Jousting Lance
Restricting first strike to your own turn is the design decision that tells you who this Equipment was built for. First strike that only works on your turn is first strike for the attacker, not the blocker: the equipped creature deals its damage first when it swings, but reverts to trading like a normal body on defense. That asymmetry pays for an aggressive rate. A flat +2/+0 with permanent first strike would price closer to premium combat gear; blunting the keyword to your turn keeps the equip cost honest while still letting a modest creature clear chump blockers unharmed and trade up the curve when it attacks. The +2/+0 stays regardless, so even the reined-in horse hits harder; it is only the killing-blow-first advantage that the joust reserves for the charge. This is gear for a creature that wants to be the one declaring attacks every turn, and it leans into the chivalric framing it carries: a tool for the lists, useless when the rider is standing his ground. It is unfussy by intent, a permanent that turns any leftover creature into a credible clock without asking for synergy, and the kind of low-rarity Equipment that quietly stabilizes an aggressive curve rather than headlining one.

