Stolen Uniform
Equipment theft is rare enough that most players have never had to think about how it should work, and the whole trick here is the ownership problem it dodges. Steal an opponent's Equipment, move it onto your own creature for a turn, and let the tracking clause clean up after itself when control reverts. The theft is only half the value: because the Equipment attaches to a creature you control, you also strip whatever creature the opponent had it bolted onto, turning a defensive answer into a two-way swing in board state. Instant speed is what makes the rate honest. Cast it during the opponent's declare-attackers step and you can peel a combat-relevant Equipment off their attacker before damage, or wait until your own combat to hand your creature the buff and connect. The self-unattach trigger is the piece of engineering that keeps the interaction clean rather than a rules headache: without it, a stolen Equipment left in limbo at end of turn would create an ownership tangle, so the card writes its own exit. It asks for a specific board (your creature, any Equipment) that does not always exist, which is the tax on a one-mana effect that would otherwise be pure profit. Where Equipment matters, this is a precise, temporary robbery with a built-in receipt.

