Goggles of Night
The core template here is old and blue owns it: strap a card-draw trigger onto a creature and turn combat damage into cards. What separates this from the raw Curiosity effect it descends from is the scry stapled in front of the draw, so every connection both refills your hand and smooths the next one. That two-step (filter, then draw) is a small quality upgrade that adds up across a long game, since it lets you dig past a clump of lands or bury a card you don't want to see next turn. The real distinction from an Aura is portability: when the host dies, an Aura goes with it, while this sits on the battlefield waiting for the next carrier. The tax is the sorcery-speed equip and the fact that the creature has to already be on board, but the payoff can still land the same turn it enters play. Cast it, pay the equip on a creature that has not attacked yet, and swing for a card immediately, provided you have the mana. The design is betting that a repeatable, movable draw engine justifies the setup, and it wants the smallest evasive body you can find: a creature that can't be blocked profitably turns this into a card every turn, while anything that trades in combat leaves the Goggles grounded until you can re-equip.


