Earth King's Lieutenant
Two-drop Ally payoffs live or die on their scaling curve, and this one is built to run in both directions at once. The enter trigger reaches backward, rewarding a board you have already committed by stacking a counter on every other Ally in play; the standing trigger reaches forward, growing this creature every time a new Ally arrives after it. That symmetry is the whole design conceit: the earlier it lands, the more it stands to gain from bodies to come, while a late deployment cashes in on what is already there. Trample is the load-bearing detail on a body that expects to get large, since a lone 1/1 with a fistful of counters is otherwise trivial to chump. Ally support has always leaned on this kind of mutual-reinforcement pattern (the tribe was engineered so each new member cared that the others existed), but most of those payoffs pointed one way, either buffing the team or building themselves. Doing both from the same permanent means the counters compound across a turn cycle rather than resolving in a single window, which changes how you sequence a tribal board: you are no longer choosing between going wide and building a threat, because a well-timed drop does both and the tramplers carry the extra power through blockers.


