Foreboding Steamboat
The design trick here is symmetry as an offer nobody can refuse. When the boat lands, every player tucks away two of their best nontoken, non-Vehicle creatures, so on paper the exile clause is scrupulously even-handed. But it functions less as removal than as a countdown with two exits, and the controller decides which one each exiled card takes. Every attack lets you send one card exiled with the Vehicle to its owner's graveyard: pick your own, and you fuel a black deck's yard for reanimation; pick a rival's, and you convert a temporary tuck into permanent removal, since a card already in the graveyard has nothing to return when the ship eventually dies. Either way you investigate off the trade. That asymmetry of choice, layered on top of a symmetric setup, is the whole engine. The cost of running it is real: Crew 2 demands you already have bodies to swing with, and the exile fires on entry regardless, so you are handing opponents their creatures back the moment the boat leaves the battlefield unless you have picked them apart first. The 5/7 frame is what makes the plan durable, big enough to survive the combat that powers the graveyard trickle. This is black design that treats exile and reanimation as two ends of the same rope, then hands you the choice of which end to pull, one attacker at a time.

