Diviner's Wand
The self-attaching clause is the design idea worth sitting with: most Equipment makes you pay to relocate it, while this one chases your Wizards around the board for free, snapping onto each new one that enters. That turns a mediocre equip rate into a tribal payoff that compounds as the board widens, and it solves the perennial Equipment problem of stranding your gear on a dead creature. The granted abilities feed each other in a tidy loop: the draw fires the +1/+1-and-flying trigger, so every activation both grows an evasive threat and digs you deeper, and any other card draw in the deck pumps the same creature for free. The flying lasts only until end of turn, which positions it as a closing tool rather than a permanent ground-stall breaker; the bonus is meant to push damage through on the turn you commit mana to it. As a card-advantage engine it is slow and mana-hungry by design, asking four mana per card on top of the body to carry it, but the Wizard kindred tag reframes the whole thing. This is gear for a deck already flooding the board with cheap spellcasters, where the attach trigger keeps the draw engine alive through removal and the flying gives a tribe of small bodies a way to actually end the game.
