Marshals' Pathcruiser
Three generic mana buys a 6/5 that never draws dead: even when your board can't muster the crew 5 it demands, the enters trigger digs out a basic land, so the Vehicle earns a card the turn it arrives regardless of whether you can move it. That crew number is deliberately steep, sizing the body for decks wide enough to spare five power on the attack, and the land-fetch smooths toward exactly that kind of developed board without ever leaving the artifact stranded on the battlefield doing nothing. The real design pivot is the exhaust ability: pay all five colors once and the Vehicle stops needing a pilot at all, animating itself as an artifact creature and stacking two counters onto an already sizable frame. That WUBRG cost is the price of independence, gating the self-crewing payoff behind full rainbow access so a two-color deck still gets a fine attacker and a land off the enters trigger while simply never unlocking the back half. Exhaust is the keyword doing the load-bearing work here: a one-time, front-loaded investment that converts a Vehicle's structural weakness (its dependence on a crew) into a permanent creature that no longer cares whether you have bodies to tap. The result reads differently depending on your manabase, from a card-smoothing beater in a narrow deck to a self-sufficient finisher in one built to touch every color.

