The Mending of Dominaria
Most green ramp that touches the graveyard does its work in a single burst: dig, return, move on. This Saga instead spreads its payoff across three of your turns, and the early chapters quietly fund the finale. Each tick mills two and offers back a creature, which means you are not just hoping for lands to fall into the yard, you are actively stocking it while recurring threats. By the time chapter three resolves (two turns after the cast, since chapter one enters with the Saga), the graveyard has been seeded with enough land to make "return all land cards to the battlefield" a genuine ramp explosion rather than a polite one or two. The shuffle is the part worth dwelling on: it happens after the lands are already in play, so it does not touch them; it sweeps the remaining nonland cards back into the library and refills a deck thinned by the milling. That is a deliberate self-correction rather than pure upside, restocking your draws at the cost of any recursion you might have wanted for the creatures and spells still in the yard. The structural cleverness is that the cost (two turns of incidental self-mill) is also the engine that loads the payoff. It reads as a value Saga and plays as a ramp finisher, but the lore-counter pacing forces patience: you commit on the cast and collect two turns later, with no way to accelerate the clock. That delay is the price for an effect that, paid in full, dumps a fistful of lands onto the battlefield at once.





