Vault 12: The Necropolis
The generosity is the trick, and it only pays off because the Saga counts what it gave away. Chapter I fires the moment this resolves, dealing three rad counters to every player at once, including the ones sitting across from you. Those counters are a hazard, not a gift: they mill their holders every turn and can cost them life. But the second chapter reads them all as fuel, minting X 2/2 Zombie Mutants where X is the total rad counters in the game. Poisoning your opponents, in other words, is how you swell your own army. The third chapter then stacks two +1/+1 counters on every Zombie or Mutant you control, the fresh horde plus whatever your deck already had on board, so the accumulation cashes out as one wide, pumped swing that lands together. Seed, populate, pump, sacrifice. The genuine cost here is not the six mana up front but the three-turn commitment that follows: the tokens do not arrive until chapter two resolves after your draw step, and the anthem waits a chapter beyond that, at which point the enchantment sacrifices itself. What that slow burn buys is a board that grows wider and larger with each chapter before the Saga finally leaves. The design's real gamble is the shared rad counters: you are betting your Zombie-and-Mutant shell is positioned to weaponize the hazard while your opponents are simply taking the damage.

