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Veteran's Sidearm

An equipment card

Equip is an activated ability that lets you attach an equipment to one of your creatures. It can be played at Sorcery speed.

Card and Color DistributionEdit

Equip can only be found on artifacts with the Equipment subtype.
Almost all artifacts are colorless.

Skill QuestEdit

You can play the skill quest "Equipment" to see how this game concept works.

Equipment cards represent weapons, armor, and other items you can give your creatures to make them better. Most artifacts, including Equipment, are colorless, so they go well in any deck.
During your main phase, you can pay the equip cost to attach the Equipment to a creature or move it from one creature to another. If the equipped creature leaves the battlefield, the Equipment stays behind, ready to be equipped to another creature.
Sucess! A common tactic is to attack with an equipped creature and then move the Equipment onto an untapped creature after combat to strengthen your defenses for the following turn.

Comprehensive RulesEdit

702.6. Equip

702.6a Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate this ability only any time you could cast a sorcery.”

702.6b For more information about Equipment, see rule 301, “Artifacts.”

702.6c If a permanent has multiple instances of equip, any of its equip abilities may be activated.[1]

Equip CardlistEdit

18 results
Ashmouth Blade Ashmouth Blade (1)
Artifact — Equipment
Equipped creature gets +3/+3 and has first strike.

Equip CMC3

SOIU
Bone Saw Bone Saw CMC0 (0)
Artifact — Equipment
Equipped creature gets +1/+0.

Equip CMC1 (CMC1: Attach to target creature you control. Equip only as a sorcery.)

OGWC
Chitinous Cloak Chitinous Cloak CMC3 (3)
Artifact — Equipment
Equipped creature gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.)

Equip CMC3

OGWU
Cultist's Staff Cultist's Staff CMC2 (2)
Artifact — Equipment
Equipped creature gets +2/+2.

Equip CMC3 (CMC3: Attach to target creature you control. Equip only as a sorcery.)

EMNC
Haunted Cloak Haunted Cloak CMC3 (3)
Artifact — Equipment
Equipped creature has vigilance, trample, and haste.

Equip CMC1

SOIU
Inventor's Goggles Inventor's Goggles CMC1 (1)
Artifact — Equipment
Equipped creature gets +1/+2.

Whenever an Artificer enters the battlefield under your control, you may attach Inventor's Goggles to it.
Equip CMC2 (CMC2: Attach to target creature you control. Equip only as a sorcery.)

KLDC
Murderer's Axe Murderer's Axe CMC4 (4)
Artifact — Equipment
Equipped creature gets +2/+2.

Equip—Discard a card.

SOIU
Neglected Heirloom Neglected Heirloom CMC1 (1)
Artifact — Equipment
Equipped creature gets +1/+1.

When equipped creature transforms, transform Neglected Heirloom.
Equip CMC1

SOIU
Scrounged Scythe Scrounged Scythe (3)
Artifact — Equipment
Equipped creature gets +1/+1.

As long as equipped creature is a Human, it has menace. (It can't be blocked except by two or more creatures.)
Equip CMC2

SOIU
Sigil of Valor Sigil of Valor CMC2 (2)
Artifact — Equipment
Whenever equipped creature attacks alone, it gets +1/+1 until end of turn for each other creature you control.

Equip CMC1 (CMC1: Attach to target creature you control. Equip only as a sorcery.)

ORIU
Skeleton Key Skeleton Key CMC1 (1)
Artifact — Equipment
Equipped creature has skulk. (It can't be blocked by creatures with greater power.)

Whenever equipped creature deals combat damage to a player, you may draw a card. If you do, discard a card.
Equip CMC2

SOIU
Slab Hammer Slab Hammer CMC2 (2)
Artifact — Equipment
Whenever equipped creature attacks, you may return a land you control to its owner's hand. If you do, the creature gets +2/+2 until end of turn.

Equip CMC2

BFZU
Slayer's Plate Slayer's Plate CMC3 (3)
Artifact — Equipment
Equipped creature gets +4/+2.

Whenever equipped creature dies, if it was a Human, create a 1/1 white Spirit creature token with flying.
Equip CMC3

SOIR
Stoneforge Masterwork Stoneforge Masterwork CMC1 (1)
Artifact — Equipment
Equipped creature gets +1/+1 for each other creature you control that shares a creature type with it.

Equip CMC2

OGWR
Strider Harness Strider Harness CMC3 (3)
Artifact — Equipment
Equipped creature gets +1/+1 and has haste.

Equip CMC1

DC
Throwing Knife Throwing Knife CMC2 (2)
Artifact — Equipment
Equipped creature gets +2/+0.

Whenever equipped creature attacks, you may sacrifice Throwing Knife. If you do, Throwing Knife deals 2 damage to target creature or player.
Equip CMC2 (CMC2: Attach to target creature you control. Equip only as a sorcery.)

ORIU
Torch Gauntlet Torch Gauntlet CMC2 (2)
Artifact — Equipment
Equipped creature gets +2/+0.

Equip CMC2 (CMC2: Attach to target creature you control. Equip only as a sorcery.)

KLDC
Veteran's Sidearm Veteran's Sidearm CMC2 (2)
Artifact — Equipment
Equipped creature gets +1/+1.

Equip CMC1 (CMC1: Attach to target creature you control. Equip only as a sorcery.)

ORIC

ReferencesEdit

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