A-Capenna Express
A 7/7 body for four mana is more stats than almost anything it meets in combat, and crew 3 is the price of parking that much power on an artifact: cheap enough that a single mid-sized creature or a pair of dorks turns it on without committing half your board. The genuinely clever line is the Treasure sacrifice. A green ramp shell already spins off gold rocks for fixing and acceleration, and this animates off the same resource, becoming a Vehicle that crews itself with no other creatures on the table. That second switch is what separates it from the usual crew template, which leans on a creature-to-attack requirement to keep Vehicles honest; a Treasure-heavy board sidesteps that check entirely. What the design gives back for both modes is a beater with no evasion and no protection: no trample to push through, nothing to save the 7/7 once it swings. But the "until end of turn" clause is a quiet defensive perk that most read as pure downside. Animate it on your turn to attack and it reverts to a noncreature artifact before the opponent untaps, dodging sorcery-speed creature removal the way a Vehicle that stayed inert would. It hits hard while active and hides as an artifact the rest of the time, a beater built to reward a deck already producing Treasure, where the sacrifice mode is the plan rather than the backup.
