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Ral and the Implicit Maze
Oracle Text
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga deals 2 damage to each creature and planeswalker your opponents control.
II — You may discard a card. If you do, exile the top two cards of your library. You may play them until the end of your next turn.
III — Create a Spellgorger Weird token. (It's a {2}{R} 2/2 Weird creature with "Whenever you cast a noncreature spell, put a +1/+1 counter on Spellgorger Weird.")
Card Details
Character Background
Ral and the Implicit Maze is a compact three-turn sequence that plays like a red value engine with a built-in reset button, best suited to tempo or midrange-control shells that want to stall the board while turning excess resources into pressure. Chapter I punishes go-wide decks and chipped planeswalkers alike, making it a strong catch-up play when you are behind on board. Chapter II is the real skill test: the discard is a feature, not a drawback, if you pair it with cards that like being in the graveyard, flashback-style effects, or lands and extra cards you no longer need. Chapter III leaves behind a Spellgorger Weird, which turns every subsequent burn spell, cantrip, or cheap interaction piece into a threat. In practice, this card shines alongside low-cost instants and sorceries, especially in spell-heavy red shells where it can both clear the path and convert later turns into explosive damage.
Generated using gpt-5.4-mini
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Character Background
Ral and the Implicit Maze is a compact three-turn sequence that plays like a red value engine with a built-in reset button, best suited to tempo or midrange-control shells that want to stall the board while turning excess resources into pressure. Chapter I punishes go-wide decks and chipped planeswalkers alike, making it a strong catch-up play when you are behind on board. Chapter II is the real skill test: the discard is a feature, not a drawback, if you pair it with cards that like being in the graveyard, flashback-style effects, or lands and extra cards you no longer need. Chapter III leaves behind a Spellgorger Weird, which turns every subsequent burn spell, cantrip, or cheap interaction piece into a threat. In practice, this card shines alongside low-cost instants and sorceries, especially in spell-heavy red shells where it can both clear the path and convert later turns into explosive damage.
Generated using gpt-5.4-mini · Updated at 2026-08-11 13:40:43 UTC
