Sledge-Class Seedship
A 4/5 body for three mana that starts inert and stays that way until you feed it: this is the green face of Station, the mechanic where the whole tension lives in the arithmetic. It needs seven charge counters to flip into a flying artifact creature, and the only way to load them is tapping down your board a sorcery at a time, each creature contributing charge according to how hard it hits. Until it animates it is a noncreature artifact, so it cannot block, cannot attack, and cannot chump the beatdown you are trying to weather; it sits there as a promise rather than a wall, and that inertness is the up-front cost the design extracts. You overcommit, tap into the ship, and buy nothing defensive for the trouble. The payoff clause is what settles the debt: once the vessel can swing, every attack lets you drop a creature straight from hand onto the battlefield. Not a cost-cheat in the Sneak Attack mold, but repeatable free deployment that recoups the bodies you tapped to charge it and pours your hand onto the board combat after combat once it is online. It reads as a two-stage engine with a dead first stage: a slow, deliberate setup that asks whether you have enough wide, expendable attackers worth tapping and enough fat threats worth deploying gratis. That build-around question is exactly what Station was designed to pose.



