
Roads Go Ever, Ever On
CommentsStandard 46 Eng.C-Usr.—
It is delayed two-land card advantage with a potentially lethal fourth-chapter attack, but spending turn two without affecting the board is costly.
Could be wrong if A Standard white shell may reliably exploit the extra land drops or Plains-count pump better than current context indicates.
Pioneer 34 Eng.D-Usr.—
The delayed basic-land draw and turn-five combat payoff are substantially slower than Pioneer’s usual two-mana plays.
Could be wrong if An overlooked Plains-heavy landfall or white creature shell could make the delayed cards worth the tempo loss.
Modern 22 Eng.FUsr.—
Two mana for delayed basic Plains and a future combat trick is far below Modern’s required immediate impact and efficiency.
Could be wrong if A new or existing white landfall shell could value two guaranteed land drops more than expected.
Legacy 17 Eng.FUsr.—
Legacy’s cheap engines and interaction leave little room for a four-turn Saga whose payoff is basic lands and one combat step.
Could be wrong if A specialized Plains-count or landfall strategy could use the unusual delayed card advantage.
Commander 48 Eng.C-Usr.—
It is a cheap source of two future Plains and a sizable combat payoff for Plains-heavy landfall or white combat decks, though it does not ramp.
Could be wrong if Optimized lists may prefer immediate ramp, draw, or land tutors over a slow Saga restricted to basic Plains.
Limited 72 Eng.B+Usr.—
Two mana eventually supplies two land drops and 2 life, then can add roughly +5/+5 for a decisive attack; it needs creatures and enough Plains.
Could be wrong if Unknown speed, removal, and color balance could make the delayed payoff either too slow or much stronger than projected.
“A slow two-mana Saga that secures two Plains and can create one enormous attack, but needs a Plains-heavy deck and time.”
AI prediction made before release — not a measured result. Real performance data replaces this once the set is legal and tournament results come in.
Previewed 20 July by YuchenLiu
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