Greatsword of Tyr
Most Equipment hands out a static bump and asks nothing beyond the equip cost; this one keys everything off the declaration of attackers, which changes what you build it for. The counter it stacks each combat lands on the creature rather than the sword, so growth follows a curve as long as the bearer stays alive: if it dies, those counters die with it, and the fresh body you re-equip starts its own accrual from zero. The tap half is what makes the card dangerous. Tapping a creature the defending player controls resolves on attack declaration, ahead of the block step, so it lifts a would-be blocker out of the math and shoves through an attack a full board should have stopped. Do it every turn and a single threat walks through a defensive wall while the guard crew shrinks by one each swing. It reads like a Voltron piece, but the logic runs closer to a repeatable evasion engine: you are not assembling one enormous creature so much as manufacturing an attack step where the opponent's blockers keep thinning out. The cheap equip keeps the sword mobile, sliding off a dead attacker onto a live one so the tap keeps firing even if the counters do not carry over, and because both halves trigger on the swing rather than on connecting, the card pays you for committing to combat instead of for winning it. Everything is compressed into the moment attackers are declared, punishing a defender who chose to hold the ground.
