Image courtesy of Scryfall.com
Enchantments with a plan: navigating the dance between permanents
Magic loves a good tempo swing, and this particular saga from Kaldheim embodies that elegant rhythm 🧙♂️🔥. From the moment it ETBs, you’re invited to play a slow-building strategy that entwines two color identities—Black and White—into a narrative about protection, resurrection, and the occasional celestial callback. Sagas are enchantments by nature, but they feel like miniature stories you shepherd through three acts. This one begins with a protective bend, tilts toward a rehabilitation play, and ends with the dramatic re-emergence of an Angel Warrior. It’s a tidy demonstration of how enchantments and artifacts can cooperate rather than compete on the battlefield ⚔️🎨.
Chapter I and II: redirect, protect, and pivot
When this saga enters the battlefield, you choose a single creature you control. From that moment through your next turn, all damage that would be dealt to your other creatures is redirected to that chosen creature instead. It’s a classic “shield the squad” moment, but it’s smarter than a blunt shield because you’re actively trading one target’s fate for the rest of your board. This is where the enchantment design shines: you don’t just stop a blow—you reallocate it, potentially preserving a critical blocker, a planeswalker, or a key combo piece. In practical terms, you can swing the tempo by protecting your most vulnerable or most valuable creature while you set up the later engine pieces. The redirection interacts with combat tricks and removal in a satisfying, mind-games way. You’re not simply protecting a face; you’re weaving a narrative of who to trust with the brunt of the pain 🧙♂️💎.
By the time II resolves, you’ve already propped up a living shield policy, and your board is primed for a larger late-game statement. The risk here is timing: if you commit to the wrong protector or the board state changes dramatically, your redirected damage could end up shoring up a less ideal target. But the payoff comes in Chapter III, when a flicker of salvation becomes a battlefield-wide turning point. The careful player will weigh whether the chosen creature can tolerate the redirection long enough to reach the final payoff without losing its protective aura too soon 🔥⚔️.
Chapter III: the fly-by resurrection and the new Angel Warrior
The finale is the heart of the play, a true payoff that elevates a fallen comrade into something rarer and more dangerous. You return target creature card from your graveyard to the battlefield with a flying counter on it. That addition is not just a flavor flourish; it’s a mechanical upgrade that makes the returned creature fly, a big leap in reach and threat potential. The instruction that the returned creature becomes an Angel Warrior in addition to its other types blends two flavorful archetypes—Angelic wards and Warrior-style tenacity—into one impressive package. Suddenly you’ve got a reanimated ace that can bypass ground-based blockers and capitalize on synergies with other flying creatures, lifegain packages, or equipment that loves a high-flying board presence 🧙♂️🎲.
Of course, there’s a strategic cost: after the III resolution, the saga sacrifices itself. That sacrifice creates a window for you to seize the moment with a freshly reanimated Flyer while you count your blessings and plan your next move. It’s a quintessentially tempered piece of design from a set that revels in the mythic-meets-mundane flavor of Norse-inspired magic. The effect is not just a single creature returning; it’s a conditional upgrade that can swing races, close out an opponent’s defenses, or simply remind both players that the graveyard can be a surprisingly fertile ground for value.
Artifact and enchantment currents: weaving a broader toolkit
In BW shells, interactions between enchantments and a wide field of artifacts are especially rich. Artifacts that care about +1/+1 counters, card draw, or graveyard recursion can amplify the value of a returned Angel Warrior. You can pair the final act with other reanimation or blink effects to recapture recursive value, or you can double down on a flying-angel-tribal angle if your deck already leans into those subthemes. The beauty here is how a single saga—through its three acts—adapts to the artifacts and enchantments you’ve assembled. It asks you to think not in one-shot plays, but in the evolving story of your board state. And since the card itself belongs to the Khm set, you’re also tasting a dash of that Nordic-inspired lore in your game-night flavor 🧙♂️💎.
“A plan that starts with protection and ends with a soaring remnant is exactly the kind of careful storytelling that makes a midrange BW deck feel alive.”
For players who like to lean into the design of enchantments—where even a three-mana Saga can shape an entire turn—this piece is an excellent anchor. It teaches you to think in terms of counters, timing, and reanimation with a clear, cinematic payoff. The art by James Arnold captures the imagery of a shielded host giving way to a salvific reemergence, a contrast that mirrors the mechanical arc of I, II, and III 🧙♂️🎨.
If you’re drafting or building a persistent BW strategy, consider this trio of actions: protect your important piece, leverage the redirected damage to maximize survivability, and reserve a key graveyard target for a grand finale that can level the board or swing the tempo in a single stroke. In practice, that means you’ll want careful curb appeal for your early turns, a plan for how you’ll protect your reanimated Angel Warrior, and an eye for synergy with any artifacts that can reinforce the flying threat or turbo-charge your recursion engine 🔥⚖️.
And while you’re spanning the table with clever plays, you can keep your setup handy with tools that help you stay organized—like a sturdy grip for your device during those long, clock-burning turns. If you’re in the market for a small upgrade that won’t crowd your desk, check out the Phone Grip Click-On Universal Kickstand—the perfect companion for late-night deck-building sessions. Small gear, big joy. 🧙♂️🎲
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Ascent of the Worthy
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead.
III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.
ID: 0bf01666-0fbf-4b15-a33d-964165bbfafb
Oracle ID: d748bad4-dd4c-4553-9fcc-e462260f6ff3
Multiverse IDs: 503818
TCGPlayer ID: 230741
Cardmarket ID: 532172
Colors: B, W
Color Identity: B, W
Keywords:
Rarity: Uncommon
Released: 2021-02-05
Artist: James Arnold
Frame: 2015
Border: black
EDHRec Rank: 15800
Penny Rank: 14366
Set: Kaldheim (khm)
Collector #: 202
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — legal
- Timeless — legal
- Gladiator — legal
- Pioneer — legal
- Modern — legal
- Legacy — legal
- Pauper — not_legal
- Vintage — legal
- Penny — not_legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — legal
- Alchemy — not_legal
- Paupercommander — not_legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.12
- USD_FOIL: 0.17
- EUR: 0.07
- EUR_FOIL: 0.19
- TIX: 0.03
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