An Unearthly Child
A card-selection engine dressed up as a three-turn story, and the interesting part is where it draws the line on what counts as a hit. Rather than digging for any creature or any spell, it filters the top of your library down to a defined band: a Doctor, a card carrying doctor's companion, or a Vehicle. That narrow qualifier is what pays for the depth of the dig, which is total: you reveal until you find one, so the effect never whiffs so long as the deck carries enough targets. The Saga chassis then multiplies a single tutor into three, one on entry and one after each of your next two draw steps, before it sacrifices itself. The design lives entirely in deck construction. Because it grabs the first qualifying card it sees and buries the rest on the bottom, the more different targets you run, the less control you have over which one you draw: fill the deck with Vehicles and companions and you get consistency, but you trade away precision. A tightly curated shell of a few key pieces turns each chapter into something closer to a tutor; a wide net turns it into raw card advantage with a random face. It reworks the deep-dig-until-you-hit template that black and green have long used for creatures and lands, keying it to a bespoke set of subtypes and one keyword ability, and spreading the payoff across three turns of accrued lore rather than one resolution.

