Triumph of Gerrard
Two chapters of buildup, then a lethal punchline. This is a scripted finishing sequence dressed as an enchantment: the first two chapters each drop a +1/+1 counter on your creature with the greatest power, and because the targeting always chases whichever threat is biggest, the investment self-corrects toward the body already dominating the board. That focus is also the constraint. It wants a single overgrown attacker, not a wide team, so its natural home is a deck built around one creature growing too large to block profitably. The final chapter is what the counters were setting up: flying to leave the ground behind, first strike to win any race, lifelink to repay the damage the aggressor absorbed getting there. The advance warning is the price. A Saga announces its own clock, and since the first chapter resolves the moment it enters, the finisher lands on the second draw step after casting, giving the opponent two turns to find removal, a flyer to trade with, or a fog before the swing. The design asks you to protect one creature across those turns and cash the whole thing at once, a very different bargain than the steady drip of value most counter-based permanents trade in. It is less an engine than a countdown to a single life-swinging attack, and it lives or dies on whether the board still has a big enough body standing when chapter three arrives.
