Ancestor's Prophet
Tapping five Clerics for ten life asks a steep entry fee before it pays a single point: you need a congregation already assembled, and the turn you activate is a turn the whole tribe stands idle, neither blocking nor attacking. The 1/5 body declares the intent plainly. This is the back-row anchor of a grindy Cleric tribe, a wall that absorbs early aggression and waits for reinforcements rather than a creature that affects the race itself. The repeatable lifegain reads as the engine, but the genuine cost is board commitment and tempo, since every tapped Cleric is one not doing combat work. It earns its place in shells that already want a wide, sticky Cleric board for independent reasons; the lifegain then turns a defensive stall into a cushion no burn or beatdown deck can chew through in time. The activation requirement is the honest price for an effect that, repeated across multiple turns with no ceiling, would otherwise lift a player out of any reasonable damage clock. A slow, durable payoff for a tribe built on durability, asking you to commit the bodies first and reap the longevity later.

