Hawkeye, Trick Shot
Most damage-on-enter effects want to be spammed cheaply and pay out flat: a fixed one or two per body, over and over. This one climbs. Because the trigger reads current Hero count, the first Hero to land throws for one, but each subsequent deployment raises the floor for the next, so a single window of blinks, chained casts, or a flicker loop turns a go-wide tribal board into a ladder of scaling bolts. The target clause is deliberately unrestricted: the same trigger that snipes an early mana dork also points at a planeswalker or an opponent's face, which is the lever that keeps the archer live long after the ground stalls. The 3/4 body carries first strike and reach as an honest defensive floor: it holds the air, wins most red-range combat exchanges, and buys time while the tribe assembles. The deckbuilding question it poses is not "how cheap are my Heroes" but "how many can I resolve in one turn," because the payoff compounds rather than staying incremental. Open on him alone and he is a well-statted archer waiting for company; fill the board first and every new arrival is another bolt, larger than the last.
