Sword of Kaldra
Exile-on-damage is the harshest combat-removal clause an Equipment ever carried, and Sword of Kaldra pays for it with weight in both directions. The +5/+5 turns any creature into a threat that demands an answer, and the exile rider means trades stop being trades: anything it touches in combat that survives the damage is exiled outright, dodging regeneration and indestructibility. Power like that on a piece of cardboard would be format-warping at any reasonable price, so the design buries it under cost. Equipping is as expensive as the spell that casts it, eight mana before the sword ever swings, and the legendary tag closes off any plan built around stacking redundant copies. The effect reads like an oversight until you tally the mana and realize the rate is doing the policing. This is one piece of a three-Equipment package (alongside Shield of Kaldra and Helm of Kaldra, which assemble the Kaldra token itself), early-era artifact maximalism where each component is individually overcosted and the full set is a wincon built out of equipment and a summoned avatar. Read on its own, the Sword is a removal engine you can never quite afford to swing as often as you want; the exile clause is the prize, and the price of attaching it is the leash.


