By joining our community, you can immerse yourself in MTG Arena gameplay. Watch matches, engage with content, comment, share thoughts, and rate videos for an interactive experience.
+1: Create a 1/1 white Kor Warrior creature token. You may attach an Equipment you control to it.
−2: Look at the top six cards of your library. You may reveal a Warrior card and/or an Equipment card from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
−3: Nahiri, Heir of the Ancients deals damage to target creature or planeswalker equal to twice the number of Warriors and Equipment you control.
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.)
Whenever Kemba or another Cat you control enters, attach up to one target Equipment you control to that creature.
Equipped creatures you control get +1/+1.
{3}{W}{W}: Create a 2/2 white Cat creature token.
{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.)
When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
{1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.
At the beginning of your upkeep, draft a card from this creature's spellbook, then exile it. Until end of turn, you may play that card.
Equip abilities you activate cost {1} less to activate.
First strike
Equipped creature has first strike.
At the beginning of your upkeep, a random artifact card in your hand perpetually gains "This spell costs {1} less to cast."
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.)
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.)
Trample
Whenever Jor Kadeen attacks, it gets +X/+X until end of turn, where X is the number of equipped creatures you control. Then if Jor Kadeen's power is 4 or greater, draw a card.
Whenever another nontoken creature you control dies, if it was enchanted or equipped, return it to its owner's hand.
Creature tokens you control that are enchanted or equipped get +1/+1.
Whenever one or more Humans and/or Warriors enters the battlefield under your control, conjure a card named Utility Knife onto the battlefield. This ability triggers only once each turn.
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Menace
Equipment spells you cast cost {1} less to cast.
Activated abilities of Equipment you control that target this creature cost {1} less to activate.
Flying
Equipped creature has flying.
Whenever Forgeborn Phoenix or equipped creature dies, it perpetually gains "Whenever an equipped creature you control deals combat damage to a player or planeswalker, return this card from your graveyard to battlefield tapped."
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.)
Whenever you attack a player with one or more equipped creatures, draw a card.
{W}: You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
Other Mice you control get +1/+1.
When Mabel enters, create Cragflame, a legendary colorless Equipment artifact token with "Equipped creature gets +1/+1 and has vigilance, trample, and haste" and equip {2}.
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip {2}.
Each creature you control gets +2/+0 for each Equipment attached to it.
{0}: Attach target Equipment you control to target creature you control. Activate only as a sorcery and only once each turn.
When Astor enters, look at the top seven cards of your library. You may reveal an Equipment or Vehicle card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equipment you control have equip {1}.
Vehicles you control have crew 1.
Affinity for Equipment (This spell costs {1} less to cast for each Equipment you control.)
Whenever an equipped creature you control attacks, exile the top card of your library. You may play that card this turn. You may cast Equipment spells this way without paying their mana costs.
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}
Equipped creature gets +3/+3 and has ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Equip {3}. This ability costs {1} less to activate for each other Equipment you control.
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it.
Equipped creature gets +1/+1.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
When this Equipment enters, create a 1/1 green and white Citizen creature token, then attach this Equipment to it.
Equipped creature gets +1/+1 and has "{W}, {T}, Sacrifice Citizen's Crowbar: Destroy target artifact or enchantment."
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
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}
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.)
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}
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}
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}
When this Equipment enters, you may search your library, hand, and/or graveyard for a Rune card and put it onto the battlefield attached to this Equipment. If you search your library this way, shuffle.
Equipped creature gets +1/+1.
Equip {2}
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}
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}
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment you control enters, you may attach it to target creature you control.
Enchant permanent
When this Aura enters, draw a card.
As long as enchanted permanent is a creature, it has lifelink.
As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."
Enchant permanent
When this Aura enters, draw a card.
As long as enchanted permanent is a creature, it gets +1/+0 and has haste.
As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+0 and has haste."
(Gain the next level as a sorcery to add its ability.)
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
{1}{R}{W}: Level 2
Equip abilities you activate cost {2} less to activate.
{3}{R}{W}: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
When this enchantment enters, exile target creature or planeswalker an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, scry 1.
Kicker {R} (You may pay an additional {R} as you cast this spell.)
Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
Demon Bolt deals 4 damage to target creature or planeswalker.
Foretell {R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Affinity for Equipment (This spell costs {1} less to cast for each Equipment you control.)
Rebel Salvo deals 5 damage to target creature or planeswalker. That permanent loses indestructible until end of turn.
{T}: Add {W}.
Channel — {2}{W}, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs {1} less to activate for each legendary creature you control.
({T}: Add {R} or {W}.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
This land enters tapped.
{T}: Add {R} or {W}.
{1}{R}{W}: This land becomes a 2/2 red and white Ox creature until end of turn. It's still a land.
Whenever this land attacks, put a +1/+1 counter on target creature you control.
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {R} or {W}.
When this land enters, sacrifice it. When you do, search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Forsaken Crossroads enters the battlefield tapped.
As Forsaken Crossroads enters the battlefield, choose a color.
When Forsaken Crossroads enters the battlefield, scry 1. If you weren't the starting player, you may untap Forsaken Crossroads instead.
{T}: Add one mana of the chosen color.