Summon: Fenrir
The green summon-as-Saga template packs a full three-turn arc into a body that also blocks and attacks, and the sequencing is the whole design. Chapter I is a straight land tutor that fixes and ramps at once, the kind of stabilizing first beat that lets the rest of the arc pay off. Chapter II is where the card stops being incidental value: it primes your next creature spell of the turn to arrive a size larger, rewarding a curve that keeps deploying rather than sandbagging. Chapter III then draws only if you control (or tie for) the greatest power on the board, which quietly ties the payoff back to the board state the Saga itself has been building. That conditional draw is the balancing pivot. The engine does not simply refill your hand; it asks you to have committed to the board and won the power race, so the reward lands hardest for a deck that was already ahead on stats. Each chapter feeds the next: ramp into a bigger creature into a board where your creatures dominate the power count. Read in isolation the effects look modular; read in order they describe a single aggressive-midrange plan compressed onto one permanent, with the sacrifice-after-III clause ensuring the value has a hard expiry rather than parking on the battlefield indefinitely.

