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1 – 20 of 499 cards where the card types include “equipment”

+2 Mace (Adventures in the Forgotten Realms #1)

+2 Mace {1}{W}

Artifact — Equipment

Equipped creature gets +2/+2.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

The weight of this magic weapon falls heavy on the wicked.

Illustrated by Jarel Threat

Standard
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A-Ancestral Katana (Kamigawa: Neon Dynasty #A-1)

A-Ancestral Katana {1}{W}

Artifact — Equipment

Whenever a Samurai or Warrior you control attacks alone, you may pay {1}. When you do, attach Ancestral Katana to it.

Equipped creature gets +2/+2 and has “This creature has first strike as long as it’s attacking.”

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Illustrated by Daniel Ljunggren

Standard
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Accorder's Shield (Magic 2014 #204)

Accorder's Shield {0}

Artifact — Equipment

Equipped creature gets +0/+3 and has vigilance. (Attacking doesn’t cause it to tap.)

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

An Auriok shield is polished to a mirror finish even on the inside, enabling its bearer to watch foes ahead and behind.

Illustrated by Alan Pollack

Standard
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Ace's Baseball Bat (Doctor Who #170)

Ace's Baseball Bat {2}

Legendary Artifact — Equipment

Equipped creature gets +3/+0.

As long as equipped creature is attacking, it has first strike and must be blocked by a Dalek if able.

Equip legendary creature {1}

Equip {3}

Illustrated by L J Koh

Standard
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Acquisition Octopus (Kamigawa: Neon Dynasty #44)

Acquisition Octopus {2}{U}

Artifact Creature — Equipment Octopus

Whenever Acquisition Octopus or equipped creature deals combat damage to a player, draw a card.

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.)

You can never have too many arms.

2/2

Illustrated by Francisco Miyara

Standard
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Adventuring Gear (Zendikar #195)

Adventuring Gear {1}

Artifact — Equipment

Landfall — Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

An explorer’s essentials in a wild world.

Illustrated by Howard Lyon

Standard
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Aegis of the Legion (Ravnica: Clue Edition #22)

Aegis of the Legion {R}{W}

Artifact — Equipment

Equipped creature gets +1/+1 and has mentor. (Whenever it attacks, put a +1/+1 counter on target attacking creature with lesser power.)

Whenever equipped creature mentors a creature, put a shield counter on that creature. (If that creature would be dealt damage or destroyed, remove a shield counter from it instead.)

Equip {3}

Watermark: Boros

Illustrated by Alexandre Honoré

Standard
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A-Elven Bow (Kaldheim #A-166)

A-Elven Bow {G}

Artifact — Equipment

When Elven Bow enters the battlefield, you may pay {1}. If you do, create a 1/1 green Elf Warrior creature token, then attach Elven Bow to it.

Equipped creature gets +1/+2 and has reach.

Equip {3}

Illustrated by Dallas Williams

Standard
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Aeronaut's Wings (The Brothers' War #231)

Aeronaut's Wings {2}

Artifact — Equipment

Equipped creature gets +1/+0 and has flying.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Volunteers rarely questioned why the airborne battalion always seemed to be recruiting.

Illustrated by Leon Tukker

Standard
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A-Goggles of Night (Alchemy Horizons: Baldur's Gate #A-120)

A-Goggles of Night {1}{U}

Artifact — Equipment

Whenever equipped creature deals combat damage to a player, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Illustrated by Forrest Imel

Standard
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A-Jackhammer (Streets of New Capenna #A-111)

A-Jackhammer {R}

Artifact — Equipment

Equipped creature gets +2/+0.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Illustrated by John Severin Brassell

Standard
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Amorphous Axe (Commander Legends #295)

Amorphous Axe {2}

Artifact — Equipment

Equipped creature gets +3/+0 and is every creature type.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

A weapon forged for every hand.

Illustrated by Martina Pilcerova

Standard
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Ancestral Blade (Commander Masters #12)

Ancestral Blade {1}{W}

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.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Illustrated by Scott Murphy

Standard
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Ancestral Katana (Kamigawa: Neon Dynasty #1)

Ancestral Katana {1}{W}

Artifact — Equipment

Whenever a Samurai or Warrior you control attacks alone, you may pay {1}. When you do, attach Ancestral Katana to it.

Equipped creature gets +2/+1.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Illustrated by Daniel Ljunggren

Standard
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Andúril, Flame of the West (The Lord of the Rings: Tales of Middle-earth #236)

Andúril, Flame of the West {3}

Legendary Artifact — Equipment

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}

Illustrated by Irvin Rodriguez

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Andúril, Narsil Reforged (Tales of Middle-earth Commander #491)

Andúril, Narsil Reforged {2}

Legendary Artifact — Equipment

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}

Illustrated by Jason Rainville

Standard
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Angelic Armaments (Commander Legends #296)

Angelic Armaments {3}

Artifact — Equipment

Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types.

Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

Forged in dark hours from the flame that would not die.

Illustrated by Daniel Ljunggren

Standard
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A-Plate Armor (Adventures in the Forgotten Realms #A-32)

A-Plate Armor {1}{W}

Artifact — Equipment

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.

Illustrated by Martina Pilcerova

Standard
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Arc Spitter (Streets of New Capenna #233)

Arc Spitter {1}

Artifact — Equipment

Equipped creature has “{1}: This creature deals 1 damage to target creature that’s blocking it.”

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

“I’m fresh out of mercy today. Why don’t you ask Sparky here for forgiveness?”

Illustrated by Matt Forsyth

Standard
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Argentum Armor (Forgotten Realms Commander #198)

Argentum Armor {6}

Artifact — Equipment

Equipped creature gets +6/+6.

Whenever equipped creature attacks, destroy target permanent.

Equip {6}

Mirrodin’s creator still lives, still shapes metal, and still commands world-shaking power.

Illustrated by Matt Cavotta

Standard
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