Zephyr Boots
Cheap equipment that turns any warm body into an evasive card-filtering engine, and the two clauses feed each other: the flying is not decoration, it exists to help push through the combat damage that triggers the loot. Attach it to a token or a spare one-drop, connect once, and the equipped creature keeps looting every turn it gets in, smoothing draws while it chips away. The loot (draw then discard) is deliberately not raw card advantage: you replace what you draw rather than net a card, so it fuels graveyard-matters strategies and reanimation setups as much as it fixes a clunky hand, feeding fatties and flashback fodder into the yard while the creature keeps swinging. The equip cost carrying more weight than the artifact itself is the balancing act: at one mana you can drop it early, but moving it between creatures costs real tempo, so it rewards a board that already has a reliable connector rather than a scramble to keep it attached. Small evasion-granting Equipment has always leaned on the same trick, flying plus a rider that makes an otherwise ignorable creature worth blocking or worth swinging, but the looting twist points this one at decks that want the discard as much as the draw, where filling the graveyard is the payoff and the card in hand is a bonus.
