Greatsword
Three mana down, three mana to attach, and all you get for six total is +3/+0: that math is exactly why this lives in the part of the design curve that intro decks and starter products are built around. Equipment with a clean static buff and no keyword rider is the simplest version of the form, a teaching tool that shows a new player what attaching to a creature does without asking them to track triggers, trample interactions, or evasion grants. The +3/+0 split is deliberate: power-only buffs make combat math swing harder than toughness buffs, which is the more intuitive lesson for someone learning to attack. Set against the efficient equipment that defines competitive play, the rate here is plainly behind, and that is the point. It is a baseline against which sharper designs (the ones that throw in haste, evasion, or a cheaper equip cost) measure their own value. Useful where the audience is learning rather than optimizing, and honest about being a floor rather than a ceiling.

