360 results — page 1 of 20
Equipped creature gets +2/+2.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Equipped creature gets +0/+1.
Equipped creature gets +1/+1 and has vigilance.
Equipped creature gets +1/+1 for each creature you control.
Equip
Equipped creature gets +0/+3.
Astral Projection — : Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1 and has flying.
Equipped creature has flying.
Equipment swap (: Exchange this Equipment with an Equipment card in your hand. If this Equipment was attached to a creature, attach the new Equipment to that creature.)
Equipped creature gets +2/+1 and has trample.
Equip Citizen
As long as this creature is equipped, it gets +0/+2.
Equipped creature gets +2/+2 and has trample and lifelink.
Equipped creature gets +1/+1.
Equipped creature can't be blocked by creatures with power 4 or greater.
Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchant creature
Enchanted creature gets +1/+5.
Enchanted creature gets +2/+2.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
As long as this creature is equipped, it gets +1/+1.
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it.
Equipped creature gets +1/+1 and has reach and "Whenever this creature attacks, tap target creature an opponent controls."
As long as this creature is equipped, it gets +1/+1 and has vigilance.