Blacksmith's Talent
The equipment archetype has always fought a math problem: a Sword and a body cost separate cards, and the turn you draw one without the other is a dead turn. This one-mana Class does not fix both halves, but it kills the more common one. Level 1 hands you a creature-free Equipment (the +1/+1 Sword token) so there is always something to carry, which means a draw that finds no gear still has gear; you supply the wielder, the Class supplies the weapon. Level 2 turns equipping from a per-turn mana tax into a free combat-step trigger, moving your gear onto a body every turn without paying equip costs, which is where an aggressive board goes from grinding to snowballing. Level 3 is the payoff a suit-up deck is built toward: double strike and haste on every equipped creature during your turn, doubling the value of every buff you have stacked and letting fresh threats swing the moment they land. The Class frame is what meters the curve: because levels are gained at sorcery speed and cost real mana, the card opens as a modest one-drop and only becomes a finisher after a heavy investment, so the ceiling is paid for in tempo rather than handed over up front. It is a full equipment engine folded into a single enchantment, with the leveling structure deciding exactly how fast that engine is allowed to spin.
