Thieves' Tools
The evasion clause here comes with a governor written into the wording: the equipped creature can't be blocked only while its power stays at 3 or less. That ceiling is doing careful work. It turns the Equipment into a reliable delivery system for small-but-relevant attackers (evasive one- and two-drops, sacrifice fodder that needs to connect, a creature carrying an on-damage trigger) while refusing to hand a genuine finisher a free pass. Push a creature past 3 power with a pump spell or an anthem and the evasion switches off mid-combat, which makes the card's power band an actual deckbuilding constraint rather than a footnote. The Treasure on entry pays back a chunk of the up-front cost and smooths a color or offsets the equip fee, so the tempo hit of dropping it lands softer than the two-mana investment plus equip cost suggests. That split identity is the interesting tension: the card wants to be cast early, on cheap creatures, where profit comes from unblocked connections rather than raw combat math. It rewards attrition and trigger-density strategies precisely because it declines to reward the big-creature strategies that most evasion enablers court.



