Riot Gear
Common Equipment built for the most modest job an Equipment can have: keep a small attacker alive through one extra block. The +1/+2 split is the tell. Most aggressive Equipment pushes power because power closes games; this one prioritizes toughness, turning a 2/2 into a 3/4 that survives the trades a small creature normally loses. That makes it less a finisher and more an insurance policy, the kind of low-rarity filler that exists to let a board of cheap bodies grind through a sweeper-light removal suite. The equip cost matching the cast cost keeps the math honest: two to play, two to move, no discount for staying put. As a piece of design it sits at the floor of the Equipment category, below the cards that warp deckbuilding and well below the format staples, doing exactly one thing for creatures that needed exactly that much help. Reasonable as bottom-of-the-curve fixing for a low-power aggressive shell; ignored anywhere with real Equipment to choose from.
