King Narfi's Betrayal
Mill as a resource, not a clock: the design conceit here is that the four-card mill isn't the point, it's the setup. Chapter one fills every graveyard, then hands you first pick of whatever creatures and planeswalkers surface, exiling them into a private pool. Chapters two and three unlock that pool as castable spells with any-color mana attached, so the Saga functions as a two-turn theft engine that mines any deck's graveyard, including your own. The color-fixing rider is what makes the heist coherent: because you can spend mana as though it were any color, the creatures you steal don't have to fit your manabase, only your budget. That widens the design from "self-mill graveyard payoff" to genuine open-air larceny, since the best target is often something the opponent never intended you to touch. The tension the card resolves is timing. Everything exiled is only castable until end of turn on chapters two and three, so the reward is front-loaded and perishable: you have to leave enough mana up during your own Saga tick to actually deploy what you took, or watch the whole cache sit uncastable. It's a black-blue reframing of graveyard interaction where the removal (exiling creatures from graveyards) and the payoff (casting them yourself) are the same action, folded into a self-advancing enchantment that quietly counts to three whether you're ready or not.



