Hero of Goma Fada
Rally, as an ability word, built the Ally tribe around a single repeated promise: do the same modest thing every time another Ally arrives, and the small triggers accumulate. Most of the lineup paid out in counters, scry, or a point of life, deliberately gentle so no one trigger decided a game. This label sits atop a far louder payoff. Indestructible for your entire board, granted every time any Ally enters, turns a chip-damage tribe into a team that ignores combat math outright: block freely, swing into anything, and watch a board wipe whiff. The 4/3 body is almost incidental; the real threat is the trigger, and it converts each subsequent Ally into a free combat reset. What keeps it honest is that the protection is a temporary boolean state, not a growing one: the grant expires with the turn, and firing it five times is no better than firing it once. The window is what matters, not the volume. It also does nothing against exile, bounce, or sacrifice, the answers that route around the destroy step, so opponents who stop targeting your creatures reclaim the initiative. The value scales with how often you can re-arm on future turns rather than how many Allies you cram into one: keep the swarm entering across multiple turns and your team keeps shrugging off removal. Less a finisher than the insurance policy that lets a wide board attack without fear.



