Fell Gravship
Two cards share one hull here, and the entry trigger is the half that never asks for anything. On arrival it mills three and hauls a creature or Spacecraft back to hand: a self-mill-and-recursion package that has already paid for the ship whether or not it ever gets off the ground. Because it lands as a plain artifact, it does no combat work at first, holding a 3/2 frame that just sits there after cashing that single trigger. The other half is the launch. Tapping your own creatures loads the ship in proportion to how hard each one hits, and once it has taken on eight, it crosses into a flying, lifelink artifact creature: an evasive drain finisher, but on a body still fragile enough that any two-damage effect grounds it. The friction lives in when you can do this and what it costs. The activation is sorcery-speed only, so every creature you funnel into the ship is a creature tapped down and unable to block that turn; the flier's payoff is deferred and bought in board presence you give up now. That gating is what keeps the evasive lifelinker from arriving for free. The recursion clause quietly deepens all of it: returning a Spacecraft lets you replay this very ship later and take the mill-and-retrieve trigger again, so the graveyard engine loops through the entry effect rather than through any button on the hull.
