Thief's Knife
The equip cost of four is the tell that this was never meant to be moved. Job select builds a bearer on the way in, spawning a 1/1 Hero and clamping the knife to it before you make a single decision, so the card resolves as a self-contained 2/2 that turns combat damage into cards. That convenience is priced deliberately: relocating the blade onto something evasive or oversized costs a full four mana, an expenditure steep enough that the intended play is to swing with the Hero as-is rather than treat the knife as a free upgrade waiting for a better host. The draw trigger cares about connection, not size; it fires whenever the equipped creature deals combat damage to a player, so an unblockable body or a flyer nobody wants to trade with becomes a repeatable card engine, and the tacked-on Rogue type is a quiet nod to decks tallying those hits. The lineage runs through older Equipment that wanted an evasive carrier it could not always supply: swords that sat dead in hand for want of a body. Manufacturing the token on entry is the cleaner fix. It detaches the card-advantage payoff from whatever fragile thing you already control, and when the current bearer dies the knife just lifts off and looks for the next hand to fill.
