Dueling Rapier
Most Equipment charges you twice: once to cast, once to equip, with the equip cost imposing a sorcery-speed delay that leaves a window for removal to strip the target before the gear ever lands. This one folds that structure into a single flash cast, attaching itself via a triggered ability that boosts power once it resolves. The effect is a combat trick that leaves a permanent behind. Flash it in mid-combat and the +2/+0 pushes a blocked attacker past a would-be trade, or turns an even swing into a kill on the creature across from it; because it adds no toughness, the boost is one-directional by design, meant to win races and force damage rather than protect the wielder from a burn spell or a larger blocker. The tension lives in the two access points. The flash-attach is cheap, immediate, and one-time; relocating the blade afterward costs a full four, deliberately punitive so that the instant-speed deployment you paid a premium for cannot also be cheap flexibility. That split gives a single stat line three distinct behaviors depending on which cost you reach for: a surprise pump at instant speed, a permanent that rides along after combat, and a reusable (if expensive) buff you can shuffle onto the next attacker. It is a compact study in how equip cost, not the buff itself, is where an Equipment's design personality actually lives.

