Hammer of Ruin
Equipment that hunts other Equipment, which is about as narrow a charter as a card can be handed. The +2/+0 is there to make the swing actually matter on the damage step, raising the odds that a real hit lands and the trigger pays off, not to push the creature through a blocker; nothing here grants evasion, so the carrier still has to find an open lane the way any attacker does. When it does connect, the second line fires and strips a piece of gear off the player you hit, gating the removal behind a successful attack rather than a clean mana payment. That makes it the slow, conditional inverse of a spell like Disenchant: instead of buying the answer outright at instant speed, you commit a creature to the red zone and earn the destruction by getting damage through, with the flavor following the mechanics (you are knocking the blade out of the defender's grip mid-swing). The cost of that structure is total dependence on a target existing at all. Against any board with no enemy Equipment, the trigger is dead and you are holding a two-mana, two-to-equip pump stick with no upside left. It belongs to the small family of hyper-specific answers whose entire reason for being is one opponent's overcommitment to a single subsystem, a curiosity whose ceiling is fixed by how rarely that subsystem shows up across from you.

