Hunter's Blowgun
The clever part is how the equipment splits its keyword by whose turn it is: deathtouch when you're attacking, reach when you're defending. That turns a single cheap Equipment into two separate deals depending on the combat step, and both halves point the same direction. On offense, the deathtouch clause means any creature it's strapped to trades up in combat, so even a modest body threatens to eat whatever blocks it. On defense, the reach lets that same creature answer fliers it otherwise couldn't touch. The design here is worth naming: rather than stapling two keywords on at once (which would push the rate), it gates each one to the phase where it does the most work, so the card never gives you deathtouch on the crackback block or reach you don't need while swinging. The +1/+1 is the connective tissue, keeping a small creature relevant enough to want either mode. It's a piece built around the reality that most creatures only care about combat in one direction at a time, and it charges accordingly: a one-mana artifact with a two-mana equip cost that reconfigures its own keyword based on the turn structure rather than the target.
