The Falcon, Airship Restored
Reanimation stapled to combat damage is the design at the center of this Vehicle: most black graveyard-to-battlefield effects pay their full cost up front and hope, while here the reward is contingent on landing a hit. A 4/3 flyer is a genuine clock on its own, and Crew 2 is a trivial requirement to meet, so connecting is the expected outcome rather than an aspiration. The sacrifice is optional and fires after damage resolves, which means the decision comes late: keep the flying beater on the board, or trade it for a creature climbing back out of your yard. Two functions, gated behind one successful attack. The recursion loop closes the package. For five mana the Vehicle returns from the graveyard tapped, so a chump block or a removal spell buys time rather than an answer; each cycle threatens another reanimation trigger, and entering tapped is the toll that stops the loop from spinning for free. What holds the whole thing together is that the two engines point the same way: it reanimates a creature when it hits, and reanimates itself when it dies. The deckbuilding question was never whether to run it but which dead creature you most want back on the turn you finally get through.

