Adventurer's Airship
Loot on attack is a familiar rider, but bolting it onto a Vehicle changes the arithmetic in a subtle way. A creature with an attack-triggered rummage exposes itself to blockers and removal every combat; this parks the effect on an artifact that only becomes a creature when you crew it, so it sits inert on the battlefield between attacks, untouchable by the sorcery-speed removal that answers creatures. You pay the crew cost only when you want the swing, and the flying body means the card it draws-and-discards is usually a card closer to landing damage rather than trading it away. The design is doing two jobs that reinforce each other: three power in the air is a real clock, and the loot keeps the deck flowing toward its next threat while feeding whatever cares about a stocked graveyard. Crew 2 is a modest tax, cheap enough that a single two-power creature or a pair of one-drops turns it on, which keeps the airship online in decks that would rather commit bodies to their own attacks. What balances it is the discard: every attack costs a card even as it draws one, so the engine only nets value when the card leaving your hand is one you wanted gone. That makes it a filtering piece as much as an evasive beater, better in a deck with graveyard payoffs or excess lands than one hoping to bank raw card advantage.
