Home / Magic: The Gathering / Marvel Super Heroes / S.H.I.E.L.D. Flying Car
S.H.I.E.L.D. Flying Car
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Artifact — Vehicle

S.H.I.E.L.D. Flying Car

rare · Artifact — Vehicle · Marvel Super Heroes
$0.24
Low
$0.28
Market
$0.35
High

Oracle Text

Flash
Flying
When this Vehicle enters, exile up to one target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Crew 1

Card Details

3/3Power / Toughness
{2}{U}Mana Cost
2Prints

Character Background

S.H.I.E.L.D. Flying Car reads like a clean slice of high-tech rescue craft: it swoops in at instant speed, lifts a friendly operative out of danger, and drops them back into the fight once the coast is clear. In play, that makes it especially strong in tempo and value shells, where flashing it in can ambush combat math, dodge removal, or re-use powerful enter-the-battlefield abilities. Exiling one of your own creatures until the next end step is not just protection; it can also reset a tapped, damaged, or temporarily awkward permanent and let you reuse ETB effects if the timing works with end-step triggers. Because it crews for only 1, nearly any creature can pilot it, which is excellent in token-heavy decks or lists with cheap evasive bodies. Its 3/3 flying body also closes games efficiently, so it rewards decks that want to stabilize first and then pressure life totals with a resilient airborne threat.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.24 - $0.35
At the current market price of $0.28.
Average Time to Sell
3 days
At the current market price of $0.28.

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Character Background

S.H.I.E.L.D. Flying Car reads like a clean slice of high-tech rescue craft: it swoops in at instant speed, lifts a friendly operative out of danger, and drops them back into the fight once the coast is clear. In play, that makes it especially strong in tempo and value shells, where flashing it in can ambush combat math, dodge removal, or re-use powerful enter-the-battlefield abilities. Exiling one of your own creatures until the next end step is not just protection; it can also reset a tapped, damaged, or temporarily awkward permanent and let you reuse ETB effects if the timing works with end-step triggers. Because it crews for only 1, nearly any creature can pilot it, which is excellent in token-heavy decks or lists with cheap evasive bodies. Its 3/3 flying body also closes games efficiently, so it rewards decks that want to stabilize first and then pressure life totals with a resilient airborne threat.

Generated using gpt-5.4-mini · Updated at 2026-09-05 22:20:46 UTC

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