Tajuru Archer
The anti-flyer slot is usually a static toughness number: a Reach creature that sits in the way and trades up. This one scales the answer instead. Each Ally you control adds a point to the damage it deals, and the trigger fires not only when this enters but whenever any Ally joins it, so the card grows into a repeatable pinger that punishes evasive threats more the deeper your Ally count goes. The design logic is tribal density doing double duty: the same board you build to attack also charges the gun, and a midgame full of Allies turns a 1/2 with no Reach printed on it into a board-wide flying deterrent. The catch is the dependency. On an empty board it deals a single point, an Ally count of one, which is barely worth the targeting; the effect is worthless until the tribe shows up and overwhelming once it does. That all-or-nothing curve is the honest cost of a pinger that costs nothing to fire: the tribe has to materialize first. Its abilities key off the entry trigger rather than the body, so the unit of power is the number of Allies in play rather than the stats of any one of them.

