Greataxe
The math is deliberately lopsided: one mana to cast, five to equip. That gap is the entire design. Where most cheap Equipment prices its cast and its attach in roughly the same neighborhood, this one front-loads almost nothing and back-loads everything, so it plays less like a permanent worth deploying early and more like a pump spell you pay for the moment you actually want it. Five mana for +4/+0 with no keyword riders, no evasion, no toughness bump is a steep sorcery-speed rate. But equipment stays attached once the tax is paid, so the real appeal is a large creature you drop the axe onto and keep: the five mana is spent once, and every attack after that swings with four extra power at no further cost. Moving it to a fresh body later means paying the tax again, a recurring cost the design counts on to keep the boost from feeling free. The stripped-down effect (raw power, nothing else) marks it as a rules-primer piece: an Equipment for players learning what "equip" means and what a flat +4/+0 does to a combat step, without ability text to complicate the lesson. That austerity is why it never troubles a constructed table. It offers the biggest single power boost you will find on a one-mana artifact behind a prohibitive attach cost, a trade nobody serious makes when a two- or three-drop Equipment does more for less over a game.
