Mask of Riddles
The fear keyword is the engine, and the draw trigger is the reward for it landing. Stapling evasion to a combat-damage cantrip resolves a problem each ability has alone: a draw trigger on a creature that gets chump-blocked is a tax you pay for nothing, while raw evasion that doesn't convert into cards is a wasted slot. Bolt them together and the math changes. Against most decks the equipped creature simply cannot be intercepted, so the trigger fires every attack step and the suited-up threat turns into a repeatable card-advantage faucet rather than a one-shot beater. The Equip cost keeps the bargain in check by demanding both a creature and the mana to outfit it, and the package only pays off if you keep that creature alive long enough to attack across multiple turns. The fear clause carries a structural blind spot worth noting: it gets through almost everything except artifact and black blockers, so the evasion degrades sharply against decks sharing its own black half. This is a value-grind tool from the era when two-color gold cards were the dominant design language, built for the patient game where you assemble incremental advantage rather than close in a single swing. And because it is an Equipment, killing the wearer never touches the Mask itself: it falls to the battlefield, ready to be re-equipped onto the next attacker, which is precisely why the grind plan holds up.

