War Balloon
Most Vehicles hand you exactly one way in: assemble a crew, attack, repeat next turn. This one offers a second door that asks for no creatures at all, only mana and patience. Crew 3 behaves the way crew always has (tap creatures with total power three or more, swing this turn), but the fire-counter line quietly builds toward permanence. Pay one repeatedly, and once three counters have stacked, the 4/3 flier animates on its own and stays that way, no longer taxing the board for the privilege of attacking. The identical end state hides how differently the two routes are paid for. Crew is a per-turn tax that keeps blockers home each combat; the counter route is a capital investment that eventually frees the whole team, converting a shared cost into a sunk one. That is the trade every crewed flier carries in miniature: a big evasive body that keeps borrowing a creature's combat step to function. Load it with fire counters and the borrowing stops for good, leaving a standalone threat that still retains the crew option for turns you would rather rush it out before the third counter lands. The counters do not cap at three, which leaves room for anything that cares about counter quantity, though nothing on the card asks for more. It wears an aggressive body over a patient plan, and the whole decision it hands you is whether to spend mana across several turns or spend creatures once.
