Cloud, Ex-SOLDIER
Equipment decks have always lived with the all-eggs-in-one-basket problem: pile every weapon onto a single carrier and one removal spell erases the whole investment. This 4/4 restructures the incentive by pricing its payoff per equipped attacker rather than per weapon on one body. The attack trigger draws a card for every equipped creature swinging in, not just for the suited-up 4/4 itself, which converts a wide gear deck into a refueling engine instead of a fragile Voltron stack. The enters trigger hands out a free attach, and Haste means the weapon can go on immediately and swing that same turn, so nothing telegraphs a beat ahead. The 7-power clause is a second gear built into the same attack trigger, not a combat-damage payoff: cross the threshold on the declare-attackers step and two Treasure tokens appear whether or not the attack ever connects, so a chump block or a fog does not cost you the ramp. That distinction matters, because it makes the Treasure clause a reliable resource rather than a conditional reward. The whole design nudges builds toward several modest threats each carrying a weapon: kill the front creature and you lose one attacker, but the board keeps drawing cards and the fuel survives. It reads as a Voltron piece and plays like a battalion, rewarding breadth of equipped bodies in an archetype long organized around loading depth onto one.




