Sorcerer's Wand
A pinger you build rather than draw, and one with a tribal nudge baked into the rate. The base output is one damage per turn aimed at the face or a planeswalker, which is the kind of slow inevitability that pingers have always traded on, going back to Prodigal Sorcerer and his many cousins. The wrinkle is the conditional: hand the wand to a Wizard and the damage doubles, turning a creature whose abilities already feed the wizard-matters theme into a recurring two-point clock. That doubling is doing the heavy lifting, because the bare one-damage tap is a glacial way to close a game; two per turn is what justifies the equip cost and tells you who the equipment was actually drawn for. Note the deliberate narrowing of the target line: it hits players and planeswalkers only, never creatures, so this is a finisher and a walker-killer rather than a board-control tool. That restriction points the wand at the long game instead of at the stalled board. The equip cost is steep relative to the cast cost, and that gap is the tax that pays for an effect you can move from a dying body to a fresh one indefinitely: lose the Wizard, re-equip later, and the clock resumes.

