Wanderwine Prophets
The extra-turn engine, gated behind two layers of tribal commitment. Champion is a strict tax up front: this 4/4 cannot resolve and stick without another Merfolk already on the table to exile, and that exiled creature stays in limbo until the Prophets dies. So the card costs you a second Merfolk before it does anything, and then asks for more. The combat-damage trigger does not loop on its own; each extra turn demands another Merfolk sacrificed, which means a steady supply of bodies feeding the engine while the original championed creature sits exiled, unavailable as fuel. The reward, once the chain catches, is brutal: connect, sacrifice, take another turn, connect again, repeat until the board runs dry. What keeps the design honest is that the engine consumes the very resource that powers it. You spend Merfolk to take turns during which you attack to enable spending more Merfolk, a self-cannibalizing loop that only a wide, replenishing tribal board can sustain. It belongs to the early wave of designs that treated "take an extra turn" as a payoff to be earned through sacrifice rather than a spell to be cast, building the cost into combat and creature attrition instead of mana. The Prophets reads less like a closer and more like a wager on how much a tribe is willing to feed itself to win.

