Knight Paladin
Crew 1 is the entire pitch. The number is what makes a 6/6 trampling Vehicle that burns each opponent for four the moment it lands play at effectively no defensive cost: any single creature, no matter how small, animates it, so the crew tax that usually keeps large Vehicles honest is reduced to a formality. That trivial requirement reframes the entry-trigger damage as the payoff. The Rapid-fire Battle Cannon fires once per entry, so the card leans toward decks that can blink or reanimate it rather than simply cast it, turning a static burn spell into a repeatable one. What the low crew cost really does is collapse the usual friction of the Vehicle class: most designs price the crew high enough that the body sits inert without a board, but here even a lone token operator suffices, which means the artifact almost never dies as a creature it cannot become. The result is a beater that plays like a permanent, threatens like a creature, and pays a life tax on the table the instant it arrives, with the crew clause standing in as the thinnest possible cover charge for all of it.

