S.H.I.E.L.D. Flying Car
Blink protection usually costs a card of its own: an instant that saves a creature and does nothing else, or a value-flicker stapled to a body that has to survive a turn to pay off. Stapling that effect to a flashable Vehicle collapses two jobs into one artifact you can hold up on the opponent's turn. Leave it in hand while a removal spell sits on the stack; flash it in, and its enters trigger exiles your own creature until the beginning of the next end step, dodging the kill and re-triggering whatever enters-the-battlefield value that creature carried on the way back. With nothing worth saving, the "up to one" clause lets it come down purely as a threat, waiting for a creature to crew it into a 3/3 flier. The delayed return imposes a real cost on the save: the protected creature does not come back in time to block that same turn, only by your next combat, so the flicker buys survival, not immediate re-deployment. What separates it from the flicker instants it descends from is not the timing (those can be held up too) but the wrinkle that the saved creature returns as a creature card while the rescuer stays on the board as a Vehicle. The same card is a protection spell, an evasive body, and a value engine, and which one it is gets decided at the moment the opponent commits, not on your own turn. It asks you to read your permanents as closely as your opponent's board.

