Captain America, Liberator
Read it as beatdown and it disappoints; read it as an Equipment-matters token producer and the design snaps into focus. The enters-trigger tutors a cheap Equipment straight onto the battlefield rather than into hand, skipping the cost of casting it, but you still owe an equip cost to strap it to him. That distinction bites even on Living Weapon gear: it arrives auto-attached to its own Germ token, so relocating it onto Captain America to fuel his combat trigger still costs mana. Only once a piece is actually fastened to him does the attack-trigger pay out, and it counts attachments rather than swings: not one Soldier per combat but one for each Equipment on him. That reframes what the shell wants. The usual instinct is to pile every buff onto a single carrier; here each additional piece is another body every combat, which turns cheap swords and anything you can stack in multiples into an engine that happens to swing as a 5/5. The mana-value-3-or-less clamp on the tutor is what stretches the assembly out: it fetches enablers, not finishers, so the ceiling gets built over several turns. He lands without haste and without auto-equipping his fetch, so the first turn is pure setup: resolve, tutor, pay to attach, and only the following combat does the loop start firing. A wide-token payoff wearing a soldier's body, gated behind an equip tax that keeps it honest to the pace of an Equipment deck.
