Ranger's Longbow
Green is Magic's home color for reach, so the interesting thing about stapling it to gear is not that the color needs the keyword: it is that the keyword becomes transferable. Green's evasion-catchers usually arrive on a specific body, so a chump-blocked flier is solved only until that creature dies. Reach on an Equipment outlives whatever holds it, so the answer moves from one ground-pounder to the next as your board turns over, and one investment covers the sky for the rest of the game. The +2/+1 is doing quieter work than the reach; the extra point of toughness in particular is tuned to let a modest body survive the trade it is now allowed to make against an evasive attacker, rather than dying to it. The equip cost is where the tension sits: green wants its mana attacking, and paying it here pulls a turn's worth of resources into a defensive posture at sorcery speed, when you would rather be pushing damage. That is what you accept in exchange for a repeatable, reusable flier-answer over a one-shot removal spell like the Plummet family: you rent the reach turn by turn instead of spending a card to kill one thing. It is a plain design and a clean one, taking a keyword green already owns and making it portable across a board of otherwise grounded creatures.
