Honden of Infinite Rage
The red Honden carries the cycle's reach, and it is the only one of the five whose payoff can end the game on its own. Each Shrine you control adds a point of upkeep-triggered damage to any target, so a lone copy pings for one while a full collection turns your upkeep into a recurring burn spell with no target restriction at all. Because "any target" includes the opponent's face and costs you nothing, this is the piece that closes out a Shrine deck through pure attrition after the other four manufacture cards, life, board, and disruption. The design problem here is making a build-around enchantment theme reward commitment without any single piece feeling oppressive, and the answer is deferral: nothing happens the turn it resolves, and the damage only arrives on your upkeep, after the opponent has had a full turn to respond. That delay is the cost that keeps a three-mana enchantment which eventually deals four or five a turn from being a three-mana finisher; you are paying for the Shrine count to come online before the engine matters at all. Of the five, this is the steepest scaling curve and the slowest possible burn, a kill condition that demands you assemble the rest of the family before it does anything an opponent has to fear.



