Quick-Draw Katana
Fence a +2/+0 and first strike to your own turn and you have described a two-mana equipment that would otherwise price out as an aggressive-red staple; the restriction is that all of it evaporates the moment the turn passes. On offense the equipped creature swings as a first-striker that trades up and mows down blockers before they connect: a modest body suddenly kills two-toughness defenders clean, converting attacks that should stall into free damage. On the opponent's turn it reverts to a naked creature with no combat edge, which is exactly the line between a beater and a wall. That asymmetry commits the card entirely to the attacking half of the game, and first strike is the piece carrying the weight, since the power bump alone would only ever race, never break through. Equipment that helps you push damage forward is an old idea; stapling the first-strike window specifically to your turn is a tidy way to arm the offense without accidentally handing the same deck a stronger defense. The equip cost matching the cast cost matters most after a board wipe: getting the sword back on a body means paying again at sorcery speed, so recovery favors a proactive attacker over a deck hoping to trade and grind.
