Lead Pipe
Three resource types stapled to one mana: an Equipment, a Clue, and a death payoff, each answering a problem the others create. The +2/+0 is cheap aggression, but the equip cost sits above the card's own price, so it plays honest by making you commit mana across two turns before it does anything. What ties the package together is the death trigger, which turns the usual liability of Equipment (your creature dies and your investment sits stranded on the battlefield) into an upside: when the equipped attacker trades away, each opponent loses a life automatically, and the artifact is still on the board, ready to re-equip or to sacrifice for a card whenever you would rather draw than swing. Nothing is ever lost in the exchange. That is the reason black gets to hold an aggressive Equipment at all: the color has always leaned on attrition and expendable bodies, so every combat trade chips the opponent for one, and the leftover Clue keeps paying out long after the body is gone. The design is a small study in overlapping resource types, sized for the color that has always turned dead creatures into incremental reach, with the death trigger and the sacrifice mode ensuring the card stays live from the moment it hits play to well after the creature it dressed up has died.

