How does equip work in magic
Equip Activate only as a sorcery. Wizards of the Coast. Keyword Abilities. Keyword Actions. Backbone Conjure Perpetually Seek Unstoppable. Ante Divvy Rhystic. Bury Landhome Substance. List of obsolete terminology List of deprecated mechanics List of silver-bordered mechanics List of unreleased mechanics Storm Scale.
Cancel Save. Universal Conquest Wiki. Equip [cost] [Cost]: Attach this permanent to target creature you control. Blackblade Reforged. Strixhaven: School of Mages. Felix Read Felix Read 1 1 1 bronze badge. This isn't really an answer to the question being asked here.
If you want to know about mind controlling an equipped creature, you could ask it with the "Ask Question" link: boardgames. Welcome to the site! That said, you're correct. The rules are very clear. Gaining control of the creature does not give you control of the artifact equipment. CR Remember that you can only pay equip costs during the main phase of your turn.
If the people you play with don't play this way, then you need to educate them! Is there a reason that my flag for this was declined? It seems clear to me that this isn't intended as an answer to the question being asked here, but rather a comment or question about handling equipment on a mind controlled creature. Sign up or log in Sign up using Google. Sign up using Facebook.
Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. Featured on Meta. Now live: A fully responsive profile. Related 7. Hot Network Questions. Question feed. Whenever the equipped creature deals combat damage, this equipment gets two charge counters. You can do this at instant speed, and you get two whenever the equipped creature hits. Not only that, when the equipped creatures deals combat damage to another creature, exile that creature.
What truly distinguishes Kaldra Compleat from other endgame equipment, however, is that it has living weapon. Effectively, you pay 7 mana for a giant beater and when it dies, you can pay another 7 to add its stats to something else. Do you need an equipment lord? Halvar, God of Battle has you covered. With Halvar in play, all your equipped or enchanted creatures gain double strike.
Furthermore, you can also shuffle around your auras and equipment before combat, which is highly versatile. Better yet, when it dies, it returns to your hand. The best equipment cycle, however, is the Colour-Pair Swords.
Dating all the way back to Darksteel, these artifacts all do similar things, and can all end games by doing so. Whenever it deals combat damage to a player, you then get two effects. This combination of buffs allows each of the Swords to consistently see heavy play, often as win conditions in of themselves. Play Sword of Fire and Ice if you like winning.
Additionally, play Sword of Fire and Ice because whenever your equipped creature deals with combat damage to a player, you can do two things. Draw a card, and then hit any target for 2 damage. Given that black is a major removal source, this makes your equipped creature very difficult to kill.
When the equipped creature connects, untap all lands you control. And your opponent discards a card. This combination of hand attack plus mana doubling is never to be underestimated. While equip is a colourless ability, equip synergy cards are most common in white and red. Kaldheim , Adventures in the Forgotten Realms and Throne of Eldraine all have good equipment and equip synergy cards.
Most Voltron decks play equipment, as powering up the commander as much as possible is their main strategy. Remember, if a commander deals 21 combat damage to an opponent, that player loses the game. Balan, Wandering Knight is one of the few commanders specifically built for equipment Voltron.
There are more than enough equip synergy cards in white to make this deck viable and, indeed, remarkably strong. Playing Balan Voltron is simple. Survive and ramp until you can play Balan, Wandering Knight. Then play Balan. Then play equipment. Attack for lethal. The best way to play against equip is to run artifact removal.