Go-Shintai of Shared Purpose
The Shrine subtheme has always run on a single incentive: every Shrine you add makes every other Shrine better, because each one's scaling effect counts the whole board. Most Shrines convert that tally into a passive drip that ticks up over turns (a life drain, a card, a burn ping). This one converts the same count into bodies, a Spirit per Shrine every end step you can spare a mana, which reframes the archetype from an incremental grind into a token engine that can actually close a game. The timing does real work. The trigger fires on your end step, so the army arrives after your attack step has resolved and before the opponent's turn begins, tokens in hand for defense without ever having tapped out on offense. The one-mana tax is the lever that stops the payoff from running away with itself: trivial once the mana comes online, but early it competes with everything else you want to be doing. The enchantment-creature type line cuts both ways, since it counts toward its own Shrine tally while answering to creature removal and enchantment removal alike, handing opponents two categories of interaction. Being legendary caps it at one copy, so it functions as the payoff at the top of a Shrine curve rather than a redundant piece. Shrines had lived in small, flavor-driven batches for years before a build-around this literal appeared: one that rewards raw Shrine density with an escalating army, which is what the tribe needed to work as a deck rather than a curiosity.
