The Coming of Galactus
Sagas usually cash out with a token, but the shape of the payoff here is a countdown to catastrophe rather than a value engine. The first three chapters read like a fair Golgari sequence: spot removal on I, then a pair of two-point clocks against your opponents' life totals on II and III, each landing on a schedule they can see coming. Chapter IV is the point, and the design leans entirely into inevitability. A 16/16 flier with trample is already a two-turn clock through most defenses; stapling land destruction to every attack means the token does not just win the race, it dismantles the loser's ability to rebuild. That attack trigger is the real teeth. Most oversized finishers ask you to survive their arrival; this one keeps stripping resources every combat, so even a chump-block plan buys a turn while the mana base erodes underneath it. The structural cost is the Saga's own honesty: three cycles of adding a lore counter after each draw step, telegraphing exactly when the ceiling drops, a body that does nothing until the final chapter resolves, and a sacrifice clause that clears the enchantment as the token lands. You are paying five mana and three turns of warning for a creature that ends games on its own terms, which is exactly the trade a devourer-of-worlds card should demand.

