Holy Avenger
Double strike is the mechanical anchor here, but the second ability is the design idea: an Equipment that reads Aura cards out of your hand and slams them onto the wearer for free, one per connection. That turns a category of card usually saddled with card-disadvantage and the two-for-one exposure of removal (kill the creature, lose the Aura too) into a repeatable payoff engine. Because the trigger fires on combat damage rather than on attack declaration, double strike is not decoration; the first strike damage step and the regular step each qualify, so a single unblocked swing can dress the creature in two Auras in one turn. The friction is that the Auras have to be sitting in hand at the moment of connection, which puts a builder in the unusual spot of hoarding Auras rather than casting them, betting that a body will get through to cheat their mana costs entirely. It rewards the buildaround player who loads up on high-cost enchantments (the kind you would rarely hardcast on curve) and lets combat foot the bill. As a piece of aggressive white Voltron design it sits at the intersection of two archetypes that rarely share a shell: the Aura-heavy suit-up deck and the Equipment toolbox, and it is the rare card that asks both to show up in the same hand.

