Mask of Memory
Card advantage on an attacker is an old idea; tying it to a loot rather than a clean draw is the wrinkle that defines this one. Where a creature with raw card-draw on hit threatens to bury an opponent, the discard clause keeps the rate honest: each connection nets a card in hand but demands you pitch something, so the equipment fills your graveyard as fast as it refills your grip. That trade is the whole point. The filtering rewards decks that want cards in the bin (flashback, reanimation, threshold) and want to dig toward a specific answer, turning a midsize beater into a steady selection engine rather than a pure advantage faucet. The two-mana cost and one-mana equip make it cheap enough to live on an evasive creature early, which is where the design lands hardest: it does not care how big the equipped creature is, only that it keeps getting through. Put it on something unblockable and the loot fires every turn the attack connects, which is both the ceiling and the leash. Against a body that gets chump-blocked or removed, the equipment sits inert; against one that consistently deals combat damage, it quietly reshapes a deck's draws turn after turn while feeding whatever payoff the graveyard holds.

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Other printings
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