Edward Kenway
Two triggers reach for the same board from opposite ends, and the tension between them is where the design lives. The end-step trigger wants your Assassins, Pirates, and Vehicles tapped: attackers, crewed hulls, anything that spent itself this turn mints a Treasure once your end step begins. The combat trigger is narrower than that token count implies, firing only when a Vehicle connects, at which point you strip the top of that player's library and play it yourself. The upshot is a card that pays a board already committed to the swing, and it dissolves the crew tax that usually drags Vehicle builds down: crewing spends creatures, and a Vehicle parked on defense normally does nothing, but this body pays you Treasure for the tap and a card for the hit. Note that Vehicle is an artifact type, not a creature type, so the tapped-permanent count and the combat clause are tallying different sets of things that happen to overlap on your Vehicles. The face-down exile grinds rather than explodes: one card per Vehicle connection, playable while it stays exiled, which turns a fast Grixis pirate plan into an attrition engine that eats the opponent's draws and refills your hand. A 5/5 for five is an honest rate; the real payoff is that every attacker and every crewed hull now works two shifts on a single turn.



