Midnight Crusader Shuttle
Most Vehicles ask a simple question at the point of attack: can you crew it, and can they block it. This one attaches a second question aimed squarely at the defender, and the trap is that both answers cost them. Sacrifice a creature and you thin their board; refuse, and the biggest thing they control gets borrowed, tapped, and turned on its owner as an attacker for the turn. The villainous choice mechanic is a punisher wearing polite clothes: it never guarantees which half you get, but it guarantees the defender loses tempo, and against a single blocker or a lone value engine it can read like an unconditional edict with a redirect stapled on. The design leans on how cheap the trigger is to fire again. Crew 2 keeps the barrier to entry low, so the choice isn't a one-time event but a repeated toll every time it swings, and the temporary-theft mode compounds: a stolen creature attacking its controller can trade with something you'd rather not spend, or simply die into their own removal that turn. What keeps it from being oppressive is that the defender always picks, and a smart opponent hands over their least valuable piece; the card rewards the attacker who has already narrowed the target pool, not one who expects to strip the crown jewel on turn five.

