Captain's Hook
The destroy clause is the whole bargain here, and it reframes what Equipment usually is. Most Equipment is a stat patch you bolt on and forget: this one ties the host's survival to the steel staying put. The one thing you would normally want to do with a cheap-equip buff (slide it onto your best body each turn) is exactly what this one punishes, because the moment the hook comes loose from a creature, that creature dies. Move the hook to a fresh target and you leave a corpse behind; any effect that pulls the Equipment off a permanent (an opponent's bounce or removal aimed at the hook itself) drags the host to the graveyard with it. That turns the cheap equip cost into a hazard as much as a convenience: the flexibility Equipment normally grants becomes a running liability, quietly taxing every future decision about where the steel goes. The +2/+0 and menace are ordinary aggression, and the Pirate-typing is tribal glue for the handful of lords that reward it; neither is why the card lingers in the memory. What lingers is the shape of the drawback. The cost lives in the unattach trigger rather than the equip, so this reads as an upgrade that only stays free if you never touch it again. It rewards treating the hook as a one-way commitment rather than a transferable buff, and it hands opponents a clean line to punish anyone who forgets that.



