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.)
Keyword: 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
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