Aeronaut's Wings
Two mana buys evasion, and that is the whole transaction. Grafting flying onto a ground creature is one of the oldest ways to convert a good body into a clock, and this equipment does it at the cheapest rate the effect tends to command: no toughness bonus to make the wearer harder to kill, just a single point of extra power and a keyword that turns a stalled board into damage. The equip cost matches the casting cost, which means the recurring tax of moving the wings between creatures never gets cheaper than the initial investment: this is a mobility tool that wants to sit on one attacker and stay there, not a modular buff you shuffle around each turn. What separates equipment from an aura that grants flying is durability across removal: kill the creature and the wings survive on the battlefield, waiting for the next body, which is the trade you accept for paying twice. As a design it is deliberately unglamorous, the kind of low-rarity Equipment that gives a color light on native flyers a way to close a race without asking anything clever of the pilot.
