The Witch's Vanity
Three cheap effects spread across three turns, each one buying time for the next. The Saga chassis is what makes the pricing legal: getting targeted destruction, a Food, and a Role token together for two mana would be badly undercosted, so the design pays for the low cost by deferring the payoff and telegraphing every step down the lore track. Chapter I is the anchor, a piece of small-ball removal capped at mana value 2 or less; that ceiling walls it off from the threats that actually close games and points it at the one- and two-drops that early boards are built from. Because it destroys a specific target, it demands the creature actually be on the battlefield when the chapter triggers, which turns the whole sequence into a tempo bet rather than an edict you can fire blind. Chapter II tops up your life against the aggression the removal was holding back. Chapter III is the payoff for staying alive: a Wicked Role dropped onto a creature you control, converting the earlier defense into a body that finally starts applying pressure. No single chapter is worth a card; the sum reads as an incremental engine that plays defense, then offense. It touches two of the era's recurring toys, Role tokens and Food, using each for exactly one chapter rather than building around either, which is why it lands as a curve-filler that happens to brush three mechanics rather than a genuine build-around.
