Drana's Chosen
Cohort was the Ally answer to the question of what a tribe with no evasion and no rush does to convert a wide board into incremental advantage, and this is one of its more honest applications: the cost is real estate. To make a Zombie, you tap this creature plus another Ally, freezing two bodies for one token that itself arrives tapped and contributes nothing the turn it shows up. That triple-tap tax is what keeps the engine from snowballing on its own; you are trading present commitment for a future board, one token at a time. The timing reward, though, is the inverse of how it looks: because the ability is instant-speed, the disciplined line is to fire it on the opponent's end step, banking the Zombie for your own turn while leaving your crew untapped through their combat. The 2/2 black Zombie it makes is deliberately generic rather than another Ally, which matters: the tokens grow the army without feeding back into Cohort, so the engine scales linearly, not exponentially. It rewards a deck already committed to going wide and flat, where a spare untapped Ally is cheap to spend and an extra blocker every turn outpaces an opponent's removal. As a piece of the Ally framework it sits at the patient end: not a payoff that ends games, but a tap-the-team grindstone for the board that is already ahead and wants to press the advantage without overextending any further into a sweeper.

