Mirran Banesplitter
Flash is what turns this into more than a cheap swing buff. Equipment normally moves at sorcery speed on both ends, but this one enters mid-combat and attaches itself immediately, which reads less like an Equipment and more like a red combat trick that happens to stay on the board afterward. The +2/+0 is purely an offensive push: cast it in the declare-blockers step and an attacker the opponent blocked expecting a trade instead kills the blocker outright; cast it before damage on an unblocked creature and you steal two extra to the face. What it does not do is add toughness, so it is a poor tool for surviving an even trade or dodging a burn spell; the surprise it buys is about winning combat math on the attacking side, not protecting a creature. That split personality is the whole design. The one-mana entry with self-attachment is priced for the ambush, while the steep equip cost deliberately discourages treating it as a permanent aura upgrade you shuffle between creatures. It sits in a small lineage of Equipment that broke the sorcery-speed rule to poach the combat-trick role: the flash grants the surprise, and the residual +2/+0 is the consolation for the mana you sank. Where a true combat trick vanishes after one use, this leaves a permanent behind, so the ambush buys tempo now and a redeployable, if expensive, power boost later.
