Ace's Baseball Bat
The +3/+0 and first strike are the reliable, format-agnostic part of the package; the "must be blocked by a Dalek if able" clause is a joke that only fires against a very specific board state, and its function is closer to flavor text with rules teeth than to a real evasion mechanic. What actually makes this Equipment worth attention is the split equip cost: to attach to a legendary creature,
to attach to anything else. That's a mechanical incentive baked directly into the cost line, rewarding a board built around named characters rather than a wall of tokens. Most Equipment charges a flat rate regardless of who's holding the weapon; this one bends the economics toward the singular, which is a tidy way to encode a narrative conceit (the bat belongs to a person, and it prefers people who matter) into a number. The discount is small in absolute terms but real in aggregate: across a game where you're re-equipping repeatedly, paying
instead of
on a legend-dense board turns a mediocre pump piece into a cheap, repeatable swing enabler. The Dalek clause will almost never matter, and that's fine; it's the legend-preferential equip cost that gives the card a reason to exist as a design rather than as a licensed prop.



