Best Equipment

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Swiftfoot Boots Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Swiftfoot Boots

Lightning Greaves Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}

Lightning Greaves

Skullclamp Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}

Skullclamp

Sword of the Animist Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2}

Sword of the Animist

Mithril Coat Flash Indestructible When Mithril Coat enters, attach it to target legendary creature you control. Equipped creature has indestructible. Equip {3}

Mithril Coat

Basilisk Collar Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Basilisk Collar

Shadowspear Equipped creature gets +1/+1 and has trample and lifelink. {1}: Permanents your opponents control lose hexproof and indestructible until end of turn. Equip {2}

Shadowspear

Whispersilk Cloak Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2}

Whispersilk Cloak

Blackblade Reforged Equipped creature gets +1/+1 for each land you control. Equip legendary creature {3} Equip {7}

Blackblade Reforged

Helm of the Host At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste. Equip {5}

Helm of the Host

Commander's Plate Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity. Equip commander {3} Equip {5}

Commander's Plate

The Reaver Cleaver Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens." Equip {3}

The Reaver Cleaver

Sword of Feast and Famine Equipped creature gets +2/+2 and has protection from black and from green. Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control. Equip {2}

Sword of Feast and Famine

Brotherhood Regalia Equipped creature has ward {2}, is an Assassin in addition to its other types, and can't be blocked. Equip legendary creature {1} Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Brotherhood Regalia

Trailblazer's Boots Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.) Equip {2}

Trailblazer's Boots

Hammer of Nazahn Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control. Equipped creature gets +2/+0 and has indestructible. Equip {4}

Hammer of Nazahn

Champion's Helm Equipped creature gets +2/+2. As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip {1}

Champion's Helm

Colossus Hammer Equipped creature gets +10/+10 and loses flying. Equip {8} ({8}: Attach to target creature you control. Equip only as a sorcery.)

Colossus Hammer

Buster Sword Equipped creature gets +3/+2. Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost. Equip {2}

Buster Sword

Sword of Hearth and Home Equipped creature gets +2/+2 and has protection from green and from white. Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle. Equip {2}

Sword of Hearth and Home

Blade of Selves Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Equip {4}

Blade of Selves

Excalibur, Sword of Eden This spell costs {X} less to cast, where X is the total mana value of historic permanents you control. (Artifacts, legendaries, and Sagas are historic.) Equipped creature gets +10/+0 and has vigilance. Equip legendary creature {2}

Excalibur, Sword of Eden

Darksteel Plate Indestructible Equipped creature has indestructible. Equip {2}

Darksteel Plate

Loxodon Warhammer Equipped creature gets +3/+0 and has trample and lifelink. Equip {3}

Loxodon Warhammer

Mask of Memory Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Mask of Memory

Nettlecyst Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1 for each artifact and/or enchantment you control. Equip {2}

Nettlecyst

The Reality Chip You may look at the top card of your library any time. As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library. Reconfigure {2}{U} ({2}{U}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

The Reality Chip

Genji Glove Equipped creature has double strike. Whenever equipped creature attacks, if it's the first combat phase of the turn, untap it. After this phase, there is an additional combat phase. Equip {3}

Genji Glove

Fireshrieker Equipped creature has double strike. (It deals both first-strike and regular combat damage.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Fireshrieker

Tarrian's Soulcleaver Equipped creature has vigilance. Whenever another artifact or creature is put into a graveyard from the battlefield, put a +1/+1 counter on equipped creature. Equip {2}

Tarrian's Soulcleaver

Sword of Fire and Ice Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card. Equip {2}

Sword of Fire and Ice

Conqueror's Flail Equipped creature gets +1/+1 for each color among permanents you control. As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn. Equip {2}

Conqueror's Flail

Leyline Axe If this card is in your opening hand, you may begin the game with it on the battlefield. Equipped creature gets +1/+1 and has double strike and trample. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Leyline Axe

Embercleave Flash This spell costs {1} less to cast for each attacking creature you control. When Embercleave enters, attach it to target creature you control. Equipped creature gets +1/+1 and has double strike and trample. Equip {3}

Embercleave

Caduceus, Staff of Hermes Equipped creature has lifelink. As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature." Equip {W}{W}

Caduceus, Staff of Hermes

Lizard Blades Double strike Equipped creature has double strike. Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Lizard Blades

Diamond Pick-Axe Indestructible (Effects that say "destroy" don't destroy this Equipment.) Equipped creature gets +1/+1 and has "Whenever this creature attacks, create a Treasure token." (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Equip {2}

Diamond Pick-Axe

Lavaspur Boots Equipped creature gets +1/+0 and has haste and ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Equip {1}

Lavaspur Boots

Bloodforged Battle-Axe Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, create a token that's a copy of this Equipment. Equip {2}

Bloodforged Battle-Axe

Sword of Vengeance Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip {3}

Sword of Vengeance

Thran Power Suit Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward {2}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Thran Power Suit

Masterwork of Ingenuity You may have this Equipment enter as a copy of any Equipment on the battlefield.

Masterwork of Ingenuity

Sting, the Glinting Dagger Equipped creature gets +1/+1 and has haste. At the beginning of each combat, untap equipped creature. Equipped creature has first strike as long as it's blocking or blocked by a Goblin or Orc. Equip {2}

Sting, the Glinting Dagger

Illusionist's Bracers Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy. Equip {3}

Illusionist's Bracers

Kaldra Compleat Living weapon Indestructible Equipped creature gets +5/+5 and has first strike, trample, indestructible, haste, and "Whenever this creature deals combat damage to a creature, exile that creature." Equip {7}

Kaldra Compleat

Sword of Truth and Justice Equipped creature gets +2/+2 and has protection from white and from blue. Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Equip {2}

Sword of Truth and Justice

Lion Sash {W}: Exile target card from a graveyard. If it was a permanent card, put a +1/+1 counter on this permanent. Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment. Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Lion Sash

Paradise Mantle Equipped creature has "{T}: Add one mana of any color." Equip {1}

Paradise Mantle

Silver Shroud Costume Flash When this Equipment enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.) Equipped creature can't be blocked. Equip {3}

Silver Shroud Costume

Power Fist Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it." Equip {2}

Power Fist

The Aetherspark As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark." +1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature. −5: Draw two cards. −10: Add ten mana of any one color.

The Aetherspark

Hero's Blade Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach this Equipment to it. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

Hero's Blade

Sword of Forge and Frontier Equipped creature gets +2/+2 and has protection from red and from green. Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn. Equip {2}

Sword of Forge and Frontier

Winged Boots Equipped creature has flying and ward {4}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.) Equip {1}

Winged Boots

Adaptive Omnitool Equipped creature gets +1/+1 for each artifact you control. Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Equip {3}

Adaptive Omnitool

Bitterthorn, Nissa's Animus Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {3}

Bitterthorn, Nissa's Animus

Goldvein Pick Equipped creature gets +1/+1. Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Goldvein Pick

Sunforger Equipped creature gets +4/+0. {R}{W}, Unattach this Equipment: Search your library for a red or white instant card with mana value 4 or less and cast that card without paying its mana cost. Then shuffle. Equip {3}

Sunforger

Haunted Cloak Equipped creature has vigilance, trample, and haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Haunted Cloak

Dragonfire Blade Equipped creature gets +2/+2 and has hexproof from monocolored. Equip {4}. This ability costs {1} less to activate for each color of the creature it targets.

Dragonfire Blade

The Key to the Vault Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost. Equip {2}{U}

The Key to the Vault

Argentum Armor Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip {6}

Argentum Armor

Sword of Wealth and Power Equipped creature gets +2/+2 and has protection from instants and from sorceries. Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Equip {2}

Sword of Wealth and Power

Bloodthirsty Blade Equipped creature gets +2/+0 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) {1}: Attach this Equipment to target creature an opponent controls. Activate only as a sorcery.

Bloodthirsty Blade

Sword of Light and Shadow Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip {2}

Sword of Light and Shadow

Explorer's Scope Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Explorer's Scope

Umbral Mantle Equipped creature has "{3}, {Q}: This creature gets +2/+2 until end of turn." ({Q} is the untap symbol.) Equip {0}

Umbral Mantle

Grafted Exoskeleton Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent. Equip {2}

Grafted Exoskeleton

Two-Handed Axe // Sweeping Cleave Whenever equipped creature attacks, double its power until end of turn. Equip {1}{R} // Target creature you control gains double strike until end of turn. (Then exile this card. You may cast the artifact later from exile.)

Two-Handed Axe // Sweeping Cleave

Halvar, God of Battle // Sword of the Realms Creatures you control that are enchanted or equipped have double strike. At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control. // Equipped creature gets +2/+0 and has vigilance. Whenever equipped creature dies, return it to its owner's hand. Equip {1}{W}

Halvar, God of Battle // Sword of the Realms

Dowsing Dagger // Lost Vale When this Equipment enters, target opponent creates two 0/2 green Plant creature tokens with defender. Equipped creature gets +2/+1. Whenever equipped creature deals combat damage to a player, you may transform this Equipment. Equip {2} // (Transforms from Dowsing Dagger.) {T}: Add three mana of any one color.

Dowsing Dagger // Lost Vale

Cranial Plating Equipped creature gets +1/+0 for each artifact you control. {B}{B}: Attach this Equipment to target creature you control. Equip {1}

Cranial Plating

Blade of the Bloodchief Whenever a creature dies, put a +1/+1 counter on equipped creature. If equipped creature is a Vampire, put two +1/+1 counters on it instead. Equip {1}

Blade of the Bloodchief

Beamtown Beatstick Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.) Whenever equipped creature deals combat damage to a player or battle, create a Treasure token. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Beamtown Beatstick

Andúril, Narsil Reforged Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip {3}

Andúril, Narsil Reforged

Black Mage's Rod Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent," and is a Wizard in addition to its other types. Equip {3}

Black Mage's Rod

Thornbite Staff Equipped creature has "{2}, {T}: This creature deals 1 damage to any target" and "Whenever a creature dies, untap this creature." Whenever a Shaman creature enters, you may attach this Equipment to it. Equip {4}

Thornbite Staff

Pip-Boy 3000 Whenever equipped creature attacks, choose one — • Sort Inventory — Draw a card, then discard a card. • Pick a Perk — Put a +1/+1 counter on that creature. • Check Map — Untap up to two target lands. Equip {2}

Pip-Boy 3000

Sword of War and Peace Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand. Equip {2}

Sword of War and Peace

Quietus Spike Equipped creature has deathtouch. Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up. Equip {3}

Quietus Spike

Aettir and Priwen Equipped creature has base power and toughness X/X, where X is your life total. Equip {5}

Aettir and Priwen

Vorpal Sword Equipped creature gets +2/+0 and has deathtouch. {5}{B}{B}{B}: Until end of turn, this Equipment gains "Whenever equipped creature deals combat damage to a player, that player loses the game." Equip {B}{B}

Vorpal Sword

Wrecking Ball Arm Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less. Equip legendary creature {3} Equip {7}

Wrecking Ball Arm

Umezawa's Jitte Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte. Remove a charge counter from Umezawa's Jitte: Choose one — • Equipped creature gets +2/+2 until end of turn. • Target creature gets -1/-1 until end of turn. • You gain 2 life. Equip {2}

Umezawa's Jitte

Robe of Stars Equipped creature gets +0/+3. Astral Projection — {1}{W}: Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.) Equip {1}

Robe of Stars

Mask of Griselbrand Equipped creature has flying and lifelink. Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards. Equip {3}

Mask of Griselbrand

Mjölnir, Storm Hammer When Mjölnir enters, attach it to target legendary creature you control. Whenever equipped creature attacks, tap target creature defending player controls and put a stun counter on it. Then Mjölnir deals damage to each opponent equal to the number of tapped creatures that opponent controls. Equip {4}

Mjölnir, Storm Hammer

Infantry Shield Equipped creature has menace and mobilize X, where X is its power. (Whenever it attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.) Equip {2}

Infantry Shield

Celestial Armor Flash (You may cast this spell any time you could cast an instant.) When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn. Equipped creature gets +2/+0 and has flying. Equip {3}{W} ({3}{W}: Attach to target creature you control. Equip only as a sorcery.)

Celestial Armor

Prowler's Helm Equipped creature can't be blocked except by Walls. Equip {2}

Prowler's Helm

Andúril, Flame of the West Equipped creature gets +3/+1. Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking. Equip {2}

Andúril, Flame of the West

Nim Deathmantle Equipped creature gets +2/+2, has intimidate, and is a black Zombie. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay {4}. If you do, return that card to the battlefield and attach this Equipment to it. Equip {4}

Nim Deathmantle

Komainu Battle Armor Menace Equipped creature gets +2/+2 and has menace. Whenever this creature or equipped creature deals combat damage to a player, goad each creature that player controls. Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Komainu Battle Armor

The Spear of Leonidas Whenever equipped creature attacks, choose one — • Bull Rush — It gains double strike until end of turn. • Summon — Create Phobos, a legendary 3/2 red Horse creature token. • Revelation — Discard two cards, then draw two cards. Equip {2}

The Spear of Leonidas

Hexplate Wallbreaker For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Equipped creature gets +2/+2. Whenever equipped creature attacks, if it's the first combat phase of the turn, untap each attacking creature. After this phase, there is an additional combat phase. Equip {3}{R}

Hexplate Wallbreaker

Behemoth Sledge Equipped creature gets +2/+2 and has trample and lifelink. Equip {3}

Behemoth Sledge

The Masamune As long as equipped creature is attacking, it has first strike and must be blocked if able. Equipped creature has "If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time." Equip {2}

The Masamune

Infiltration Lens Whenever equipped creature becomes blocked by a creature, you may draw two cards. Equip {1}

Infiltration Lens

Chainsaw When this Equipment enters, it deals 3 damage to up to one target creature. Whenever one or more creatures die, put a rev counter on this Equipment. Equipped creature gets +X/+0, where X is the number of rev counters on this Equipment. Equip {3}

Chainsaw

Heirloom Blade Equipped creature gets +3/+1. Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order. Equip {1}

Heirloom Blade

Conformer Shuriken Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference." Equip {2}

Conformer Shuriken

Pariah's Shield All damage that would be dealt to you is dealt to equipped creature instead. Equip {3}

Pariah's Shield

Hero's Heirloom Equipped creature gets +2/+1. As long as equipped creature is legendary, it has trample and haste. Equip {2}

Hero's Heirloom

Nazgûl Battle-Mace Equipped creature has menace, deathtouch, annihilator 1, and "Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control unless that player pays 3 life." (Whenever a creature with annihilator 1 attacks, defending player sacrifices a permanent of their choice.) Equip {3}

Nazgûl Battle-Mace

Mask of Avacyn Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip {3}

Mask of Avacyn

Maul of the Skyclaves When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.) Equip {2}{W}{W}

Maul of the Skyclaves

Sword of the Squeak Equipped creature gets +1/+1 for each creature you control with base power or toughness 1. Whenever a Hamster, Mouse, Rat, or Squirrel you control enters, you may attach this Equipment to that creature. Equip {2}

Sword of the Squeak

Rogue's Gloves Whenever equipped creature deals combat damage to a player, you may draw a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Rogue's Gloves

Inquisitor's Flail If equipped creature would deal combat damage, it deals double that damage instead. If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead. Equip {2}

Inquisitor's Flail

Assault Suit Equipped creature gets +2/+2, has haste, can't attack you or planeswalkers you control, and can't be sacrificed. At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it. Equip {3}

Assault Suit

Sword of Sinew and Steel Equipped creature gets +2/+2 and has protection from black and from red. Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact. Equip {2}

Sword of Sinew and Steel

Cori-Steel Cutter Equipped creature gets +1/+1 and has trample and haste. Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.) Equip {1}{R}

Cori-Steel Cutter

Dancer's Chakrams Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types. Krishna — Equip {3}

Dancer's Chakrams

Resurrection Orb Equipped creature has lifelink. Whenever equipped creature dies, return that card to the battlefield under its owner's control at the beginning of the next end step. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

Resurrection Orb

Sword of Body and Mind Equipped creature gets +2/+2 and has protection from green and from blue. Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards. Equip {2}

Sword of Body and Mind

Staff of Titania Equipped creature gets +X/+X, where X is the number of Forests you control. Whenever equipped creature attacks, create a 1/1 green Forest Dryad land creature token. (It's affected by summoning sickness.) Equip {3}

Staff of Titania

Mage Slayer Whenever equipped creature attacks, it deals damage equal to its power to the player or planeswalker it's attacking. Equip {3}

Mage Slayer

Mjölnir, Hammer of Thor When Mjölnir enters, it deals 4 damage to up to one target creature. Double all damage equipped creature would deal. Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.) {2}{R}, Discard this card: It deals 2 damage to each creature.

Mjölnir, Hammer of Thor

Luxior, Giada's Gift Equipped creature gets +1/+1 for each counter on it. Equipped permanent isn't a planeswalker and is a creature in addition to its other types. (Loyalty abilities can still be activated.) Equip planeswalker {1} Equip {3}

Luxior, Giada's Gift

Lost Jitte Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte. Remove a charge counter from Lost Jitte: Choose one — • Untap target land. • Target creature can't block this turn. • Put a +1/+1 counter on equipped creature. Equip {1}

Lost Jitte

Zephyr Boots Equipped creature has flying. Whenever equipped creature deals combat damage to a player, draw a card, then discard a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Zephyr Boots

Wizard's Staff Equipped creature has prowess. (Whenever its controller casts a noncreature spell, that creature gets +1/+1 until end of turn.) If a triggered ability of equipped creature triggers, that ability triggers an additional time. Equip Wizard {1} Equip {3}

Wizard's Staff

Viridian Longbow Equipped creature has "{T}: This creature deals 1 damage to any target." Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Viridian Longbow

Mirrormind Crown As long as this Equipment is attached to a creature, the first time you would create one or more tokens each turn, you may instead create that many tokens that are copies of equipped creature. Equip {2}

Mirrormind Crown

Excalibur II Whenever you gain life, put a charge counter on Excalibur II. Equipped creature gets +1/+1 for each charge counter on Excalibur II. Equip {3}

Excalibur II

Bilbo's Ring During your turn, equipped creature has hexproof and can't be blocked. Whenever equipped creature attacks alone, you draw a card and you lose 1 life. Equip Halfling {1} ({1}: Attach to target Halfling you control. Equip only as a sorcery.) Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

Bilbo's Ring

Wand of Orcus Whenever equipped creature attacks or blocks, it and Zombies you control gain deathtouch until end of turn. Whenever equipped creature deals combat damage to a player, create that many 2/2 black Zombie creature tokens. Equip {3}

Wand of Orcus

Machinist's Arsenal Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2 for each artifact you control and is an Artificer in addition to its other types. Machina — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

Machinist's Arsenal

Short Bow Equipped creature gets +1/+1 and has reach and vigilance. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Short Bow

Helm of the Gods Equipped creature gets +1/+1 for each enchantment you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Helm of the Gods

Sword of Once and Future Equipped creature gets +2/+2 and has protection from blue and from black. Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Equip {2}

Sword of Once and Future

Toralf, God of Fury // Toralf's Hammer Trample Whenever a creature or planeswalker an opponent controls is dealt excess noncombat damage, Toralf deals damage equal to the excess to any target other than that permanent. // Equipped creature has "{1}{R}, {T}, Unattach Toralf's Hammer: It deals 3 damage to any target. Return Toralf's Hammer to its owner's hand." Equipped creature gets +3/+0 as long as it's legendary. Equip {1}{R}

Toralf, God of Fury // Toralf's Hammer

Ultima Weapon Whenever equipped creature attacks, destroy target creature an opponent controls. Equipped creature gets +7/+7. Equip {7}

Ultima Weapon

Fiendlash Equipped creature gets +2/+0 and has reach. Whenever equipped creature is dealt damage, it deals damage equal to its power to target player or planeswalker. Equip {2}{R}

Fiendlash

Batterskull Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +4/+4 and has vigilance and lifelink. {3}: Return this Equipment to its owner's hand. Equip {5}

Batterskull

Brass Knuckles When you cast this spell, copy it. (The copy becomes a token.) Equipped creature has double strike as long as two or more Equipment are attached to it. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Brass Knuckles

Horn of Valhalla // Ysgard's Call Equipped creature gets +1/+1 for each creature you control. Equip {3} // Create X 1/1 white Soldier creature tokens. (Then exile this card. You may cast the artifact later from exile.)

Horn of Valhalla // Ysgard's Call

Stoneforge Masterwork Equipped creature gets +1/+1 for each other creature you control that shares a creature type with it. Equip {2}

Stoneforge Masterwork

Sword of Hours Whenever equipped creature attacks, put a +1/+1 counter on it. Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Sword of Hours

Bonehoard Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards. Equip {2}

Bonehoard

Cloudsteel Kirin Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure {5} ({5}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Cloudsteel Kirin

Robe of the Archmagi Whenever equipped creature deals combat damage to a player, you draw that many cards. Equip {4} Equip Shaman, Warlock, or Wizard {1}

Robe of the Archmagi

Ring of Valkas Equipped creature has haste. (It can attack and {T} no matter when it came under your control.) At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's red. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Ring of Valkas

Gavel of the Righteous At the beginning of combat on your turn, put a charge counter on this Equipment. Equipped creature gets +1/+1 for each counter on this Equipment. As long as this Equipment has four or more counters on it, equipped creature has double strike. Equip—Pay {3} or remove a counter from this Equipment.

Gavel of the Righteous

Mirror Shield Equipped creature gets +0/+2 and has hexproof and "Whenever a creature with deathtouch blocks or becomes blocked by this creature, destroy that creature." Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Mirror Shield

Astrologian's Planisphere Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." Diana — Equip {2}

Astrologian's Planisphere

Orcrist, Goblin-cleaver Equipped creature gets +2/+2 and has trample. Whenever equipped creature deals combat damage to a player, choose a creature type. Create a Treasure token for each creature you control of that type. Equip {3}

Orcrist, Goblin-cleaver

Rabbit Battery Haste Equipped creature gets +1/+1 and has haste. Reconfigure {R} ({R}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Rabbit Battery

Sword of the Paruns As long as equipped creature is tapped, tapped creatures you control get +2/+0. As long as equipped creature is untapped, untapped creatures you control get +0/+2. {3}: You may tap or untap equipped creature. Equip {3}

Sword of the Paruns

Glimmer Lens For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Whenever equipped creature and at least one other creature attack, draw a card. Equip {1}{W}

Glimmer Lens

Strength-Testing Hammer Whenever equipped creature attacks, roll a six-sided die. That creature gets +X/+0 until end of turn, where X is the result. Then if it has the greatest power or is tied for greatest power among creatures on the battlefield, draw a card. Equip {3}

Strength-Testing Hammer

Assassin Gauntlet When this Equipment enters, attach it to up to one target creature you control. Tap all creatures target opponent controls. Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card." Equip {2}

Assassin Gauntlet

Glamdring Equipped creature has first strike and gets +1/+0 for each instant and sorcery card in your graveyard. Whenever equipped creature deals combat damage to a player, you may cast an instant or sorcery spell from your hand with mana value less than or equal to that damage without paying its mana cost. Equip {3}

Glamdring

Crown of Gondor Equipped creature gets +1/+1 for each creature you control. When a legendary creature you control enters, if there is no monarch, you become the monarch. Equip {4}. This ability costs {3} less to activate if you're the monarch.

Crown of Gondor

Battlemage's Bracers Equipped creature has haste. Whenever an ability of equipped creature is activated, if it isn't a mana ability, you may pay {1}. If you do, copy that ability. You may choose new targets for the copy. Equip {2}

Battlemage's Bracers

Captain America's Shield Indestructible Equipped creature gets +0/+8 and has vigilance. Whenever equipped creature attacks, tap target creature defending player controls. Equip {2}

Captain America's Shield

Pact Weapon As long as this Equipment is attached to a creature, you don't lose the game for having 0 or less life. Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value. Equip—Discard a card.

Pact Weapon

Tenza, Godo's Maul Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Tenza, Godo's Maul

Bladehold War-Whip For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Equip abilities you activate of other Equipment cost {1} less to activate. Equipped creature has double strike. Equip {3}{R}{W}

Bladehold War-Whip

Thieves' Tools When this Equipment enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Equipped creature can't be blocked as long as its power is 3 or less. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Thieves' Tools

Pre-War Formalwear When this Equipment enters, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach this Equipment to it. Equipped creature gets +2/+2 and has vigilance. Equip {3}

Pre-War Formalwear

Vorrac Battlehorns Equipped creature has trample and can't be blocked by more than one creature. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Vorrac Battlehorns

Bone Sabres Whenever equipped creature attacks, put four +1/+1 counters on it. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Bone Sabres

Hidden Blade Flash When this Equipment enters, attach it to target creature you control. If that creature is an Assassin, it gains deathtouch until end of turn. Equipped creature gets +1/+0 and has first strike. Equip {2}

Hidden Blade

Cloak of the Bat Equipped creature has flying and haste. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Cloak of the Bat

Gorgon's Head Equipped creature has deathtouch. Equip {2}

Gorgon's Head

Cliffhaven Kitesail When this Equipment enters, attach it to target creature you control. Equipped creature has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Cliffhaven Kitesail

Hunter's Bow When this Equipment enters, attach it to target creature you control. That creature deals damage equal to its power to up to one target creature you don't control. Equipped creature has reach and ward {2}. Equip {1}

Hunter's Bow

Fractal Harness When this Equipment enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it and attach this Equipment to it. Whenever equipped creature attacks, double the number of +1/+1 counters on it. Equip {2}

Fractal Harness

Psychic Paper As this Equipment becomes attached to a creature, choose a creature card name and a creature type. Equipped creature has ward {1}, it can't be blocked, and its name and creature type are the last chosen name and creature type. Equip {2}

Psychic Paper

Blazing Sunsteel Equipped creature gets +1/+0 for each opponent you have. Whenever equipped creature is dealt damage, it deals that much damage to any target. Equip {4}

Blazing Sunsteel

Dream-Thief's Bandana Whenever equipped creature deals combat damage to a player, look at the top card of their library, then exile it face down. For as long as it remains exiled, you may play it, and mana of any type can be spent to cast that spell. Equip {1}

Dream-Thief's Bandana

Tanuki Transplanter Whenever this creature or equipped creature attacks, add an amount of {G} equal to its power. Until end of turn, you don't lose this mana as steps and phases end. Reconfigure {3} ({3}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Tanuki Transplanter

Adventuring Gear Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Adventuring Gear

Summoning Materia You may look at the top card of your library any time. As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library. Equipped creature gets +2/+2 and has vigilance and "{T}: Add {G}." Equip {2}

Summoning Materia