Cloak of the Bat
Flying and haste bundled onto one Equipment looks generous until you count the mana: two to cast, two to equip, and the payoff is evasion plus the ability to attack the turn a creature arrives. Functionally, this makes any freshly cast dork or token a four-mana hasty flyer, a rate combat tricks and auras have offered for years at lower total cost. What the Equipment frame buys back is durability. Where an aura granting the same abilities dies with its host, the Cloak stays on the battlefield when the equipped creature is killed, waiting to redeploy the same evasion onto the next body for another two mana. That reusability is the entire argument for paying twice. The haste clause is the sharper half, but it only earns its keep on a creature summoned this turn: sorcery-speed equip means you cannot flash it onto a token that appeared during combat, so the trick is to cast a threat and immediately suit it up in the same main phase, or to keep a board of expendable attackers refilling faster than opponents can trade. It is a plain piece of design doing an old job (get a ground creature over the top and connecting now) with the one wrinkle that separates Equipment from every other way to grant flying: kill the creature it equips and the Cloak survives, ready to move.


