Atmospheric Greenhouse
Station is a slow-fuse mechanic: a Spacecraft sits inert as a noncreature artifact, waking as a threat only once it accrues eight charge counters at sorcery speed. Most Spacecraft demand that investment up front and pay nothing until the meter fills, which is what makes this one's front end so unusual. It pays out on entry, dropping a +1/+1 counter on every creature already on your board before Station is ever a consideration, and that reframes the whole clock. The tokens and dorks you would sacrifice a tap from to charge it are worth more the instant this resolves, so the anthem and the fuel supply feed the same pile: a wide board grows, then donates its now-inflated power to launch a 5/4 that arrives flying and trampling at the 8+ threshold. Because charge counters scale to the crewing creature's power, that anthem literally shortens the fuse; a board bumped by +1/+1 counters fills the meter faster than the same creatures would have unbuffed. The sorcery-speed restriction keeps it honest against a sweeper, since you cannot flash the counters in as a response to a wipe. The tension the design resolves is Station's usual dead-on-arrival problem: a five-mana artifact that does nothing on the turn it lands is a hard sell in green, so the entry trigger buys the whole board a stat bump to justify the slot while you assemble the crew to fly it.
