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The reward for going wide. Ally decks are built around a board that grows in steps, each new body retriggering whatever the rest of the team cares about, and this is the payoff that points all that incremental growth at a face. The math is the hook: every Ally that enters costs the target life equal to your full Ally count, so the same trigger that nicks a player for one early swells to a five- or six-point hit by the time the board has filled out. It compounds with itself in a way most reach effects do not, because each arrival both raises the count and fires the loss again. The 3/2 body is incidental; nobody runs this to attack with it. It exists to convert a tribal go-wide plan into life loss that ignores blockers entirely, exactly the close a creature-heavy deck otherwise has trouble finding. The "target player" clause is the quiet restraint: it cannot rake an entire multiplayer table the way an "each opponent" version would, but it lets the loss land wherever it does the most damage. The catch is structural: with the team off the table the trigger drains only a single point when it enters alone, so the card has little value as a standalone threat and only comes alive once the board has been committed to in full.
