The Super Hero Civil War
Most Sagas narrate a single idea across three beats; this one stages an escalating conflict whose chapters actually build on one another mechanically, not just thematically. Chapter I is a double Threaten with a longer leash: not a single one-turn loan but up to two creatures under a shared mana value cap of 6, held for as long as the enchantment survives. Chapter II musters the swollen board with a team-wide +1/+1 and vigilance, arriving the turn after you have padded your ranks with borrowed bodies. Chapter III turns the whole arc into removal, a fight pointed at whatever is still standing. The individual pieces are ordinary (temporary control, a combat anthem, a fight spell); the value comes from the Saga's clock welding them into a fixed sequence. The stolen creatures are still yours through the fight, then handed back only when the Saga sacrifices itself after chapter III resolves. That ordering is the design's real trick, and it is why the fight lands with the loaned creatures still on your side rather than the opponent's: Saga rules leave no ambiguity there. What the card actually asks is who you point the borrowed and buffed board at along the way, since you get two turns of tempo swing before the enchantment ever sacrifices, and the creatures go home the moment it does.

