Bladehold War-Whip
The For Mirrodin! keyword solved a chronic tempo problem with Equipment: gear does nothing the turn it arrives unless a creature is already waiting to carry it, so an equipment-heavy hand stalls out behind an empty board. Making the Equipment bring its own body means it never costs a turn to matter, and this one hands its 2/2 Rebel double strike the instant it resolves, converting a throwaway token into a live clock with no additional setup. That immediacy is the reason to run it in an aggressive gear shell, but the middle line is where the design turns communal: shaving a generic mana off the equip cost of every other Equipment (not its own) is a payoff that only cashes out once you have committed to a real suite of blades. The clause quietly incentivizes a board where equipment moves around each combat rather than parking on one creature, since each re-equip on those other pieces now costs less to swing where it matters. Double strike compounds whatever you stack onto the carrier, firing both combat-damage triggers and raw power twice, so the token often becomes the anchor an entire kit rotates through. The card asks for critical mass to justify that discount, and it is happiest as the centerpiece of a deck already leaning on activated equip costs rather than a one-and-done aura substitute.

