Daredevil's Billy Club
Equipment that fires a removal spell on the way in is not new, but the self-directed damage here is doing something more pointed than a downside: the club that answers a threat also singes its owner, so the two damage you throw at an opposing creature or face comes stapled to one you take yourself. That converts the enter-the-battlefield burn from a free tempo swing into a small transaction, and it caps how freely you can loop the trigger through blink or recursion effects, since each replay costs you life alongside the mana. The burn happens on entry regardless of whether the club ever touches a creature; the payoff on the ground is a separate step, paid for with the sorcery-speed equip cost. The +1/+0 there is trivial, but menace on an aggressive red creature is the part that closes games, forcing a double-block that a tapped-out or thinly developed board often cannot supply. The design splits its value across two disconnected moments: the removal spell that resolves the instant it enters, and the evasion you buy afterward if you choose to suit something up. It plays as a burn spell fused onto a permanent that happens to leave a weapon behind, with the self-damage functioning as the price that keeps the whole package from being strictly upside.
