Necropouncer
This Equipment never needs a creature to start working: it makes its own carrier, a 0/0 Germ that survives only as long as the gear stays attached. With +3/+1 and haste folded into the package, the token comes down swinging as a 3/1 the turn it resolves, no setup and no board state required. That is the whole proposition on an empty table: a single action that commits a body and sends it into the red zone. The cost is fragility. Any removal that touches the Germ kills the Equipment's first life along with it, a clean one-for-one against a six-mana investment. But the gear outlives the token, and for two mana it slides onto a real creature, where the haste and the boost convert an already-deployed threat into immediate damage rather than building a beater from scratch. The Germ it spawns is always the same disposable 0/0, yet the value scales with whatever else you have to equip later. That split is the card's actual design: a curve-topper that demands an answer when it lands, and a recyclable source of reach that keeps adding pressure long after the first attacker has died.
