Chaplain of Alms // Chapel Shieldgeist
The disturb mechanic is built to turn one-drops into two-turn cards, and this one uses that second life to change what it protects. On the front, Ward 1 is a cheap tax that makes a 1/1 first striker slightly annoying to remove; the tax protects itself and nothing else. Flip it through disturb and the frame widens: the Spirit's Ward 1 covers your whole board, taxing every targeted removal spell, every edict-adjacent redirection, every bounce your opponent wants to point at your team. That is the real design turn here, from a single-creature deterrent into a global one, paid for by the graveyard trip and the exile clause that keeps it from returning a third time. The disturb side reads as a small anthem, but it is closer to a soft-lock on interaction: an opponent clearing a wide board now pays an extra mana per target, and against decks trying to trade one-for-one that friction compounds fast. First strike carries across both faces, so the flying Spirit blocks and attacks above the ground game while the tax does its work. The card asks you to spend early, hold the graveyard, and cash in when your board is worth insuring, a two-stage payoff that rewards patience without ever demanding a build-around.

