Larval Scoutlander
Ramp that wears a Spacecraft's hull, and the sacrifice is where the cost lives. The enter trigger reads like a bolted-on Cultivate variant, two basics fetched tapped, but it demands fuel before it fires: feed it a land or a Lander, and only then does the search resolve. That converts what looks like pure acceleration into fixing that eats the same battlefield it's trying to grow, which is why the tempo lags behind the two-lands headline. The payoff comes later. Station keeps tapping your creatures to stack charge counters onto the 3/3 shell, and at seven it wakes up as an artifact creature that flies over the ground it can no longer help produce mana across. Because Station only runs at sorcery speed, crewing up is a multi-turn commitment rather than a combat-step ambush: you invest power now to cash out a flyer several turns down the line. That split personality, fixing and ramping on the front end before folding back into a threat once the mana no longer matters, is the argument for slotting it into a green deck stuffed with creatures rather than reaching for a straight ramp spell that does the first half and quits.
