Beamtown Beatstick
Equipment usually costs more up front than the creature it wants to buff, and that math is what keeps aggressive gear honest: you pay to cast the artifact, then pay again to equip, and the tempo hit buys the opponent a turn to breathe. This one inverts the front half of that equation. A single red mana puts it on the battlefield, so the whole cost lives in the equip fee, and the payoff is built to chip away at it. Menace is the enabling clause, not the buff: the +1/+0 barely matters, but forcing two blockers turns "did it connect" into a coin flip weighted heavily toward the attacker, and every connection mints a Treasure. That Treasure is the engine's real work. It does not fully cover the to relocate the stick, but it halves that cost while accelerating the rest of the hand, so a board that keeps swinging keeps subsidizing its own aggression. The lineage runs through cheap evasion-granting gear, but the ramp loop is the wrinkle: most equipment hands you a bigger threat, while this one hands you a bigger threat that partly funds its own next move and pours mana into your next spell besides. The battle clause is the quiet tell that this is a modern printing; combat damage to a battle triggers the Treasure just as a player would, folding the Sieges into the same value stream.
