Reckless Cohort
The drawback is the whole pitch for the tribe. A 2/2 for two in red is unremarkable by itself, so the design pays for the body by attaching a clause that punishes you for playing it alone: this creature must attack every combat unless you control another Ally. That conditional turns the card into a litmus test for whether you committed to the Ally theme or just grabbed a cheap red beater. In a deck stuffed with Allies, the restriction never triggers, the 2/2 behaves like a normal aggressive two-drop, and the rally triggers around it reward the dense board it implies. Outside that deck, you own a creature that suicides into removal and blockers on a schedule it sets, not you. That "free" stat line quietly enforces archetype discipline, the same way must-attack creatures have always taxed the player who wants the rate without the commitment, only here the escape hatch is tribal rather than a downside you eat permanently. The design says, plainly, that a red two-drop is allowed to be efficient only if it travels with its kind.
