Hedgewitch's Mask
The evasion clause is doing something quieter than menace or flying: it does not care how many blockers stand across from your creature, only that none of them hit hard. Power 4 or greater is the threshold, which reads as a strange line until you notice it is targeting exactly the class of creature that would trade up against a small equipped attacker. A big blocker can no longer eat your one-drop; a wall of small ones still can, so the mask rewards you for going wide and hitting through the gaps rather than smashing into a single wall. The +1/+1 is incidental, a nudge that pushes the equipped creature just past the point where chump-blocking with a token is a losing proposition. For a single white mana up front and two to attach, this is a weenie-aggression tool whose whole logic is asymmetric: it punishes control and midrange decks precisely because their answers tend to be the fat, high-power blockers the clause locks out, while it does comparatively little against a swarm of cheap defenders. That inversion of the usual evasion math (small creatures get through, big ones don't) is the design idea worth sitting with; most unblockable-conditional equipment keys off the equipped creature's own stats, and keying off the blocker's power instead is a subtler way to say "this equipment is for the deck that is already ahead on board and wants to close."

