Flying and mobilize 2 let it pump your team, and when it enters, every creature you control permanently gains menace, lifelink, or hasteyour choice
The logic makes sense here, too
This is the crux of Jund's weakness against combo: Jund can absolutely prevent the initial combo attempt, but its clock is pretty slow
Honorable Mentions Sven Reindeer Steed and maybe Try Everything fit in this weird slot where in specific situations they are incredible
But I liked the card, so every time we got a new rules manager I would show him the card
A spell cast using jump-start will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way