Cultist's Staff
The flat baseline for a stat-boost Equipment, priced at the most generous numbers the template allows: two to cast, three to equip, +2/+2 with no rider, no keyword granted, no downside. This is the design that other Equipment get measured against, the version with every dial set to neutral so that anything fancier (a granted ability, a creature-type restriction, a cheaper equip cost) reads as a deliberate departure from it. The +2/+2 is the most common Equipment bonus precisely because it is the one that does not warp anything: enough to push a creature into a better damage bracket or survive a point of removal, not enough to make the Equipment itself the threat. Its honest job is filler with a floor, an effect that does something reasonable in any deck running creatures and never embarrasses itself, which is also why it rarely earns a slot once sharper options exist. The equip-as-sorcery clause is doing quiet work here too: the +2/+2 cannot ambush a combat trick, so the buff has to be committed in advance, which is the structural price for making a permanent stat boost cost so little up front.
