Go-Shintai of Ancient Wars
Shrines have always been a slow, additive engine: each new one you control makes the others count for more, and the payoff sits at the back of the curve because a single Shrine in isolation is a modest permanent. The color pie assigned each member of the cycle a way to cash in that accumulated count, and red drew the one that ends games outright. Rather than draining life passively or trickling out tokens, this turns the assembled collection into a repeatable burn spell: each of your end steps, for one mana, point the whole pile at a player or planeswalker and deal damage equal to how many Shrines you control. That is a clock that grows as the board grows, closing without combat and without pushing past blockers, which sidesteps the exact problem a Shrine deck usually faces (surviving long enough for the count to matter while stuck behind a stalled board). The first strike on the 2/2 body is close to incidental, a nod to red's combat identity, though it does let the card trade up early while the engine is still coming together. The deeper tension is the one every Shrine build lives with: the mechanic rewards flooding the battlefield, yet each piece is unremarkable in a vacuum, so the reward is backloaded. This one shortens that runway by making the count lethal from the air, no attack step required.
