Ally is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Complete guide
Ally creature tokens are the backbone of diverse tribal strategies, representing the strength of unity and cooperative tactics. These 1/1 white creatures often serve as the fuel for powerful abilities and enter-the-battlefield triggers in specialized Ally decks.
What is an Ally?
An Ally is a specific creature type in Magic: The Gathering. While many Ally cards are actual creature spells you cast from your hand, many effects create Ally creature tokens. These tokens are 1/1 white creatures with the creature type Ally and no inherent abilities. Their power comes from how they interact with other cards that care about the Ally type or whenever an Ally enters the battlefield.
How Ally Tokens Resolve
When an effect like Jasmine Dragon Tea Shop or United Front resolves, the Ally token is placed onto the battlefield. This immediately triggers any 'whenever an Ally enters the battlefield' abilities. Because tokens are permanents, they stay on the battlefield until they are destroyed, exiled, or otherwise moved to another zone. If an Ally token leaves the battlefield, it ceases to exist once state-based actions are checked, but it will still trigger 'leaves the battlefield' or 'dies' abilities before disappearing.
Common Mistakes with Tokens
A common mistake is forgetting that tokens are not 'cards.' While you can cast Ally spells from the top of your library with Hakoda, Selfless Commander, you cannot 'cast' a token. Another frequent error involves Katara, the Fearless; while she doubles triggered abilities of Allies you control, she does not double the creation of the token itself unless the token creation is part of a triggered ability from an Ally source.
When to Use Ally Tokens
Ally tokens are best used to wide your board presence and trigger 'Rally-style' effects. Since they are often cheap or free to generate via recurring triggers, they serve as excellent fodder for sacrifice costs or as a way to turn on powerful static buffs from cards like Great Divide Guide, which allows every token to tap for mana.
Interaction examples
With South Pole Voyager on the battlefield, you activate the ability of Jasmine Dragon Tea Shop to create an Ally token. The token enters, triggering South Pole Voyager's ability. You gain 1 life. If you create a second Ally token in the same turn (perhaps via Invasion Reinforcements), the ability triggers again; this time, since it is the second resolution, you gain 1 life and draw a card.
You cast United Front with X=2. Two Ally tokens enter the battlefield simultaneously. This causes Haru, Hidden Talent's ability to trigger twice. You can target two different lands you control to 'earthbend' them, turning them into 0/0 creatures with haste and a +1/+1 counter each. These lands are now effectively 1/1 creatures that return to the battlefield tapped if they die.
With both Sokka and Katara on the battlefield, you cast a noncreature spell. Sokka's ability triggers to create an Ally token. Because Sokka is an Ally, Katara, the Fearless causes this trigger to happen an additional time, resulting in two Ally tokens. Furthermore, Sokka's prowess-granting ability triggers twice on himself and all other Allies, giving your entire team +2/+2 and menace until end of turn.
Suppose you have several experience counters from Aang, Airbending Master. At your upkeep, Aang creates multiple Ally tokens. If an opponent plays a board wipe, you can sacrifice Hakoda, Selfless Commander. This gives all those tokens (and your other creatures) +0/+5 and indestructible, ensuring your army of Allies survives the turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Ally
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Interactions with other cards
These cards' text mentions Ally.

Each land and Ally you control has "{T}: Add one mana of any color."

Flash Flying When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for {2} rather than its mana cost.) Whenever you cast a spell from exile, create a 1/1 white Ally creature token.

Whenever another Ally you control enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast an Ally spell or activate an ability of an Ally source. {5}, {T}: Create a 1/1 white Ally creature token.

Vigilance You may look at the top card of your library any time. You may cast Ally spells from the top of your library. Sacrifice Hakoda: Creatures you control get +0/+5 and gain indestructible until end of turn.

If a triggered ability of an Ally you control triggers, that ability triggers an additional time.

Vigilance When Katara enters, create a 1/1 white Ally creature token. Waterbend {X}: Creatures you control have base power and toughness X/X until end of turn. X can't be 0. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)

When Aang enters, airbend another target creature. (Exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.) Whenever one or more creatures you control leave the battlefield without dying, you get an experience counter. At the beginning of your upkeep, create a 1/1 white Ally creature token for each experience counter you have.

Menace, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Other Allies you control have menace and prowess. Whenever you cast a noncreature spell, create a 1/1 white Ally creature token.

Flurry — Whenever you cast your second spell each turn, put a rally counter on this enchantment. Then create a 1/1 white Monk creature token with prowess for each rally counter on it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)

Whenever this creature or another Ally you control enters, you gain 1 life. If this is the second time this ability has resolved this turn, draw a card.

Create X 1/1 white Ally creature tokens, then put a +1/+1 counter on each creature you control.
Related cards and tokens
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