Born to Drive
The interesting decision this Aura forces is when to stop treating it as an Aura at all. As an enchantment it counts creatures and Vehicles together, and that dual tally is the tell: it was built for a go-wide shell where an uncrewed Vehicle still adds to the count. That pairing is the whole premise, and it is also the payload's weakness. Loading all the growth onto one enchanted creature is fragile; kill that permanent and the investment leaves with it. Channel is the hedge. Rather than commit the card to a target and pray it survives, you discard it for two Pilot tokens that crew as though their power were two greater, letting a pair of 1/1s operate a large Vehicle that would otherwise demand several crewers. The two modes trade card economy against permanence: the Aura risks a single removal spell taking the whole thing with it, while the tokens leave two separate bodies that outlast the same answer. So the choice is really about board state. If you already have the width and want a large threat on a creature likely to stick, enchant something; if you need crew and expendable fodder, pitch it for two permanents that spread out your risk. The Pilot mode is the steadier reason to run it, with the Aura line as the upside when the battlefield is committed enough to justify concentrating that much value on one body.
