Earthrumbler
Most Vehicles ask for a body they don't have: they sit inert until you tap creatures you'd rather be swinging with, and the crew cost becomes a tax on your board. The graveyard-exile clause is the escape hatch. Instead of paying with creatures on the battlefield, you animate the 7/6 by exiling a spent artifact or creature card from the yard, converting graveyard clutter into a second activation route that costs no board presence at all. That decouples the Vehicle from the very resource Vehicles usually consume: you can hold your creatures back, or have none at all, and still attack with a trampling, vigilant seven power. This is the classic Vehicle deadweight problem, solved by handing the card a self-sufficiency most crewed permanents never get. Crew 3 stays as the fallback for an empty graveyard or a turn you'd rather not exile, so the two paths hedge each other: one spends the battlefield, the other spends the yard. It rewards decks that fill the graveyard as a byproduct of doing other things (self-mill, sacrifice, attrition), where each exiled card is fuel that would otherwise be dead. The vigilance-and-trample profile is the payoff for getting it online: a threat that guards and attacks in the same turn, at a body green rarely gets to point downfield for this little setup.

