The Prima Vista
Two paths can wake this airship, and they pull toward different decks entirely. Crew 2 is the reflex every Vehicle carries: tap a body, get a creature, pay the animation cost whenever the board can spare the tap. The clause that matters is the trigger. Cast a noncreature spell with at least four mana behind it and the ship animates on its own, no crew cost, the ignition riding on a spell you were casting anyway. That condition reshapes the shell around it. It has no home in an aggressive deck scrounging for bodies to crew with; it wants a spell-dense build where the four-mana threshold is already cleared by the payoffs on the table, and every one of those payoffs doubles as free ignition. The catch is that the animation expires each turn, so the swing window is bolted to your expensive spellcasting rather than to the moment you most want to attack. Left unanimated, it is not a creature at all: it cannot block, it cannot swing, it sits inert until the next big cast or a crew if you need it now. The 5/3 reads as a beater, but the toughness sits at the exact height most burn is built to reach, so the stat line offers no real protection; the flying is what makes it a threat worth waking, not the size. A payoff piece wearing a Vehicle's frame.
