Coral Sword
Flash on an Equipment is a rarer trick than it looks, and it changes what this piece of gear is for. Most equipment sits on the battlefield telegraphing its threat, waiting out an equip cost before it does anything. This one drops in during combat, auto-attaches for free on entry, and hands its bearer first strike for the turn: a one-mana combat trick that stays behind as a permanent +1/+0 buff. The flash-plus-attach package collapses the usual two-step (cast, then pay to equip) into a single instant-speed play, so the ambush and the long-term investment are the same card. The interesting wrinkle is the residue. A conventional combat trick expires with the turn and leaves nothing; this leaves a stat-boosting Equipment glued to a creature, ready to migrate for the cheap equip cost if that creature dies. First strike on a modest attacker or blocker is often the whole point in a race, turning a trade into a clean kill, and getting that effect at instant speed for one mana while keeping the artifact around afterward is the design's quiet efficiency. It is a small card doing two jobs that usually cost two cards: the surprise now, the incremental buff later.
