Enchanted Carriage
Most Vehicles are dead cardboard until you tap a creature to animate them; this one arrives with its own crew already in the box. The two 1/1 Mice cover the crew 2 cost on the same turn it enters, so the body that would otherwise sit inert as an artifact until you spent a creature's attention instead comes online immediately. That self-sufficiency separates it from the usual Vehicle bargain, where the discount on the base object is paid for by the tax of finding a pilot. Here the pilots come free, and the moment they exist you have three bodies from one card. The real tension lives in the crew cost itself: the Mice are the only crew this card supplies, and tapping them to animate the 4/4 leaves them tapped on the opponent's turn, unable to block. So the card asks whether to hold the Mice back as two untapped blockers and leave the Vehicle inert, or to commit them to crewing and attack with a single 4/4 while your defense goes to zero. The tokens outlive the Vehicle if it dies, and they carry their own value in any deck that cares about small white creatures for sacrifice, convoke, or go-wide payoffs. The fairy-tale conceit (the pumpkin coach and its enchanted attendants) is doing real mechanical work: the tokens are not flavor dressing, they are the crew requirement folded into the cast so the card is never a blank.

