Sigil of Distinction
Equip cost paid in counters rather than mana is the whole structural conceit, and it makes this a wasting asset from the moment it touches a creature. Pay X up front and the Equipment arrives as a reservoir of charge counters, each worth +1/+1, but every attach (including the first) spends one. So the equipped creature never wears the full X: a Sigil that entered with five counters lands as +4/+4 on its first suit-up and sheds another counter with every move after that. The buff and the mobility draw from the same pool, which makes this a front-loaded statement rather than a recurring threat. It wants one decisive body to dump most of the charge onto before the counters bleed away, and because X has no ceiling beyond your mana, a single suit-up can turn a forgettable attacker into a lethal clock. Where the counters live matters: they sit on the Equipment, not the creature, so killing the equipped body leaves the Sigil on the battlefield with its remaining charge intact, ready to re-suit the next attacker. The catch is symmetrical: every relocation costs another counter, so each move buys less than the last. The design hands the cost back as a budget to spend down, rewarding the player willing to commit the largest single body before the Equipment ever has to move again.
