Firemantle Mage
Menace is the keyword that does the most work in a go-wide deck while costing the least to grant, and that is the whole engine here: every Ally you drop forces the team to slip through a defense that can't gang up efficiently. Rally turns the deployment you were already doing into a recurring evasion trigger, so the more Allies you flood the board with, the harder each attack is to chump. The reward scales with the same density that makes the tribe function, which is the elegant part: a board wide enough to overwhelm blockers individually now also dodges them collectively, because two blockers per attacker is a tax most defending boards cannot pay across a full team. The downside is the body and the timing. A 2/2 for three asks you to be committed to the Ally plan rather than splashing it for value, since the trigger reads off entering creatures specifically; it rewards a curve that keeps adding to the board rather than holding back. It is a payoff that wants saturation, not a card that improves a thin board. That makes it a build-around in the strict sense: useful only inside a deck already trying to do exactly what it enables, and close to a blank outside one.
