Reaper's Talisman
The two triggers want incompatible boards, and which reward you're after decides how the gear plays. Deathtouch on the swing is the insurance clause: whatever the carrier crashes into, a blocker trades away or the defender eats the hit, so throwing a small creature in the path costs the defender that creature for nothing. The drain, the part that actually swings a race, only fires when the equipped creature attacks alone, pulling two life across and returning two to you. That second condition rules out the go-wide plan entirely: the instant a second attacker joins the charge, the reward vanishes and you're left with a cheap piece of gear that grants deathtouch and nothing more. An equip cost heavier than the casting cost reinforces the same lesson, since you're not spreading this across a squad, you're bolting it onto the single body you were already sending in unaccompanied. The ideal carrier is the lone threat that gets there without help: the evasive attacker, or the recursive one that keeps coming back for another solo run. That's an odd shape for a black aggressive tool, because most equipment wants a crowded board to matter and this one revokes the bonus the moment you build one. Read straight through, it pays a narrow assault and punishes a broad one, and it only pays in full when you're content to send one striker at a time.

