Kaldra Compleat
The original Kaldra was an assembly toy: three separate artifacts (Sword of Kaldra, Shield of Kaldra, Helm of Kaldra) that only became a token-exiling, indestructible juggernaut once you jammed all three onto the same creature, and almost nobody bothered. This is the compleated retort to that failure, folding the entire kit into one Equipment and stapling living weapon onto it so the payload never has to wait for a host. Pay the mana and it conjures a 0/0 germ to shoulder everything at once: +5/+5, first strike, trample, indestructible, haste, and the exile-on-combat-damage trigger that justified the original assembly in the first place. The design lesson is about frictionless delivery. Each old artifact did too little alone to justify the setup cost, so living weapon deletes the "go find a body" step entirely; the germ is the body, and it attacks the turn the Equipment resolves. The exile clause punishes blocking rather than merely surviving it: anything the germ damages in combat is removed rather than killed, so it never reaches a graveyard, ducks most recursion, and ignores regeneration. Indestructible on both the Equipment and its germ pushes removal into narrower lanes (bounce, exile, sacrifice effects) or shuts it out completely. Seven mana buys an evasive, hasty threat that carries a first-strike removal trigger; that steep toll is precisely what earns the right to stack this many keywords onto one attacker.






