At the beginning of your end step, you may pay . When you do, Go-Shintai of Ancient Wars deals X damage to target player or planeswalker, where X is the number of Shrines you control.
Assemble a critical mass of Shrines that snowball each upkeep and end step, then convert the board into burst damage. Go-Shintai of Ancient Wars itself pings a player for X equal to your Shrine count every end step for just , so you grind incremental advantage from your other Shrine triggers while building toward lethal pings or a wide combat/burn finish.
Cheap, recursive 3-mana commander that provides a repeatable damage clock all by itself
Shrine synergies compound fast—each new Shrine boosts every trigger including the commander's damage
Enchantment-creature density makes the deck resilient and rewards enchantment-matters support
Inevitability: even from behind, end-step pings can close games on a stalled board
Mono-red is short on card advantage and struggles against heavy enchantment/board wipes
Slow to come online—needs several Shrines before triggers matter
Damage is single-target, so multiplayer alpha kills require many turns or a finisher
A single Wrath or Cleansing Nova can erase your whole engine since Shrines are creatures/enchantments
Limited Shrine pool in mono-red forces reliance on generic enchantment and ramp filler
In Boros-style builds, draws off enchantments; in mono-red, lean on Idol of Oblivion and Endless Atlas instead for card flow.
Maximize Shrine count and add the other mono-color Go-Shintai bodies you can splash via mana fixing, plus tutors like Heliod's Pilgrim alternatives and Sun Titan-style recursion for resilience. Prioritize ramp (Sol Ring, Arcane Signet, Smothering Tithe) and card draw (Idol of Oblivion, Endless Atlas, Outpost Siege) to offset red's weaknesses, and consider Doubling Season or Anointed Procession effects to multiply token Shrines. For protection, run enchantment-friendly recursion and counterspell-proofing so a single wrath doesn't end the game.