Extinguisher Battleship
Pay the full eight and the entry trigger is the whole payoff: a Vindicate stapled to a four-point sweep, destroying a noncreature permanent and then scorching every creature on the board. That fires the instant the ship lands, regardless of what you intend to do with it afterward. What it does not do is arrive swinging. Sitting at zero charge, it is an inert artifact whose explosive arrival is already behind it, and now it wants feeding. That is the second act. Tapping your creatures at sorcery speed banks charge scaled to each one's power, and once the ship crosses five it wakes as a flying, trampling 10/10 artifact creature. The tension is self-inflicted: the same four-damage wrath that cleared the way just thinned the board you were counting on to crew it. Small creatures die to the sweep; the survivors are the ones worth tapping, but tapping them pulls them out of combat while the ship builds. So the honest read is one expensive card that pays off twice from a single cost: an on-entry board reset for ramp and reanimation shells that can foot the whole eight, then a slow-build finisher that asks you to rebuild a board and hand it over piecemeal. Neither half is free, and the sweep is exactly why the second half is harder than it looks.



