S.H.I.E.L.D. Helicarrier
The crew number is the whole negotiation here. Crew 6 is a steep tap tax for a Vehicle that deploys for four, and the design answers its own demand: entering the battlefield leaves behind two 1/1 Soldiers, so the card ships part of its own crew cost in the box. Those tokens do not get you to six on their own (two power against a six-power threshold), but they close some of the gap and give the Vehicle something to do the turn it lands, whether that is crewing a smaller Vehicle, chumping, or feeding a sacrifice line. The tension is deliberate: a 4/5 flier is a real clock, and gating it behind six total power stops it from crashing in as a free evasive body while still rewarding a board wide enough to spare the taps. Note the sequencing wrinkle that any high-crew Vehicle lives on: the Soldiers arrive as the Helicarrier enters, so from the first turn of its life on the battlefield the crew math is easier than a bare-cast Vehicle of the same cost, and every subsequent go-wide turn makes the tap trivial. It is a Vehicle built for a board-centric deck rather than a lone-threat one, priced so that the go-wide shell it wants to live in is the same shell that can afford to turn it sideways.
