Invasion of the Giants
Most Sagas ask you to build toward a theme before they pay anything back; this one front-loads a generically useful cantrip and treats the tribal reward as a rider you can ignore. Every chapter functions with zero Giants in the deck: chapter one scries two to smooth a draw, chapter two replaces itself, and chapter three's cost reduction simply idles if you have nothing to cast. That baseline is the trick. The card is a two-mana card-selection package with an upside stapled on, so Giant support becomes genuinely optional rather than a tax paid up front. The reward layers onto chapter two: revealing a Giant from hand fires two damage at an opponent or planeswalker, converting the middle chapter from pure card advantage into advantage plus reach. Crucially the reveal is a triggered "when you do," not a cost, so you decide after seeing the draw and can sit on the Giant if tipping your hand costs more than the two points are worth. Chapter three's discount then lands on the same turn the Saga sacrifices itself, rewarding a hand primed to dump a Giant on the back of the enchantment's own exit. Structurally it is tribal glue wearing generic card selection as a disguise, and that disguise is what buys the flexibility: a Giants deck runs the full package, while a plain Izzet shell takes the top half and never misses the bottom.
