Nullmage Shepherd
Disenchant costs two mana and clears the board once. This asks for something stranger: a tax paid in bodies. Tapping four untapped creatures to destroy an artifact or enchantment turns naturalize into a board-position decision, where the price is not mana but tempo and your willingness to leave four attackers home. The body is the seed of the engine: a 2/4 that survives most early pressure and wants company, because the ability only ever fires when your board is wide enough to spare the taps. That makes it a green token-deck payoff dressed as a hatebear, a repeatable answer keyed to a resource the go-wide deck holds in surplus. The design tension sits between standing still and tearing things down: an activation on your own turn is a turn those four creatures are not swinging, so the permanent you destroy has to matter more than the attack you skipped. Against something that genuinely warps the game, that math works; against incidental targets, the Shepherd is just a defensive stat line waiting for a board to assemble around it. Worth noting where the engine is fragile: the ability targets, and like any activated ability it goes on the stack, so a Stifle effect or a protection-granting trick on the target can answer a single activation. The cost is the throttle, not a hard limit; a token deck simply rebuilds the bodies and points the effect again next turn.





