Goblin Brawler
The printed restriction is the genuinely strange part of this design. First strike on a 2/2 Goblin is an ordinary aggressive body for its era, but the clause that this creature can't be equipped is a rare instance of a creature built expressly to lose a fight with the Equipment subsystem. In an artifact-saturated period, the calculus was straightforward: a cheap first striker that could carry a sword would have been a reliable, repeatable Equipment carrier, so the design taxed it by walling off the entire interaction. What you get instead is a clean beatdown body whose first strike is meant to win combat on its own merits and never to be amplified by Equipment. That makes it one of the very few creatures whose text is a deliberate anti-synergy clause rather than a synergy enabler: a defensive move to keep a particular line of play off the table. The instinct most players have on seeing first strike (reach for an Equipment and turn a trade into a one-sided kill) is exactly the instinct this card forbids, which is a strangely pointed thing for a common Goblin to do. As a piece of combat math it is simply a 2/2 that beats other 2/2s; as a record of how Equipment-era design managed its own power level, the no-equip line is the more telling half of the card.
