World War Hulk
Most Sagas ask you to accept that their three chapters point in different directions, rewarding patience for its own sake. This one does the opposite: every chapter feeds the same creature, and the sequencing is the design. The first cheats a red or green creature spell into play for free; the second stitches three permanent +1/+1 counters onto a creature you control (naturally, the fatty you just conjured); the third doubles a creature's power and toughness and hands it trample. The math is what makes it sing. Because the final chapter multiplies whatever is already printed and counted on the body rather than adding a flat bonus, the swing compounds off however large you managed to build that creature through the first two chapters. Play chapters one and two well and the payoff snowballs; skip them and the doubling has nothing to work with. The doubled stats fade at end of turn, but the three counters stay, so a creature that survives the attack stays permanently larger. The design compresses green's ramp-into-fatty gameplan into a self-advancing enchantment: the Saga marches on its own clock, adding a lore counter after each draw step, immune to creature removal until it resolves its last chapter. But the payoff is nakedly board-dependent. The counters ride a creature, not the Saga, so a well-timed sweep before chapter three empties the whole plan. It is the green rage fantasy rendered as a curve: arrive big, get bigger, then hit for twice that, if the board survives long enough to cash it in.

