Summon: Primal Garuda
Collapsing a summon-style spell into a Saga is a clean fusion of two card types: a 3/3 flyer that runs on its own fixed clock, spending lore counters as it fights before retiring after chapter III. The sharpest wrinkle is chapter I's targeting clause. Four damage to a tapped creature an opponent controls means the removal is conditional on tempo already leaning your way: since blockers do not tap to block, this punishes attackers who have committed and creatures milked for their tap abilities, not defenders sitting back untapped. That skews the chapter toward cleanup, rewarding you for developing pressure first and picking off what steps out second, rather than functioning as open-ended removal. The Slipstream chapters repeat a pump on their own turns, handing another creature +1/+0 and flying, which turns a ground attacker into an evasive threat for two turns running and stacks alongside the Harpy's own wings. Finality is written into the type line: sacrifice after III, so the whole package (a flyer that removes, then twice pushes the air) plays out and disappears over three of your turns. The balancing act is that all the value is front-loaded and non-repeatable; you collect a removal spell, two evasion grants, and a temporary body, then the enchantment folds itself away. It asks you to arrive with a board worth protecting and an opponent's creature already tapped, then pays that setup back as a compact three-turn arc instead of a standing engine.

