Devout Chaplain
The activation cost is the entire pitch: tapping two other Humans, not just the Chaplain, to fuel one disenchant. That convoke-flavored tax means the body on the battlefield is never the only one paying. A tribe-wide tapping requirement turns the Cleric into a repeatable artifact-and-enchantment answer only when the board is wide enough to spare three creatures at once, which is exactly the board state a Human-go-wide deck wants to be in anyway. Exile is what earns its keep over a one-shot Disenchant: indestructible permanents and recursion engines that shrug off destruction get removed clean, and they stay gone. What keeps the ability from being oppressive is that it asks for a full turn's worth of commitment from the team and offers nothing the turn it arrives, since summoning sickness locks the tap. It is a slow, grinding answer built for a deck that floods the board and then wants something to do with all those bodies beyond attacking. This belongs to the older school of tribal payoffs that reward density rather than a single keyword: the more Humans you have, the more often this becomes a recurring lock on the opponent's noncreature toys.

