Helico
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"TL:DR"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"You know, Amy, any time someone calls attention to the breaking of gender roles, it ultimately undermines the concept of gender equality by implying that this is an exception and not the status quo\" ~ Knuckles"},{"insert":"\nWanna hit your friends with hammers? Want your 'quick last game' to actually be over in twenty minutes? Look no further than Amy Rose, a Boros voltron deck with an 'attacking in pairs' subtheme. Turns out, she can count to 21 suprisingly fast!\n\n"},{"attributes":{"bold":true},"insert":"What the deck is / isn't"},{"insert":"\n\tThis is an equipment voltron deck. No part of the deck is trying to hide that. All of its pieces operate to accelerate Amy into your opponent's faces at mach-fuck. Some people don't like voltron, to them I say 'have you heard of "},{"insert":{"card-link":"Maze of Ith"}},{"insert":"?'. The deck is not made in attempt to be the most powerful ever. It had a budget of 150 Euro. This is why staples like "},{"insert":{"card-link":"Commander's Plate"}},{"insert":" is not there, and the mana-base is middling at best.\n\n"},{"attributes":{"bold":true},"insert":"Mulligan Priorities"},{"insert":"\n\tHave a hand with a decent amount of mana, but otherwise a piece of equipment or something to tutor for a piece of equipment would be helpful. With some luck, there'd also be another creature in your opening hand that can help Amy once she lands on turn 3-4.\n\n"},{"attributes":{"bold":true},"insert":"Deck Flow"},{"insert":"\n\tEarly Game: Play inocuous cheap creatures like "},{"insert":{"card-link":"Freya Crescent"}},{"insert":", while ramping toward that all-important 4 mana threshold. Despite potentially being able to afford it, try playing your equipment on the single turn before Amy hits the battlefield, in order to give your opponents the minimum time to remove the artifact.\n\tMid Game: Summon Amy, and start swinging. You're going to leave yourself open. Who cares? If you have a tutor grab "},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":" and watch your opponents visibly weep as you gain 10-20 life per swing. Find Amy some friends, and watch them realise that phyrexian germ now has 30 power.\n\tEnd Game: Hopefully your opponents have died before the 'end-game' happens, but "},{"attributes":{"italic":true},"insert":"you "},{"insert":"are still the boogey-man. Amy draws a vile amount of removal, but we have the recursion and protection for her. "},{"insert":{"card-link":"Forge Anew"}},{"insert":", and "},{"insert":{"card-link":"Mantle of the Ancients"}},{"insert":" ensure that an overloaded "},{"insert":{"card-link":"Vandalblast"}},{"insert":" doesn't instantly ruin your pink mojo.\n\n"},{"attributes":{"bold":true},"insert":"Major Cards"},{"insert":"\n\t"},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":" is a genuinely crazy piece of equipment in commander. Who cares about restrictive equip costs, Amy grabs it for free! Have this guy in your opening hand and staying above thirty life is fairly trivial.\n\t"},{"insert":{"card-link":"Kusari-Gama"}},{"insert":" provides one of the worst catch-22 scenarios for your opponents. Don't block? Take 15 commander damage. Block? Your creatures are all dead.\n\t"},{"insert":{"card-link":"Sunforger"}},{"insert":" is a brilliant card, instant speed unequipping to find an instant. "},{"insert":{"card-link":"Boros Charm"}},{"insert":" for double strike, or "},{"insert":{"card-link":"Resolute Strike"}},{"insert":" provides with a small buff and immediately can re-equip sunforger allowing you to find "},{"attributes":{"italic":true},"insert":"another "},{"insert":"instant from the deck! (provided you have enough mana)\n\t"},{"insert":{"card-link":"Gornog, the Red Reaper"}},{"insert":" and Amy might be a dream team, they buff each other, provide evasion, and make your opponent's creatures cowards (yeah that's right "},{"insert":{"card-link":"Jin-Gitaxias, Core Augur"}},{"insert":" cower in fear at a hedgehog with a hammer!).\n\t"},{"insert":{"card-link":"Iroas, God of Victory"}},{"insert":" provides you with both a Dolmen Gate effect and gives Amy menace!\n\t"},{"insert":{"card-link":"Forge Anew"}},{"insert":" Allows for some funky combat tricks with instant-speed equipping!\n\t"},{"insert":{"card-link":"Invasion Plans"}},{"insert":" Completely allows the 'attack in pairs' to work wonderfully, attack with Amy and a friend, force every one of your opponent's creatures to block the friend, and let Amy through for lethal commander damage!\n\t\n"},{"attributes":{"bold":true},"insert":"Weird Rules, Sequencing Notes, and Common Mistakes"},{"insert":"\nAmy's attack trigger doesn't specify that it has to be "},{"attributes":{"italic":true},"insert":"your "},{"insert":"equipment. This doesn't mean that you control that piece of equipment, but it can equip to Amy. (Steal "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" off an opponent's commander and then "},{"insert":{"card-link":"Generous Gift"}},{"insert":" them when they're defenseless to not waste removal on some silly boots!)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Many pieces of equipment have a 'whenever the equipped creature attacks' clause (e.g. "},{"insert":{"card-link":"Genji Glove"}},{"insert":"). Using Amy's ability to equip these does not trigger the ability, because the creature is already attacking when it becomes equipped. If you need the abilities ASAP, consider actually spending your mana to equip stuff."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Quietus Spike"}},{"insert":" halves the opponent's life "},{"attributes":{"italic":true},"insert":"after "},{"insert":"you deal damage with the equipped creature."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Gornog, the Red Reaper"}},{"insert":" says 'Cowards can't block Warriors', this is only true whilst Gornog is on the board. Creatures, however, continue to remain cowards after Gornog has left."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"With Great Power . . ."}},{"insert":" and "},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":" while above thirty life can create a lock where all damage is redirected to Amy but prevented. Not an infinite by nature, but can be very hard for your opponent's to deal with!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"For maximum fun, don't tutor for the same pieces of equipment over and over. That's how games become same-y."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Power Expectations"},{"insert":"\n\tFirmly bracket 3, despite the lack of game changers. The deck is a menace from the moment Amy is cast. With how resilient it is, you can easily draw archenemy aggro. The limited creature pool and the tendency to turn all the creatures sideways leaves you fairly open to being swung at. Games go fast, but hopefully your opponents will lose the race. You've got to count to 21, they've got to count to 40.\n"}]}
Burn
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Firion, Wild Rose Warrior
Equipped creatures you control have haste.
Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost less to activate." Sacrifice that token at the beginning of the next upkeep.
Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost less to activate." Sacrifice that token at the beginning of the next upkeep.
Legendary Creature - Human Warrior Rebel

Copy
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Kassandra, Eagle Bearer
Haste
When Kassandra enters, search your graveyard, hand, and library for a card named The Spear of Leonidas, put it onto the battlefield, then shuffle.
Whenever a creature you control with a legendary Equipment attached to it deals combat damage to a player, draw a card.
When Kassandra enters, search your graveyard, hand, and library for a card named The Spear of Leonidas, put it onto the battlefield, then shuffle.
Whenever a creature you control with a legendary Equipment attached to it deals combat damage to a player, draw a card.
Legendary Creature - Human Warrior Assassin

Draw
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False Orders
Cast this spell only during the declare blockers step.
Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.
Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.
Instant

Gornog, the Red Reaper
Haste
Cowards can't block Warriors.
Whenever one or more Warriors you control attack a player, target creature that player controls becomes a Coward.
Attacking Warriors you control get +X/+0, where X is the number of Cowards your opponents control.
Cowards can't block Warriors.
Whenever one or more Warriors you control attack a player, target creature that player controls becomes a Coward.
Attacking Warriors you control get +X/+0, where X is the number of Cowards your opponents control.
Legendary Creature - Warrior Minotaur

Evasion
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Finisher
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Land
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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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Thran Power Suit
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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Pump
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Path of Mettle
When Path of Mettle enters, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.
Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.
Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.
Legendary Enchantment


Ramp
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Forge Anew
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment

Mantle of the Ancients
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Enchantment - Aura

Recursion
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Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Kusari-Gama
Equipped creature has ": This creature gets +1/+0 until end of turn."
Whenever equipped creature deals damage to a blocking creature, this Equipment deals that much damage to each other creature defending player controls.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals damage to a blocking creature, this Equipment deals that much damage to each other creature defending player controls.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Removal
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Inquisitorial Rosette
Inquisition Agents — Whenever equipped creature attacks, create a 2/2 white Astartes Warrior creature token with vigilance that's attacking. Then attacking creatures gain menace until end of turn.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Tokens
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Astor, Bearer of Blades
When Astor enters, look at the top seven cards of your library. You may reveal an Equipment or Vehicle card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equipment you control have equip .
Vehicles you control have crew 1.
Equipment you control have equip .
Vehicles you control have crew 1.
Legendary Creature - Human Warrior

Fighter Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Enchantment - Class

Tutor
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Cutting Floor V2
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Death V3
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Breath of Fury
Enchant creature you control
When enchanted creature deals combat damage to a player, sacrifice it and attach this Aura to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
When enchanted creature deals combat damage to a player, sacrifice it and attach this Aura to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
Enchantment - Aura

Cass, Hand of Vengeance
Vigilance
Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
Legendary Creature - Human Ranger

Cloud, Planet's Champion
During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.)
Equip abilities you activate that target Cloud cost less to activate.
Equip abilities you activate that target Cloud cost less to activate.
Legendary Creature - Human Soldier Mercenary

Eivor, Battle-Ready
Vigilance (Attacking doesn't cause this creature to tap.)
Haste (This creature can attack as soon as it comes under your control.)
Whenever Eivor attacks, it deals damage equal to the number of Equipment you control to each opponent.
Haste (This creature can attack as soon as it comes under your control.)
Whenever Eivor attacks, it deals damage equal to the number of Equipment you control to each opponent.
Legendary Creature - Human Warrior Assassin

Forging the Tyrite Sword
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a Treasure token.
III — Search your library for a card named Halvar, God of Battle or an Equipment card, reveal it, put it into your hand, then shuffle.
I, II — Create a Treasure token.
III — Search your library for a card named Halvar, God of Battle or an Equipment card, reveal it, put it into your hand, then shuffle.
Enchantment - Saga

Godo, Bandit Warlord
When Godo enters, you may search your library for an Equipment card, put it onto the battlefield, then shuffle.
Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase.
Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase.
Legendary Creature - Human Barbarian

Komainu Battle Armor
Menace
Equipped creature gets +2/+2 and has menace.
Whenever this creature or equipped creature deals combat damage to a player, goad each creature that player controls.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Equipped creature gets +2/+2 and has menace.
Whenever this creature or equipped creature deals combat damage to a player, goad each creature that player controls.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Dog

Nahiri, Forged in Fury
Affinity for Equipment (This spell costs less to cast for each Equipment you control.)
Whenever an equipped creature you control attacks, exile the top card of your library. You may play that card this turn. You may cast Equipment spells this way without paying their mana costs.
Whenever an equipped creature you control attacks, exile the top card of your library. You may play that card this turn. You may cast Equipment spells this way without paying their mana costs.
Legendary Creature - Artificer Kor

Raging River
Whenever one or more creatures you control attack, each defending player divides all creatures without flying they control into a "left" pile and a "right" pile. Then, for each attacking creature you control, choose "left" or "right." That creature can't be blocked this combat except by creatures with flying and creatures in a pile with the chosen label.
Enchantment

Selfless Samurai
Whenever a Samurai or Warrior you control attacks alone, it gains lifelink until end of turn.
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature - Fox Samurai

Maybeboard
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Blacksmith's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip .
: Level 2
At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control.
: Level 3
During your turn, equipped creatures you control have double strike and haste.
When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip .
: Level 2
At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control.
: Level 3
During your turn, equipped creatures you control have double strike and haste.
Enchantment - Class

Removal Shortlist
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"TL:DR"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"You know, Amy, any time someone calls attention to the breaking of gender roles, it ultimately undermines the concept of gender equality by implying that this is an exception and not the status quo\" ~ Knuckles"},{"insert":"\nWanna hit your friends with hammers? Want your 'quick last game' to actually be over in twenty minutes? Look no further than Amy Rose, a Boros voltron deck with an 'attacking in pairs' subtheme. Turns out, she can count to 21 suprisingly fast!\n\n"},{"attributes":{"bold":true},"insert":"What the deck is / isn't"},{"insert":"\n\tThis is an equipment voltron deck. No part of the deck is trying to hide that. All of its pieces operate to accelerate Amy into your opponent's faces at mach-fuck. Some people don't like voltron, to them I say 'have you heard of "},{"insert":{"card-link":"Maze of Ith"}},{"insert":"?'. The deck is not made in attempt to be the most powerful ever. It had a budget of 150 Euro. This is why staples like "},{"insert":{"card-link":"Commander's Plate"}},{"insert":" is not there, and the mana-base is middling at best.\n\n"},{"attributes":{"bold":true},"insert":"Mulligan Priorities"},{"insert":"\n\tHave a hand with a decent amount of mana, but otherwise a piece of equipment or something to tutor for a piece of equipment would be helpful. With some luck, there'd also be another creature in your opening hand that can help Amy once she lands on turn 3-4.\n\n"},{"attributes":{"bold":true},"insert":"Deck Flow"},{"insert":"\n\tEarly Game: Play inocuous cheap creatures like "},{"insert":{"card-link":"Freya Crescent"}},{"insert":", while ramping toward that all-important 4 mana threshold. Despite potentially being able to afford it, try playing your equipment on the single turn before Amy hits the battlefield, in order to give your opponents the minimum time to remove the artifact.\n\tMid Game: Summon Amy, and start swinging. You're going to leave yourself open. Who cares? If you have a tutor grab "},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":" and watch your opponents visibly weep as you gain 10-20 life per swing. Find Amy some friends, and watch them realise that phyrexian germ now has 30 power.\n\tEnd Game: Hopefully your opponents have died before the 'end-game' happens, but "},{"attributes":{"italic":true},"insert":"you "},{"insert":"are still the boogey-man. Amy draws a vile amount of removal, but we have the recursion and protection for her. "},{"insert":{"card-link":"Forge Anew"}},{"insert":", and "},{"insert":{"card-link":"Mantle of the Ancients"}},{"insert":" ensure that an overloaded "},{"insert":{"card-link":"Vandalblast"}},{"insert":" doesn't instantly ruin your pink mojo.\n\n"},{"attributes":{"bold":true},"insert":"Major Cards"},{"insert":"\n\t"},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":" is a genuinely crazy piece of equipment in commander. Who cares about restrictive equip costs, Amy grabs it for free! Have this guy in your opening hand and staying above thirty life is fairly trivial.\n\t"},{"insert":{"card-link":"Kusari-Gama"}},{"insert":" provides one of the worst catch-22 scenarios for your opponents. Don't block? Take 15 commander damage. Block? Your creatures are all dead.\n\t"},{"insert":{"card-link":"Sunforger"}},{"insert":" is a brilliant card, instant speed unequipping to find an instant. "},{"insert":{"card-link":"Boros Charm"}},{"insert":" for double strike, or "},{"insert":{"card-link":"Resolute Strike"}},{"insert":" provides with a small buff and immediately can re-equip sunforger allowing you to find "},{"attributes":{"italic":true},"insert":"another "},{"insert":"instant from the deck! (provided you have enough mana)\n\t"},{"insert":{"card-link":"Gornog, the Red Reaper"}},{"insert":" and Amy might be a dream team, they buff each other, provide evasion, and make your opponent's creatures cowards (yeah that's right "},{"insert":{"card-link":"Jin-Gitaxias, Core Augur"}},{"insert":" cower in fear at a hedgehog with a hammer!).\n\t"},{"insert":{"card-link":"Iroas, God of Victory"}},{"insert":" provides you with both a Dolmen Gate effect and gives Amy menace!\n\t"},{"insert":{"card-link":"Forge Anew"}},{"insert":" Allows for some funky combat tricks with instant-speed equipping!\n\t"},{"insert":{"card-link":"Invasion Plans"}},{"insert":" Completely allows the 'attack in pairs' to work wonderfully, attack with Amy and a friend, force every one of your opponent's creatures to block the friend, and let Amy through for lethal commander damage!\n\t\n"},{"attributes":{"bold":true},"insert":"Weird Rules, Sequencing Notes, and Common Mistakes"},{"insert":"\nAmy's attack trigger doesn't specify that it has to be "},{"attributes":{"italic":true},"insert":"your "},{"insert":"equipment. This doesn't mean that you control that piece of equipment, but it can equip to Amy. (Steal "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" off an opponent's commander and then "},{"insert":{"card-link":"Generous Gift"}},{"insert":" them when they're defenseless to not waste removal on some silly boots!)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Many pieces of equipment have a 'whenever the equipped creature attacks' clause (e.g. "},{"insert":{"card-link":"Genji Glove"}},{"insert":"). Using Amy's ability to equip these does not trigger the ability, because the creature is already attacking when it becomes equipped. If you need the abilities ASAP, consider actually spending your mana to equip stuff."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Quietus Spike"}},{"insert":" halves the opponent's life "},{"attributes":{"italic":true},"insert":"after "},{"insert":"you deal damage with the equipped creature."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Gornog, the Red Reaper"}},{"insert":" says 'Cowards can't block Warriors', this is only true whilst Gornog is on the board. Creatures, however, continue to remain cowards after Gornog has left."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"With Great Power . . ."}},{"insert":" and "},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":" while above thirty life can create a lock where all damage is redirected to Amy but prevented. Not an infinite by nature, but can be very hard for your opponent's to deal with!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"For maximum fun, don't tutor for the same pieces of equipment over and over. That's how games become same-y."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Power Expectations"},{"insert":"\n\tFirmly bracket 3, despite the lack of game changers. The deck is a menace from the moment Amy is cast. With how resilient it is, you can easily draw archenemy aggro. The limited creature pool and the tendency to turn all the creatures sideways leaves you fairly open to being swung at. Games go fast, but hopefully your opponents will lose the race. You've got to count to 21, they've got to count to 40.\n"}]}





























































































































