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The scaling clause is what sets this apart from the rest of the For Mirrodin! Equipment: instead of a flat bonus, the buff climbs with your creature count and lands only on the equipped body. On the Rebel token it makes on entry, that means at least a 3/3 the moment it arrives (the Rebel counts itself), and steeper the wider you go. The design tension is that the Equipment is weakest exactly when you most need help: off an empty board, the token shows up as a modest body carrying a bonus that barely registers. In a developed go-wide shell, the same card can turn one creature into a lethal threat that outsizes the entire opposing side. That swinginess is the point, and For Mirrodin! smooths the floor: the Equipment always does something the turn it enters (a self-attaching body, no equip cost required), which sidesteps the usual Equipment problem of being a blank without a creature to hold it. The reward is then front-loaded onto players who have already flooded the board with small bodies. The equip cost of is where the ceiling actually lives, since re-suiting the buff onto a better attacker is what converts a wide board into a single overwhelming one. Built for token-heavy white decks that want a payoff already parked in the artifact slot rather than the enchantment slot.

