Stoneforge Acolyte
Cohort is a mechanic built on a contradiction: it asks for two untapped Allies every turn in a tribe whose creatures rarely earned their keep alone, then attaches a payoff that pulls the deck toward gear the rest of the tribe never cared about. Here the payoff is a narrow Equipment tutor: dig four deep, and if a piece of Equipment shows up you take it to hand, sending the rest to the bottom rather than the top so misses do not clog the next few draws. That bottoming is the one genuinely clean piece of the design. The rest is friction. The second Ally that pays the tap cost gets nothing for the trouble beyond enabling the activation, so the engine demands a wide, untapped board and a deck that actually runs enough Equipment to make committing two creatures worthwhile. Those two halves, an Ally chain and an Equipment package, almost never shared a list. The activation does carry one quiet upside: with no timing restriction printed, it fires at instant speed, so it can run on an opponent's end step instead of competing with your own attack step for those taps. But the tutor whiffs when the top four hold no Equipment, and even on a hit it only fetches one specific card type off a 1/2 body. "Tap creatures to fetch a card type" is a sound seed; gating a conditional, single-type tutor behind this much tribal commitment is more than the return justifies.
