Battle for Bretagard
Most Sagas spend their three chapters telling a story and then vanish; this one spends the first two chapters building the payoff for the third. Chapters I and II leave behind two Warrior tokens, unremarkable on their own, but they are seed capital: by the time the third lore counter lands, chapter III looks at every artifact and creature token you control with a different name and copies each one. Two tokens on an empty board is a modest reward. Six or seven distinct tokens (a Treasure, a Food, a couple of Clue-adjacent artifacts, a handful of creature types) turns the finale into a board-doubling event. The design lesson sits in that "different names" clause: it is the balancing valve, forcing you to diversify your token engine rather than stack ten copies of one thing, and it quietly ties the card's ceiling to how much token variety you can assemble in three turns. The two Warriors it makes for free are also the safety floor, guaranteeing the last chapter never resolves for nothing even in a deck that generates no other tokens. It rewards a token-matters shell without demanding one: play it flat and it is a middling three-drop, play it inside a wide token deck and the third chapter becomes the reason the deck exists.



