Grafted Wargear
Equip is the bait, and the sacrifice clause is the bill that comes due for it. The free equip means the +3/+2 moves at no mana cost, which invites you to treat the bonus as a roaming stat anchor you can drop onto whatever creature most needs to swing or block. The catch is the unattach trigger: any time the Equipment leaves a creature, that creature dies. And here is the trap that makes the card honest: equipping it to a second creature unattaches it from the first, which immediately bins the original holder. There is no clean handoff. So the cost-free equip dangles the fantasy of fungibility while the death clause makes every relocation a sacrifice, and any spot removal that destroys or bounces the gear takes the holder down with it. That asymmetry is also where the card earns its keep in decks that want bodies to die on demand: the wargear doubles as a built-in sacrifice outlet that pays a +3/+2 dividend on the way out, converting fodder into a recurring death trigger and a real threat at once. It rewards attaching once and leaving it, or moving it with deliberate intent in a shell that profits from the donor's death, and it punishes anyone reaching for it as disposable convenience. Equipment that gives and takes in the same package is an early-era design idea that has stuck around precisely because that built-in cost manufactures decisions a flat stat boost never would.

