Equipment is a card subtype possessed by cards that have the equip ability.
Comprehesive Rules[]
Comprehensive Rules Glossary (August 7, 2020)
- Equipment
- An artifact subtype. Equipment can be attached to creatures. See rule 301, “Artifacts,” and rule 702.6, “Equip.”
Comprehensive Rules (August 7, 2020)
- 301.5. Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It can’t legally be attached to anything that isn’t a creature.
- 301.5a The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature.
- 301.5b An Equipment is cast and enters the battlefield just like any other artifact. An Equipment doesn’t enter the battlefield attached to a creature. The equip keyword ability attaches the Equipment to a creature you control (see rule 702.6, “Equip”). Control of the creature matters only when the equip ability is activated and when it resolves. Spells and other abilities may also attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that can’t be equipped by it, the Equipment doesn’t move.
- 301.5c An Equipment that’s also a creature can’t equip a creature. An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips.
- 301.5d An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing control of the creature doesn’t change control of the Equipment, and vice versa. Only the Equipment’s controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with “gains” or “has”), the equipped creature’s controller is the only one who can activate that ability.
- 301.5e An ability of a permanent that refers to the “equipped creature” refers to whatever creature that permanent is attached to, even if the permanent with the ability isn’t an Equipment.
Comprehensive Rules (August 7, 2020)
- 604.4. Many Auras, Equipment, and Fortifications have static abilities that modify the object they’re attached to, but those abilities don’t target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one.
Equipment Card List[]
37 results | ||
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Ancestral Blade (2) Artifact — Equipment When Ancestral Blade enters the battlefield, create a 1/1 white Soldier creature token, then attach Ancestral Blade to it. Equipped creature gets +1/+1. |
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Blackblade Reforged (2) Legendary Artifact — Equipment Equipped creature gets +1/+1 for each land you control. Equip legendary creature |
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Bronze Sword (1) Artifact — Equipment Equipped creature gets +2/+0. Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Captain's Hook (3) Artifact — Equipment Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types. Whenever Captain's Hook becomes unattached from a permanent, destroy that permanent. |
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Cobbled Wings (2) Artifact — Equipment Equipped creature has flying. Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Colossus Hammer (1) Artifact — Equipment Equipped creature gets +10/+10 and loses flying. Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Crystal Slipper (2) Artifact — Equipment Equipped creature gets +1/+0 and has haste. Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Dowsing Dagger (2) Artifact — Equipment When Dowsing Dagger enters the battlefield, target opponent creates two 0/2 green Plant creature tokens with defender. Equipped creature gets +2/+1. |
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Embercleave (6) Legendary Artifact — Equipment Flash This spell costs less to cast for each attacking creature you control. |
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Forebear's Blade (3) Artifact — Equipment Equipped creature gets +3/+0 and has vigilance and trample. Whenever equipped creature dies, attach Forebear's Blade to target creature you control. |
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Giant's Skewer (2) Artifact — Equipment Equipped creature gets +2/+1. Whenever equipped creature deals combat damage to a creature, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") |
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Glaive of the Guildpact (2) Artifact — Equipment Equipped creature gets +1/+0 for each Gate you control and has vigilance and menace. (A creature with menace can't be blocked except by two or more creatures.) Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Heart-Piercer Bow (2) Artifact — Equipment Whenever equipped creature attacks, Heart-Piercer Bow deals 1 damage to target creature defending player controls. Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Helm of the Host (4) Legendary Artifact — Equipment At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary if equipped creature is legendary. That token gains haste. Equip |
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Jousting Lance (2) Artifact — Equipment Equipped creature gets +2/+0. As long as it's your turn, equipped creature has first strike. |
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Mace of the Valiant (3) Artifact — Equipment Equipped creature gets +1/+1 for each charge counter on Mace of the Valiant and has vigilance. Whenever a creature enters the battlefield under your control, put a charge counter on Mace of the Valiant. |
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Malefic Scythe (2) Artifact — Equipment Malefic Scythe enters the battlefield with a soul counter on it. Equipped creature gets +1/+1 for each soul counter on Malefic Scythe. |
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Mantle of Tides (1) Artifact — Equipment Equipped creature gets +1/+2. Whenever you draw your second card each turn, attach Mantle of Tides to target creature you control. |
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Marauder's Axe (2) Artifact — Equipment Equipped creature gets +2/+0. Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Mask of Immolation (2) Artifact — Equipment When Mask of Immolation enters the battlefield, create a 1/1 red Elemental creature token, then attach Mask of Immolation to it. Equipped creature has "Sacrifice this creature: It deals 1 damage to any target." |
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Mirror Shield (2) Artifact — Equipment 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 (: Attach to target creature you control. Equip only as a sorcery.) |
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Pirate's Cutlass (3) Artifact — Equipment When Pirate's Cutlass enters the battlefield, attach it to target Pirate you control. Equipped creature gets +2/+1. |
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Prying Blade (1) Artifact — Equipment Equipped creature gets +1/+0. Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") |
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Rogue's Gloves (2) Artifact — Equipment Whenever equipped creature deals combat damage to a player, you may draw a card. Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Rosethorn Halberd (1) Artifact — Equipment When Rosethorn Halberd enters the battlefield, attach it to target non-Human creature you control. Equipped creature gets +2/+1. |
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Screaming Shield (1) Artifact — Equipment Equipped creature gets +0/+3 and has ", : Target player mills three cards." Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Shadowspear (1) Legendary Artifact — Equipment Equipped creature gets +1/+1 and has trample and lifelink. : Permanents your opponents control lose hexproof and indestructible until end of turn. |
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Shield of the Realm (2) Artifact — Equipment If a source would deal damage to equipped creature, prevent 2 of that damage. Equip |
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Shining Armor (2) Artifact — Equipment Flash When Shining Armor enters the battlefield, attach it to target Knight you control. |
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Short Sword (1) Artifact — Equipment Equipped creature gets +1/+1. Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Sigiled Sword of Valeron (3) Artifact — Equipment Equipped creature gets +2/+0, has vigilance, and is a Knight in addition to its other types. Whenever equipped creature attacks, create a 2/2 white Knight creature token with vigilance that's attacking. |
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Sorcerer's Wand (1) Artifact — Equipment Equipped creature has ": This creature deals 1 damage to target player or planeswalker. If this creature is a Wizard, it deals 2 damage instead." Equip |
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Steelclaw Lance (2) Artifact — Equipment Equipped creature gets +2/+2. Equip Knight |
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Strider Harness (3) Artifact — Equipment Equipped creature gets +1/+1 and has haste. Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Warmonger's Chariot (2) Artifact — Equipment Equipped creature gets +2/+2. As long as equipped creature has defender, it can attack as though it didn't have defender. |
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Wings of Hubris (2) Artifact — Equipment Equipped creature has flying. Sacrifice Wings of Hubris: Equipped creature can't be blocked this turn. Sacrifice it at the beginning of the next end step. |
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Wolfrider's Saddle (4) Artifact — Equipment When Wolfrider's Saddle enters the battlefield, create a 2/2 green Wolf creature token, then attach Wolfrider's Saddle to it. Equipped creature gets +1/+1 and can't be blocked by more than one creature. |