Sachi, Daughter of Seshiro
The companion piece to Seshiro the Anointed, and the half that builds the engine rather than swings the bat. Where the parent design cared about raw Snake combat, this one splits the tribe into two overlapping jobs: a toughness bump that keeps a board of Snakes alive through chip damage, and a mana ability that turns every Shaman into a ritualistic green source. The second clause is the load-bearing one, and the Snake Shaman type line is the trick that lets it apply to her own body: once she shakes off summoning sickness, she taps for two green herself, paying back most of her four-mana cost over the following turns. Built across a board of Shamans, the effect compounds fast, since each becomes a two-mana battery funneling into oversized green payoffs. The 1/3 frame is deliberately defensive: built to sit back and bankroll a deck rather than enter the red zone. That dual identity (a modest tribal anthem stapled to an explosive accelerant) gives it more reach than the era's plainer lords, which mostly handed out stats and stopped there. The ceiling lives entirely in how many Shamans surround her, the kind of build-around constraint that rewards a deck committed to the type over one splashing for value.
