts its scaling to a tribal counter to address that. The strip happens not once but every time an Ally arrives, and the number of cards the target reveals climbs with the board, so the engine pays off exactly when an Ally deck does what it wants to do anyway: flood the table. The opponent picks which cards to reveal, but you choose which of those revealed cards gets pitched, a meaningful upgrade over blind random discard; the catch is that the opponent only ever loses a single card per trigger, no matter how many Allies you control. The reveal window widens, but the take stays at one, so this is repeated surgical extraction rather than a swelling hand-wipe: each entry pulls the most dangerous card out of an ever-larger pool the opponent had to show you. The friction is that the 2/2 body brings nothing to combat, and a trigger off an empty board reveals exactly one card and lets the opponent simply discard a card they'd already chosen to surface, which is to say almost nothing. The design only earns its keep once two or three other Allies have landed, at which point every new entry becomes a precise, repeatable hand-strip stapled to a creature drop. That conditionality is the whole bargain of the Ally mechanic in miniature: a mediocre body alone, a payoff that compounds with every member you chain into play. It is hand attrition built for a creature-density shell rather than a control one, an unusual home for repeatable discard.
