Fleetwheel Cruiser
The Vehicle that solved the type's worst problem in its very first wave. Crew was designed around a tension: a creature that doesn't have to be a creature dodges sorcery-speed removal and sweepers, but it also can't do anything the turn it lands without a crewer tapping in. This one pays its own way in. The enters-the-battlefield clause animates it for a turn for free, and haste means the 5/3 trampling body swings the moment it hits the table without ever tying up a creature to do it. That makes it the rare Vehicle that functions as a clean four-mana threat in a vacuum, then keeps coming back as a recurring beater once you have a body or two to crew 2 on later turns. The cost is the toughness: a 5/3 with no defensive value the turn after it attacks, since you have to spend creatures to keep it animated, and the trade is built so it rewards a board that's already pressuring rather than one trying to stabilize. It reads as a hatchet for the front of a curve, not a value engine, and it tells you so by handing you the first attack free and asking for crew fodder on every one after.

