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Vault 13: Dweller's Journey
Oracle Text
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each player, exile up to one other target enchantment or creature that player controls until this Saga leaves the battlefield.
II — You gain 2 life and scry 2.
III — Return two cards exiled with this Saga to the battlefield under their owners' control and put the rest on the bottom of their owners' libraries.
Card Details
Set
Character Background
Vault 13: Dweller’s Journey feels like a carefully rationed escape from the Wasteland: you step out, displace threats, stabilize, then decide what gets to return home. In gameplay, it best supports control or midrange value shells, where the Saga can buy time against both creatures and problematic enchantments while advancing your card quality. Chapter I is the standout, temporarily exiling up to one target permanent from each player, which can interrupt attackers, shut off key static effects, or even reset your own enters-the-battlefield piece for later. Chapter II’s life gain and scry 2 help smooth draws and blunt aggressive pressure. Chapter III is especially potent if you’ve built around exile value, since you can aim to recover your best two pieces while denying the rest. Pair it with blink, sacrifice, or recursion synergies, and consider ETB-heavy permanents that reward being exiled and returned.
Generated using gpt-5.4-mini
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Character Background
Vault 13: Dweller’s Journey feels like a carefully rationed escape from the Wasteland: you step out, displace threats, stabilize, then decide what gets to return home. In gameplay, it best supports control or midrange value shells, where the Saga can buy time against both creatures and problematic enchantments while advancing your card quality. Chapter I is the standout, temporarily exiling up to one target permanent from each player, which can interrupt attackers, shut off key static effects, or even reset your own enters-the-battlefield piece for later. Chapter II’s life gain and scry 2 help smooth draws and blunt aggressive pressure. Chapter III is especially potent if you’ve built around exile value, since you can aim to recover your best two pieces while denying the rest. Pair it with blink, sacrifice, or recursion synergies, and consider ETB-heavy permanents that reward being exiled and returned.
Generated using gpt-5.4-mini · Updated at 2026-08-11 02:20:42 UTC
