Empyrial Plate

Equipped creature gets +1/+1 for each card in your hand.
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.)

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