Web-Shooters
The tap trigger fires on attack, before blocks are declared, which is the entire reason the effect works: the equipped creature strips the best blocker out of the way and then swings into whatever is left. Timing this to the attack step (rather than an untap-step lockdown or a free tap on your own turn) keeps it from spiraling into a soft prison, because nothing happens without a body committing to combat. Pay the equip, send the creature in, and you collect exactly one tap per swing, always aimed at the crew trying to stop you. Reach layers a second job onto the same wearer, letting it hold the ground below while it does its work above. What separates this from the older white Equipment that solves the same problem is the method: those cards pump power or hand out evasion so the attacker survives combat, while this one removes the interaction entirely, since a creature tapped before blockers exist cannot block at all. That makes the +1/+1 close to incidental; the value lives in the tempo tax, not the stat line. It leans on repetition rather than size, and the toll it collects (one blocker per attack, every attack) is what makes an otherwise modest two-mana Equipment a real problem for a defender trying to stabilize.

