Super Suit
Flash on Equipment is the whole trick, and the enters-trigger that untaps its target is what makes the flash worth paying for. Equipment normally lives on the sorcery-speed axis: you deploy it in a main phase, pay the equip cost, and telegraph the buff a full turn before it matters. This one collapses that window. Flash it in after blockers to break a combat the opponent thought they had solved, or attach it to a creature you tapped for an activated ability and hand it back its untapped status right when you need a surprise blocker. The untap clause is the technical hinge: it means the +1/+2 arrives on a creature that can immediately hold up a block or re-engage, not a creature parked sideways from an earlier commitment. The stat bump is deliberately small because the flexibility is the purchase, not the body. Once the enters trigger resolves, it settles into an ordinary Equipment with a two-mana equip cost, ready to slide onto a fresh threat when the first one dies. That two-stage life (a surprise combat instrument the turn it lands, a mundane reusable buff every turn after) is the design rewarding patience over early commitment. It is a small effect built to be cast at exactly the wrong moment for your opponent.
