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As this Equipment becomes attached to a creature, choose a creature card name and a creature type.
Equipped creature has ward , it can't be blocked, and its name and creature type are the last chosen name and creature type.
Equip
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +1/+1 and has trample.
: Attach this Equipment to target creature you control.
Equipped creature gets +2/+1 and has protection from die rolls. (Nothing that lets a player roll a die can block, target, deal damage to, or attach to equipped creature.)
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity.
Equip commander
Flash
As this Equipment enters, choose a creature you control it could be attached to. If you do, it enters attached to that creature.
Equipped creature gets +1/+1.
This Equipment can be attached only to a creature with power 3 or greater.
Equipped creature gets +3/+0 and has trample.
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types.
Whenever this Equipment becomes unattached from a permanent, destroy that permanent.
Equipped creature gets +3/+2.
Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent.
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
Whenever a creature enters from your graveyard, you may attach this Equipment to it.
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card.
This Equipment can be attached only to a creature with toughness 4 or greater.
Equipped creature gets +0/+2 and has ": Prevent the next 1 damage that would be dealt to any target this turn."
Equipped creature gets +2/+0 and has "Whenever this creature becomes the target of a spell, this creature deals 2 damage to any target."
When this Equipment enters, create a 1/1 white Ally creature token, then attach this Equipment to it.
Equipped creature gets +1/+0.
Equip (:Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.)
Whenever a Rogue creature enters, you may attach this Equipment to it.
Equipped creature gets +1/+0 for each Equipment attached to it.
Equipped creature gets +2/+1 and has haste.
Whenever a Warrior creature enters, you may attach this Equipment to it.