Captain's Claws
Equipment that makes tokens is a strange beast, because it turns a recurring resource (the equip fee, paid once) into a recurring asset (a body on every attack). Most token engines live on a creature you have to protect; this one lives on a piece of artifact furniture that survives the death of whatever it was bolted to, ready to move to the next attacker for a single mana. The trick is in the wording: the Kor Ally arrives tapped and attacking, so it skips the summoning-sickness tax entirely and adds its point of damage to the same combat that spawned it. The +1/+0 is almost incidental; the real output is one token per swing, every swing, forever, which means the card scales with how many attack steps the game gives you rather than with how big any single creature is. That makes it quietly mean in any deck that wants to go wide, that sacrifices its own bodies for value, or that simply wants a board that refuses to thin out. A removal spell answers the carrier, not the engine, and the engine just reattaches. As a cheap, evasion-agnostic way to manufacture attackers out of nothing, it does the work of a slow anthem and a token-maker in one two-mana slot.


