Fishing Gear
Equipment that converts combat damage into an exile-and-choose engine, and the branching payout is the whole design. Connect once and you exile the defender's top card: a permanent may go onto the battlefield under your control, and anything else (or any permanent you decline) leaves a 1/1 blue Fish behind. That "may" clause is the piece that separates this from a straight top-card steal. Most theft effects strand you when the flip turns up an instant or a sorcery you can't use; here the token is a guaranteed floor, so the trigger never whiffs, and even a permanent isn't a mandatory grab. You can wave off a card that doesn't fit your plan and take the body instead, which matters when the alternative is a downside permanent or a stolen card you'd rather deny than own. The colorless cost and generic equip keep it open to any deck willing to prioritize connecting over trampling through, and it wants an evasive carrier you can suit up and swing turn after turn. What it's really doing is stacking two card-advantage axes onto a single hit: the exile dismantles an opponent's library one card at a time, the theft gives you the upside, and the Fish underwrites the floor, so a connecting creature is always either handing you a threat or a chump blocker while thinning the deck across the table.
