Song of Eärendil
The Saga frame usually tells a self-contained story: three chapters, an escalating payoff, then it burns itself out. What sets this one apart is how little of that payoff is glued to any particular board state. Chapter one is raw card selection and refuel, chapter two hands you a Treasure token (a one-shot burst of any color) alongside a 2/2 flyer, and chapter three is the sting: every grounded creature you control takes to the air. That last clause is the reason to run it, and the reason it reads as a Simic value engine rather than a fair one. Across the first two chapters you have filtered and drawn, banked a Treasure, and added a body, all before the enchantment demands you commit anything. Then the mass evasion arrives on a fixed clock, so the payoff is knowable turns in advance rather than gated behind a combat step or a target. The design lets the draw-and-flyers halves work in parallel: nothing here needs your board to already be developed, and nothing punishes you for developing it early either. It is a wide-board finisher that spends its opening chapters making sure the board is worth widening, with the Treasure existing less as ramp than as a single splash-fixing payment banked for the turn you cash out.

