Copper Carapace
The trade is the whole point: +2/+2 for one mana to play and three to equip, paid for by surrendering the equipped creature's ability to block. This is the cheap-aggression Equipment template, where the drawback is not a downside the deck cares about but a flavor of single-mindedness the design leans into. An attacker that can't block loses nothing in a deck that was never going to block anyway, so the can't-block clause functions less as a tax and more as a statement of intent: this is gear for creatures going one direction. The math wants the buff to stay put rather than wander. Three mana to move it is steep against any single creature, so the card pays off as a permanent fixture once it lands, riding the same body across multiple combats, where the +2/+2 swings combat math hard enough to trade up in combat and turn small bodies into real clocks. It belongs to the broad family of low-rarity beatdown Equipment, where the question is never raw power but whether the body underneath is worth dressing up. The rate makes no concessions to generosity; it is built to be a reliable, unglamorous piece of an all-in plan, the kind of card that fills out a curve rather than headlines it.


