Vigilante Justice
The damage doesn't count how many Humans you have; it counts how many enter, and that gap defines what this rewards. It is a payoff stapled to a verb, not a board state: each Human crossing onto the battlefield buys one point of reach to any target, so it asks for a deck that keeps generating new bodies rather than one that fields a few large ones. A static row of Humans already in play does nothing for it. What feeds it is throughput: token-makers, cheap recruits chained out across a turn, recursion that returns a one-drop to be redeployed, flicker effects that re-trigger an entry. The ceiling is genuine, since a single wide swarm arriving at once can scatter lethal pings across multiple targets, but four mana buys an enchantment that produces nothing on its own and waits on a board built to abuse entry triggers. It improves a go-wide shell that was already churning out creatures; it does nothing for a deck that merely happens to run a few Humans. The card is inert until the surrounding structure exists to feed it, and worth the slot only once that structure does. That dependence is the whole design: the reward is uncapped precisely because the setup cost is paid entirely elsewhere, in the density of enter-the-battlefield events you can manufacture before this ever fires.

