HYDRA Disintegrator
The dead-Equipment problem (a card that does nothing until you draw a creature to hold it) gets solved at the source here: it enters already worn. A 2/1 Villain token with menace spawns and the Equipment snaps onto it in the same resolution, so the +3/+3 lands immediately and the board sees a 5/4 with menace, no telegraphed equip turn for an opponent to react to. Menace is what turns the body into a clock instead of a speed bump: a 5/4 that demands two blockers is hard to profitably stop, and if that first token dies, the Equipment persists to move onto something larger. That reattachment is where the steep equip cost stops reading as a tax and starts reading as a choice. The card is expensive to redeploy on purpose; the free token is the discount, and paying to move the anthem is the premium for keeping it alive after removal picks off the wearer. Structurally it sits in the lineage of Equipment that arrives with its own carrier, letting an empty board still field a menace threat, while the sorcery-speed equip clause keeps the reattachment honest by shutting the door on combat-step tricks. The two halves are priced against each other: a free body to hold it now, a costly body to hold it next.
