Battlefield Improvisation
Most equip effects charge you again every time you want to reassign gear: the equip cost is a per-move tax that keeps swords chained to whichever creature you first strapped them to. This rewrites that math for one attack. Cast it on an attacker and every Equipment you control snaps onto that body at once, for free, in a window the equip keyword never opens: after blockers are declared, or in response to a pump war, consolidating an entire armory onto whichever creature is about to connect. The +2/+2 is the entry fee that makes the spell worth a card even when you have no Equipment to move, but the migration clause is the real work. It turns a spread-out board of geared-up creatures into a single alpha threat during combat, when the equip keyword can only shuffle gear at sorcery speed on an empty stack. The restriction that keeps it fair is narrow and clean: the creature has to be attacking for any Equipment to move, so this is a combat spell first and a combat trick second. You cannot use it to reshuffle gear defensively or to set up a board before the turn matters. Everything about it points forward, at the red zone, at the one creature you have decided to make lethal.
