Diamond Pick-Axe
The single red mana up front is a lure; the two-mana equip cost is the governor. That split defines how the card actually plays: the piece itself shrugs off "destroy" effects, but bolting it onto a creature costs real mana, and the wearer stays as fragile as anything else on the board. So the indestructibility is not armor for your attacker; it is durability for the engine. Kill the creature, re-equip next turn, keep the Treasures coming. The value lives in the generator half: a modest +1/+1 stapled to a repeatable Treasure faucet that only fires when the equipped creature attacks, which quietly binds the ramp to committing bodies to combat rather than sitting back. Each swing banks a rock that later sacrifices for any color, so the axe folds two design threads (attack for value, and ramp on a stick) into one permanent that usually take separate cards to pull off. Left unequipped it does nothing, and that is deliberate: an indestructible cheap permanent that minted Treasure on its own would be a far more dangerous card. What you get instead is a resilient, slow-burn advantage machine whose output is throttled behind mana you keep spending every time you want to move it.
