Heaven Sent
A Saga that wants to kill you first and reward its pilot second, structured as a two-turn countdown to a payoff that fires only after the damage lands. Chapters I and II build toward the finale by generating Clues, so the card is quietly a value engine even when the third chapter whiffs. But the finale is where the design gets clever: the single point of damage to each opponent gates a seven-card windfall behind an opponent already sitting at one life or lower, which turns a modest ping into a combo trigger for any deck already pressuring life totals to zero. And when the payoff doesn't connect, it doesn't burn out: the Saga exiles itself and offers a recast that same turn, so the pilot who came up short on the life-total math gets to reload the countdown rather than lose the investment entirely. That recast clause is the balancing act, converting a dead finale into a reset instead of a windmill draw, which keeps the seven cards honest without punishing the deck that isn't quite there yet. It reads as a Doctor's episode compressed into a card: the slow, deliberate wind-up, the moment the trap either springs or resets, the loop that starts over. Few Sagas fail gracefully; this one turns failure into another attempt.

