Viewing offers in Near Mint condition
S.H.I.E.L.D. Flying Car
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
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
Buy from sellers
Peer-to-peer marketplace offers
Have a copy to sell?
List it in under a minute and reach buyers already browsing this page.
List S.H.I.E.L.D. Flying Car
Set your condition, quantity, and price. Your listing appears in the offers table above as soon as you publish it.
- No listing fees — CardFlippr takes a small cut only when your card sells.
- Buyers message you directly through CardFlippr to arrange payment and shipping.
- Pricing is suggested from the last 30 days of market activity, but you're always in control.
Public Decks Using This Card
No public decks are currently using this card.
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
