Murasa Pyromancer
The damage scales with the board, but the trigger is what reveals the design intent: this fires not only when it arrives but every time another Ally joins the table. Built as the payoff piece for the Ally tribe, it converts width into board control, so each subsequent recruit becomes a Pyroclasm shot aimed at a single target creature. Two Allies in play and a new one entering means three damage; flood the board and the triggers start clearing real threats. The structure rewards a curve of cheap, recurring Ally drops over a single fat body, since the value is in the volume of enter triggers rather than any one of them. The price is the body and the cost: a 3/2 for six is fragile and slow, and the engine asks you to have already assembled a tribe before it does anything, which makes it a midgame snowball rather than a tempo play. It is also a "may," so you control whether to fire, useful when the only legal target is your own creature. As a tribal capstone it sits in the same lineage as other enters-trigger payoffs that turn a synergy theme into repeatable removal: the cards that let a go-wide deck punish the board it built around rather than simply outnumbering it.
