Pinnacle Kill-Ship
Ten damage to a creature, delivered the moment this thing arrives, is the part of the card that earns its keep; everything else is patience. Paid at its full seven, it enters as a lifeless artifact and immediately burns a chosen creature for enough to kill almost anything, then sits inert: immune to combat and to creature-targeted removal, still exposed to anything that answers artifacts, waiting for fuel. That fuel is Station, a sorcery-speed activation that taps one of your own creatures and banks charge counters equal to its power. The ship stays an object producing nothing until the counters reach seven, at which point it wakes into a 7/7 with flying. That threshold turns your board into a gauge you spend down: one fat attacker crews it in a single tap, while a wide, low-power swarm asks you to feed it over several turns as it rides along dormant. The design work is in decoupling the removal from the threat. The same card is a guaranteed burn effect the turn you cast it and, later, an evasive finisher you assemble by mortgaging attackers, and you choose when, or whether, the second stage ever switches on. Most splashy artifact finishers ask you to survive to a payoff; this one pays the removal up front and leaves the flying body as optional, board-dependent upside.
