Meltstrider's Gear
The one-mana front end is where all the value lives, and it comes with a catch buried in the equip cost. Cast for a single green mana, this attaches itself the moment it lands: no equip tax, no tempo lost, a creature immediately larger by two power and one toughness with reach to boot. That auto-attach on entry is the whole appeal, because the printed equip cost of five is deliberately punishing. Once the creature it first buffed dies, moving the reach and the stats to a new body asks for a genuinely awkward chunk of mana, and only at sorcery speed. The design splits the card into two very different economies: nearly free the first time, prohibitively expensive every time after. It rewards playing it early onto a creature you intend to keep, not treating it as a portable buff you swing around the board. Green rarely gets reach handed out this cheaply, and the profile (a modest evasive bump against fliers, delivered for one mana) reads less like a combat trick and more like insurance for a ground-based board that would otherwise fold to the sky. The lopsided equip cost is the tax that pays for the free attach: you get the discount up front, and the design collects on the back end if you ever want to move it.
