Bard's Bow
Equipment has always carried a chicken-and-egg problem: an aura on a stick that enters with no creature to hold it is a dead card until you draw or deploy a body to justify it. Job select solves that by shipping the body in the box. The token it makes is deliberately inert, a 1/1 with nothing of its own, which loads all the value into the attachment: +2/+2, reach, and a creature type grafted on turn it into a 3/3 that catches flyers on defense out of a single card, no prior board required. The equip cost is where the design charges you for that convenience. Six mana at sorcery speed to move it is steep enough that reattaching to a real threat becomes a project rather than a reflex; the card wants you to accept the free Hero as the default carrier and relocate the bow only once a game has slowed enough to afford it. That asymmetry (cheap to cast and self-attach, expensive to redeploy) is the tension the whole thing turns on. The Bard type-grant reads as pure flavor until a deck cares about it: handing a creature a tribal identity it did not have is the kind of rider that lies dormant almost everywhere and quietly matters in the one build assembled around it. As a green Equipment, it also fills a slot the color rarely occupies, a repeatable stats-and-defense package that stands up without a preexisting board.
