Equipment in TMT lives or dies on whether the carrier survives the suit-up turn, and double strike for two mana plus a two-mana equip is the most violent tempo swing the slot can produce here. The math is the point: a common 2/2 wearing Hard-Won Jitte becomes a four-damage clock that trades up through every blocker the ground offers, including the 2/3s and 3/2s that anchor the format. Suit a 3/2 and you punch through bomb-sized toughness on a single swing.
RW Equipment is the obvious home and takes this at P1P3 to P1P5: it already wants Bespoke Bō and Novel Nunchaku, and it fields the small evasive bodies that turn a doubled hit into a one-card race. UR creature decks grab it a window later, P1P5 to P1P7, but for a different reason. Their curves bend toward value over the early two-drop this equipment needs as a launchpad, so they want it as a closer attached to a flier or a hasty threat rather than a turn-three tempo play. The friction is the same everywhere: casting and equipping in one turn costs four mana, and a summoning-sick carrier does nothing the turn it lands.
The punishers are the removal everyone is already drafting. Grounded for Life answers a tapped carrier the turn after it attacks, at a discount. Stomped by the Foot kills the creature in response to equip, a clean one-for-one: the equipment falls off and stays on the battlefield, waiting for a new carrier and another two mana. That recurring tax is exactly what the rate is priced around. Maindeck in any red creature deck running the dozen-plus bodies you need anyway.
