Equipped creature gets +1/+1 for each card in your hand.
Equip
Keyword: Equip
Sword of Fire and Ice
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card.
Equip
Torch Gauntlet
Equipped creature gets +2/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Sword of War and Peace
Equipped creature gets +2/+2 and has protection from red and from white.
Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip
Sword of Feast and Famine
Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip
Sword of Light and Shadow
Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Lightning Greaves
Equipped creature has haste and shroud. (It can’t be the target of spells or abilities.)
Equip
Sword of Body and Mind
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
Champion’s Helm
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can’t be the target of spells or abilities your opponents control.)
Equip
Inventor’s Goggles
Equipped creature gets +1/+2.
Whenever an Artificer enters the battlefield under your control, you may attach Inventor’s Goggles to it.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Kitesail
Equipped creature gets +1/+0 and has flying.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Hedron Matrix
Equipped creature gets +X/+X, where X is its converted mana cost.
Equip
Umezawa’s Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa’s Jitte.
Remove a charge counter from Umezawa’s Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Cathar’s Shield
Equipped creature gets +0/+3 and has vigilance.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Stitcher’s Graft
Equipped creature gets +3/+3.
Whenever equipped creature attacks, it doesn’t untap during its controller’s next untap step.
Whenever Stitcher’s Graft becomes unattached from a permanent, sacrifice that permanent.
Equip
Slayer’s Cleaver
Equipped creature gets +3/+1 and must be blocked by an Eldrazi if able.
Equip
Cultist’s Staff
Equipped creature gets +2/+2.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Stitcher’s Graft
Equipped creature gets +3/+3.
Whenever equipped creature attacks, it doesn’t untap during its controller’s next untap step.
Whenever Stitcher’s Graft becomes unattached from a permanent, sacrifice that permanent.
Equip
Thirsting Axe
Equipped creature gets +4/+0.
At the beginning of your end step, if equipped creature didn’t deal combat damage to a creature this turn, sacrifice it.
Equip
Slayer’s Plate
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
Shard of Broken Glass
Equipped creature gets +1/+0.
Whenever equipped creature attacks, you may mill two cards.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Murderer’s Axe
Equipped creature gets +2/+2.
Equip—Discard a card.
Haunted Cloak
Equipped creature has vigilance, trample, and haste.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Skeleton Key
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