Weatherlight Compleated
The corruption is metered in death: every creature you control that dies feeds a phyresis counter, and those counters do double duty as a compleation clock and a card-selection engine. Below seven counters you scry, smoothing your draws while the corruption climbs; reach seven and the ship starts drawing instead, the payoff scaling with how far gone it is. The four-counter threshold is the flavor beat made mechanical, the moment the vehicle becomes a Phyrexian creature in its own right. That matters because until then the ship cannot attack at all: there is no crew clause here, no power-total tax to pay. The only path to animation is corruption, and corruption is paid in the graveyard. A sacrifice-heavy board that keeps trading creatures away is exactly the board that climbs the counter track and eventually flips the ship live for free. It rewards the aristocrats-style attrition that most cards treat as a cost, reframing every creature death as forward progress rather than loss. The Phyrexian conversion is the punchline the whole card is built toward, and it lands because the counters that turn the Weatherlight against its own fleet are the same counters that let it fly and fight. A ship animated only by its own compleation is a sharper piece of storytelling than a vehicle you simply crew, and the design refuses to let you skip the fall.


