Experimental Armor
Flying and haste on the same Equipment is the tell: this is built to turn a creature into an evasive threat the moment it hits play, not to grind out incremental value. The +1/+1 is almost incidental; the payload is the keyword package. Haste means a freshly cast creature can attack the turn it arrives, and flying means it does so over most ground defenses. Equipment carries a durability the enchantment-based version of this effect lacks: kill the equipped creature and the armor stays on the battlefield, ready to strap onto the next body. That reusability is the whole reason Equipment exists as a card type, and this one leans into it hard. The sorcery-speed equip cost and the two-mana price to move it are the restrictions that keep it from being a combat trick; you commit to the reattachment on your own turn, in advance, which makes it a threat-assembly tool rather than a surprise. Red rarely gets clean evasion without a rider (a spectacle cost, a sacrifice, an attack requirement), so a repeatable flying-and-haste enabler sits slightly outside the color's usual toolkit. The best home is a creature whose combat damage or attack trigger justifies pushing it through unblocked, then a second such creature waiting once the first one dies.
