N'Yami-Class Mother Ship
Six mana buys a 5/7 with flying, vigilance, and haste welded on, a heavy stack of aggressive keyword real estate for a Vehicle this size. What justifies building the shell around it is the payoff on connection: land a hit and you dig one card deep, either dropping a permanent straight onto the battlefield for free or taking it into hand if you would rather hold it. That is genuine card advantage on every swing, not a one-shot dig; even when the reveal misses on a permanent, the grip still refills. The balancing act sits in Crew 3, which demands three power on the ground before the ship does anything at all. The same board that pays the crew cost is the board that benefits when the permanents start landing, and those permanents in turn make future crewing trivial, so a wide field launches the thing and then gets paid back for having launched it. The permanent-card clause quietly shapes the deck it wants: only permanent cards like lands, creatures, artifacts, enchantments, planeswalkers, and battles can be slammed into play, so a spell-dense shell strands the ability on hand-fill while a permanents-heavy one keeps converting. One permanent per hit is a measured rate rather than an explosive one, but a permanent per turn from an evasive attacker that also brings five power is a compounding lead: it closes a game over a few turns rather than merely stalling one.

