Warmonger's Chariot
Walls don't attack: that's the whole point of defender, the keyword that lets a creature trade away its offense for a body too cheap to be fair. This Equipment buys that offense back. Strap it on a high-toughness wall and the static defender clause is simply waived, turning a creature built to sit in front of an attack into one that swings, now with +2/+2 on top of an already lopsided toughness. The design is doing two jobs that usually fight each other: it pumps the body and it rewrites the rules text that body was priced around. The +2/+2 alone makes it serviceable on anything, which keeps the card from being a dead draw in a deck without walls, but the defender line is where the intent lives. It points squarely at the cheap, fat-bottomed creatures that exist precisely because they can never threaten you, and asks what happens when they suddenly can. The friction is the equip cost: at sorcery speed and a meaningful chunk of mana, you must set up the swing during your own main phase, so the trick telegraphs itself rather than ambushing a blocker mid-combat. Most Equipment that grants attacking does so by handing out evasion or extra combat steps; this one works a layer beneath that, granting permission to attack at all to a creature the game had written off as purely defensive.


