Fireshrieker

Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Nuka-Nuke Launcher

Equipped creature gets +3/+0 and has intimidate. (It can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever equipped creature attacks, until the end of defending player’s next turn, that player gets two rad counters whenever they cast a spell.
Equip

Bloodforged Battle-Axe

Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, create a token that’s a copy of Bloodforged Battle-Axe.
Equip

Behemoth Sledge

Equipped creature gets +2/+2 and has trample and lifelink.
Equip

Junk Jet

When Junk Jet enters, create a Junk token. (It’s an artifact with “, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”)
, Sacrifice another artifact: Double equipped creature’s power until end of turn.
Equip

Plasma Caster

Equipped creature gets +1/+1.
Whenever equipped creature attacks, you get (two energy counters).
Pay : Choose target creature that’s blocking equipped creature. Flip a coin. If you win the flip, exile the chosen creature. Otherwise, Plasma Caster deals 1 damage to it.
Equip

Pip-Boy 3000

Whenever equipped creature attacks, choose one —
• Sort Inventory — Draw a card, then discard a card.
• Pick a Perk — Put a +1/+1 counter on that creature.
• Check Map — Untap up to two target lands.
Equip

Pre-War Formalwear

When Pre-War Formalwear enters, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach Pre-War Formalwear to it.
Equipped creature gets +2/+2 and has vigilance.
Equip

Explorer’s Scope

Whenever equipped creature attacks, look at the top card of your library. If it’s a land card, you may put it onto the battlefield tapped.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Nuka-Nuke Launcher

Equipped creature gets +3/+0 and has intimidate. (It can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever equipped creature attacks, until the end of defending player’s next turn, that player gets two rad counters whenever they cast a spell.
Equip

T-45 Power Armor

When T-45 Power Armor enters, you get (two energy counters).
Equipped creature gets +3/+3 and doesn’t untap during its controller’s untap step.
At the beginning of your upkeep, you may pay . If you do, untap equipped creature, then put your choice of a menace, trample, or lifelink counter on it.
Equip

Pre-War Formalwear

When Pre-War Formalwear enters, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach Pre-War Formalwear to it.
Equipped creature gets +2/+2 and has vigilance.
Equip

Nuka-Nuke Launcher

Equipped creature gets +3/+0 and has intimidate. (It can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever equipped creature attacks, until the end of defending player’s next turn, that player gets two rad counters whenever they cast a spell.
Equip

T-45 Power Armor

When T-45 Power Armor enters, you get (two energy counters).
Equipped creature gets +3/+3 and doesn’t untap during its controller’s untap step.
At the beginning of your upkeep, you may pay . If you do, untap equipped creature, then put your choice of a menace, trample, or lifelink counter on it.
Equip

Brass Knuckles

When you cast this spell, copy it. (The copy becomes a token.)
Equipped creature has double strike as long as two or more Equipment are attached to it.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Power Fist

Equipped creature has trample and “Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.”
Equip

Bloodforged Battle-Axe

Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, create a token that’s a copy of Bloodforged Battle-Axe.
Equip

Silver Shroud Costume

Flash
When Silver Shroud Costume enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can’t be the target of spells or abilities.)
Equipped creature can’t be blocked.
Equip

Power Fist

Equipped creature has trample and “Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.”
Equip

Swiftfoot Boots

Equipped creature has hexproof and haste. (It can’t be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Swiftfoot Boots

Equipped creature has hexproof and haste. (It can’t be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Pre-War Formalwear

When Pre-War Formalwear enters, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach Pre-War Formalwear to it.
Equipped creature gets +2/+2 and has vigilance.
Equip

T-45 Power Armor

When T-45 Power Armor enters, you get (two energy counters).
Equipped creature gets +3/+3 and doesn’t untap during its controller’s untap step.
At the beginning of your upkeep, you may pay . If you do, untap equipped creature, then put your choice of a menace, trample, or lifelink counter on it.
Equip

Power Fist

Equipped creature has trample and “Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.”
Equip