Saga

Saga is an enchantment type introduced in Dominaria. Each Saga tells the story of a key event from the plane's past as it unfolds during each of your turns. Saga cards are historic.

Sagas made reappearances in Theros Beyond Death and Kaldheim. A Land Saga, Urza's Saga, was introduced in Modern Horizons 2.

Description
As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack. Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.

Saga cards have a special vertically-aligned frame treatment which received mixed reactions. The rules text with the three chapter abilities is on the left side, and the art is on the right side. Each of the Sagas shows a story through art from within the world it comes from and the style of each type of art varies from Saga to Saga. All of them have the vertical art.

The Saga design was directly derived from the original planeswalker design for Future Sight.

Sagas appear in all rarities above common.

Some Sagas in Theros Beyond Death had four chapters instead of three. The Sagas of Kaldheim were all multicolored, which was a first (not counting the Heroes of the Realm celebration card ).

In Modern Horizons 2 Saga reappeared on the card Urza's Saga, which is an enchantment land and also has the Urza's land type. By virtue of its land typing, it also is the first colorless Saga (and second true colorless enchantment) and first 0-mana Saga (and enchantment, by extension)

Rules
undefined undefined

Rulings

 * A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won't trigger again.
 * Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
 * If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
 * If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won't cause a previous chapter ability to trigger.
 * Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This number could be 0 if the Saga has lost all its native abilities. This state-based action doesn't use the stack. (note: it's only sacrificed if it still has a number of lore counters equal to or greater than its final chapter number as the state-based action checks)