Filigree Racer
Jump-start normally lives only on the card that prints it: cast the spell from the graveyard by discarding a card, then exile it, one time. Bolting that grant to an attack trigger turns a red beater into a delivery mechanism that can hang jump-start on any instant or sorcery already sitting in the yard. The chassis is the surprise. Energy has usually powered mono-red counter-hoarding engines that dump their reserve in bursts, and here the mechanic gets welded to a Vehicle carrying a spell-recursion payload. The four energy it arrives with is a fixed budget, and at two counters per attack the tank funds exactly two grants before it runs dry. Crew 1 keeps activation cheap: a 5/5 that any spare token or mana dork can send in, so the energy tax becomes the real cost of each recursion rather than the attack itself. Scarcity is the whole design. Two counters per trigger against a four-counter reserve means only two spells come back before the engine idles, so each swing asks whether this is the spell worth spending on, and once the energy is gone the Vehicle is just a body swinging for five. It rewards a deck that treats its graveyard as a second hand and its combat step as a casting window, a narrower and more deliberate ask than the body on the front suggests.

