Susurian Dirgecraft
Land it and the edict fires before you have committed a single counter: each opponent surrenders a nontoken creature of their choice the moment it enters, and that trigger is the load-bearing reason to run five mana on an artifact that otherwise sits inert. The 4/3 printed on the card is a placeholder until you decide to build toward the payoff, and everything after resolution is a fueling problem. Station banks charge counters equal to a tapped creature's power, and once the stored total reaches seven the Spacecraft turns into an artifact creature that flies over the ground you spent to power it. The competing incentives are the puzzle. Every body you tap for Station is one not attacking or blocking that turn, so the fastest route to the threshold runs through a single high-power creature rather than a slow drip of small ones. And because Station can only be activated at sorcery speed, there is no combat-trick flip: opponents always see the flier coming, and you cannot ambush a block by animating it mid-attack. Two halves that want slightly different games share one shell, an early sacrifice edict and a late evasive finisher, and the friction between them is what turns deckbuilding into a genuine question of when you spend tempo to close.
