Weapons Trainer
The conditional is the whole gambit: the +1/+0 is binary, switching on the moment any single Equipment sits on your battlefield and lasting only while one remains. That makes this a payoff trying to drag two rarely-overlapping strategies into the same shell. Equipment decks already want bodies to carry their swords; aggressive token swarms already want anthem effects; this asks for both at once, rewarding a wide board only once you've committed to the artifact half. The trouble is that the cheapest way to satisfy the condition (any Equipment, even one nobody has equipped) is also the slowest way to win, while the fastest go-wide starts often run no Equipment at all. A 3/2 for two colors that buffs everyone else but not itself is a fine enough rate, though the body pointedly sits outside its own anthem, a small irony baked into the "other creatures" wording. As a design it reads like a deliberate bridge between the gear-and-grind plan and the flood-the-board plan, two plans whose curves and card choices pull in opposite directions. The Ally tag gestures at a tribal home that never gave it much to do, leaving the Equipment clause as the load-bearing line. It asks for a deckbuilder willing to run Equipment as a switch rather than as a wincondition, a narrower request than the open-ended anthem language first suggests.


