Galvanizing Sawship
A 6/5 hull that lands as inert cargo, waiting on a crew before it can throw a punch. Station reads its fuel off raw power: each creature committed to loading the ship dumps charge counters equal to its power, and because those counters accumulate rather than reset between turns, the hull can wake up on your terms. Drip a small body in each turn cycle until the total crosses the printed 3, tap several bodies at once, or feed one heavy hitter's worth of power and launch the same turn as a flying, haste artifact creature. The bill comes due on tempo. Any body you spend as crew sits out combat that turn, so the ship leans on a board wide enough to spare the taps and does nothing from an empty board. The sorcery-speed clamp closes off the cute lines: no launching in response to an alpha strike, no surprise blocker, no instant-speed rescue. What you get for all that setup is an evasive closer that arrives ready to swing rather than idling a turn to shake off summoning sickness, which is the whole reason a six-mana finisher earns a slot: it demands present-turn attackers as tribute and pays back a flier that ends games. Station's design trick is that it turns a static permanent into a resource sink you fill on your own schedule, converting board width you already have into a game-ending threat.
