Saw
Cheap Equipment granting +2/+0 is a commodity; the sacrifice-for-a-card rider is the whole reason this exists, and it comes with a tax written straight into the swing. Turning an attack into a draw means feeding a permanent to it, and neither the wielder nor the Equipment itself qualifies, which points the design squarely at boards already manufacturing fodder: token makers, creatures that leave bodies behind, permanents that want to die anyway. On an empty battlefield the trigger does nothing, so a lone beater reaping free value is off the table; you need a supply line to keep it fed. The timing is friendlier than the fine print suggests. The trigger fires on attack declaration, before blockers and before damage, so the card you find arrives while the combat step is still live: a trick or an instant-speed removal spell can hit the table and reshape that same swing. The equip cost being sorcery-speed keeps the whole thing proactive, an engine you assemble in advance and then run every turn rather than a reactive tool held up on your opponent's clock. Its natural home is a shell where a body dying is upside rather than cost, and there the +2/+0 and the repeatable draw stack into a grinding attrition engine that outpaces opponents trying to trade one-for-one.
