Armguard Familiar
Reconfigure's whole point is to collapse the creature-versus-Equipment distinction that older Equipment lived inside, and this is a compact proof of the idea. Cast it early and it is a 2/1 body with ward, a real clock that protects itself; later, pay to reconfigure it onto something else and it becomes a piece of gear granting +2/+1 and the same ward tax. The Equipment creature type is not flavor: when it is a creature it can attack and block, and when it is attached it stops being a creature entirely, so the same card slides between the board's two roles depending on what the turn needs. The ward is the connective tissue here. On the body it discourages the removal that would otherwise trade one-for-one with a two-mana beater; passed along to the equipped creature, it makes an existing threat annoying to answer, and it stacks with whatever ward or protection the host already carries. What older Equipment could never do was play as a threat before it found a wielder, sitting inert on the battlefield until a creature arrived; Reconfigure removes that dead-card window by letting the object begin life as the creature. That flexibility is the design's core: one card that is a beater when you need a beater and an aura-like buff when you have a better beater, without the traditional Equipment tax of an empty turn spent casting an inanimate object.
