Paladin's Arms
Draw it with an empty board and it still gets to work: Job select spawns a 1/1 Hero token and buckles the gear on immediately, so the dead-draw problem that has haunted this card type (a Bonesplitter or Loxodon Warhammer sitting idle while you have nothing to hold it) never materializes. What lands on curve is a 3/2 with ward that reads as a Knight for any tribal payoff, a body the cheapest removal bounces off. The generosity gets paid back at the relocation window. Equip
is steep, and that steepness is the point: this Equipment does not want to hop off a dying Hero onto a fresh one the way the old mobile swords lived to do. It would rather stay bonded to the token it made, or graft onto a single high-value creature exactly once and commit. That split (nearly free to establish, punishing to relocate) is what pulls it out of the throwaway-blade lineage whose entire value proposition was portability. Older Equipment stayed slippery because it could always crawl to the next warm body; this one manufactures its own bearer up front, then makes you think hard before you move it. The design solves the worst opening hand a gear-heavy deck can draw while deliberately closing the door on the churn that made portable Equipment so hard to answer.
