Ogre Geargrabber
The whole design lives in that closing clause: the borrowed Equipment snaps back to its controller the moment you lose control of it, which at cleanup it does. That makes this a combat tempo play rather than removal. The window is the attack trigger, so the payoff is entirely in what your opponent has bolted onto their board: a Sword granting protection and evasion, a heavy artifact loaded with abilities, anything whose absence weakens their blocks and whose presence turns a 4/4 into a real threat for one swing. The trigger's own attach clause grants the keywords without ever paying an equip cost, which is the clever part of the rental: you skip the price of admission. The catch keeps it grounded: an opponent running no Equipment leaves the trigger inert, and six mana for a double-red body with no attack payoff is a steep floor to clear. It belongs to the small family of effects that punish equipment-heavy boards by renting their best toy mid-swing, a red answer to a problem red usually solves with burn or artifact destruction. Where Smelt-style removal blows the Sword apart, this one turns it against its owner for a beat, then gives it back. The flavor of an ogre wrenching a weapon out of a soldier's grip and swinging it back in the same motion is precisely what the rules text executes.
