Grafted Exoskeleton
Infect was designed to make small numbers lethal: ten poison counters end a game regardless of life total, so anything that grants infect converts ordinary combat math into a countdown. This Equipment is the most aggressive way to staple that keyword onto a creature that did not come with it. The +2/+2 is almost incidental; the point is that any attacker you can connect with becomes a poison clock, and unblocked hits chip the opponent toward ten rather than dealing the damage their life total can absorb. What pays for that flexibility is the unattach clause: pull this off a creature, and that creature dies. Equipment normally floats freely between bodies as combat demands, but here the move is fenced off. You can re-equip onto a fresh creature for the equip cost, but the one you abandon goes to the graveyard, which means anything that bounces, blinks, or otherwise moves the Equipment itself becomes a trap that sacrifices the creature it was on. The infect grant is also the design hazard worth respecting: equip this onto a creature already wielding a damage-doubler or a big swing and you are one connection from ten poison, which is precisely why the sacrifice penalty exists to keep the redeploy from being free. Among the cards built to hand infect to creatures that have no business carrying it, this is the bluntest instrument, trading nuance for the rawest possible conversion of a swing into a death sentence.


