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When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if an ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Whenever another creature you control enters, you gain 1 life and get {E} (an energy counter).
Whenever you attack, you may pay {E}{E}{E}{E}. When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
When Kemba's Outfitter enters, choose one —
• Choose an Equipment card in your hand. It perpetually gains equip {1}.
• Target Equipment you control perpetually gains equip {1}.
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.
When this creature enters, draw a card.
At the beginning of combat on your turn, if you control an Equipment, you may pay {1}. When you do, attach target Equipment you control to target creature you control.
Equipped creature gets +1/+1 and has "{3}, {T}, Sacrifice Deconstruction Hammer: Destroy target artifact or enchantment."
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
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 and has flying.
Equip {3}{W}
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.)
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}
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 colorless Thopter artifact creature token with flying, then attach this Equipment to it.
Equipped creature gets +1/+0.
Equip {2}
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.)
Equipped creature gets +1/+1.
Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +1/+0 and is a Knight in addition to its other types.
During your turn, equipped creature has flying.
Gae Bolg — Equip {4}
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +1/+1, has "Whenever this creature attacks, you gain 1 life," and is a Cleric in addition to its other types.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
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.)
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.)
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}
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +2/+1, has ward {1}, and is a Knight in addition to its other types.
Lightbringer and Hero's Shield — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
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}
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.)
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}
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}
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.
Equip {3}
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}
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}
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}
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}
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}
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
{1}, {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
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}
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.)
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.)
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}
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
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.
As this enchantment enters, note your life total.
At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for this enchantment. Then note your life total.
Whenever you cast a white spell, you gain 1 life.
Exile target nontoken artifact, creature, or enchantment an opponent controls. Its controller puts a random creature card with lesser mana value from their library onto the battlefield tapped.
Destroy target creature. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Destroy target creature, enchantment, or planeswalker. Its controller creates two Map tokens. (They're artifacts with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Destroy up to one target artifact, enchantment, or tapped creature. Then if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance.
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.
If you control two or more other lands, this land enters tapped.
{T}: Add {W}.
{4}{W}: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
{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.