Demonic Junker
Symmetrical creature removal is old ground, but welding it to a Vehicle body rewires the whole exchange. The enter trigger points at every player at once, yourself included, and that self-inclusion is the wrinkle: it destroys up to one target creature per player, so the way to profit is to aim it at a creature you no longer need and cash the destruction for a reward. Point it at a token or a spent utility body of your own, and two +1/+1 counters land on a frame that was already a 4/3. Note the mechanism: this is targeted destruction, not an edict, so it respects Ward, misses Indestructible, and can be redirected or fizzled the way any targeted spell can. Affinity does the pricing work, letting a board full of artifacts collapse the seven-mana cost into something deployable well ahead of schedule, which is the entire reason to build the effect onto a Vehicle rather than a creature or an instant. The Vehicle shell matters twice over: it sits inert and immune to creature-only removal until you crew it, and it only becomes an attacker on the turn you choose (subject, like any Vehicle that entered this turn, to summoning sickness unless it has haste). Crew 2 is a light toll for a body that can arrive as a 6/5. Three rewards fold into one trigger: strip an opposing threat, retire a creature you were done with, and grow the thing that did the stripping.





