The Curse of Fenric
Most Sagas script a single turn's worth of value; this one scripts a three-act story that only pays off if you assemble the specific board state the ending demands. Chapter I is a targeted, symmetrical trade: each player may lose up to one creature, and each destroyed creature refunds its controller a 3/3 deathtouch Mutant. That is a redistribution, not a wrath, and it deliberately hands opponents both Mutants and, potentially, the fuel the final chapter will need. Chapter II is the pivot from spread-out interaction to a single point: it reaches out and warps one nontoken creature into a 6/6 legendary Horror named Fenric with no abilities, a transformation that doubles as removal-by-neutering when the target is somebody's carefully built threat. Chapter III is the payoff the first two chapters were staging: a fight between a Mutant and something named Fenric, resolvable only if both halves exist when the counter arrives. Because Sagas trigger their first chapter on entry, the whole arc unspools across just two of your draw steps, and the ending is fragile by design: if there is no legal Mutant or no Fenric, Chapter III simply fizzles and the Saga expires having done nothing more than its earlier chapters already did. The two invented creature names are the joke and the mechanism at once, a Rube Goldberg sequence built to dramatize a plot rather than to win cleanly, and it behaves exactly as oddly as that reads.

