Shard of Broken Glass
Equipment built to fuel a bin, not to win the fight it joins. The +1/+0 is incidental, a nudge that lets an aggressive body trade up by exactly one point; the real payload is the attack trigger, dropping two cards into your graveyard every swing. That makes this a self-mill engine with legs, welding the cost of filling your yard to a clock you were already running. The mill is optional (the "you may" matters), which keeps a long game from decking you and lets you switch it off when your remaining library is worth more than what is under it. The clever part is how the design fuses two plans that usually pull apart: the beatdown that wants creatures swinging, and the recursion plan that needs fuel in the yard to flash back, delve, or reanimate. Equip keeps the whole package nearly free to deploy, and that is the intent: it rides along rather than commanding a slot. What you give up is any pressure on the opponent's board or resources; you are buying graveyard tempo with combat steps, and the payoff of those two cards depends entirely on what your deck does with a stocked bin. Deployed cheaply alongside creatures already attacking, it converts every combat step into a quiet deposit toward whatever your graveyard exists to enable.

