Wrecking Ball Arm
The split equip cost is where the design lives. Strapping this onto any creature runs seven mana, a deliberately punitive rate that tells you the card was never meant to shore up your board at large. Fit it to a legendary creature and the price drops to three, and that gap is the whole thesis: this is an equipment aimed squarely at the singular threat you were already leaning on. The base power and toughness overwrite to 7/7 rather than a bonus, so it does its best work on a small legend (a one-mana dork, a utility body that never intended to attack) and converts it into a genuine clock without regard for the printed stats. The evasion clause is narrower than it looks: a 7/7 easily survives a block from a three-power creature, so the "can't be blocked by power 2 or less" line is not clearing serious defenders. What it removes is the cheapest brand of interference: chump-blocking tokens, mana creatures, the low-power bodies that would otherwise gum up an attack for a turn. Read together, the two equip costs and the fixed stat line converge on one narrow purpose: take a legendary creature you were committed to for other reasons and turn it into an aggressive threat cheaply, without asking you to assemble a wider equipment shell to support it.

