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Commander
Commander
Artifact
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 {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
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Whenever equipped creature dies, exile it. Equipped creature gets +2/+0. As long as a card exiled with Eater of Virtue has flying, equipped creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance. Equip {1}
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At the beginning of combat on your turn, put a charge counter on this Equipment. Equipped creature gets +1/+1 for each counter on this Equipment. As long as this Equipment has four or more counters on it, equipped creature has double strike. Equip—Pay {3} or remove a counter from this Equipment.
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Equipped creature gets +3/+1. Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order. Equip {1}
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Equipped creature has "{2}: 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 {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
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Whenever equipped creature deals damage to a creature, tap that creature. That creature doesn't untap during its controller's untap step for as long as this Equipment remains on the battlefield. Whenever equipped creature deals damage to a player, that player loses 1 life. Equip {2}
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Equipped creature gets +2/+2, has intimidate, and is a black Zombie. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay {4}. If you do, return that card to the battlefield and attach this Equipment to it. Equip {4}
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Equipped creature gets +2/+2 and has protection from green and from white. Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle. Equip {2}
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Equipped creature gets +5/+5. Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.) Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
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Equipped creature gets +2/+2 and has protection from white and from blue. Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Equip {2}
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Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand. Equip {2}
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Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte. Remove a charge counter from Umezawa's Jitte: Choose one — • Equipped creature gets +2/+2 until end of turn. • Target creature gets -1/-1 until end of turn. • You gain 2 life. Equip {2}
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Artifact
Creature
Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure {5} ({5}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Bestow {2}{W}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) This creature and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.
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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 {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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{W}: Exile target card from a graveyard. If it was a permanent card, put a +1/+1 counter on this permanent. Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment. Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Equipped creature gets +2/+2. Whenever this creature or equipped creature deals combat damage to a player, you may sacrifice it. If you do, discard your hand, then draw three cards. Reconfigure {3} ({3}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Creature
Enchantment
Enchant creature {2}{W}{W}: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
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Enchant creature Enchanted creature has haste and "At the beginning of your upkeep, destroy this creature. Reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and attach Shifting Shadow to it, then put all other cards revealed this way on the bottom of your library in a random order."
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Enchantment
Deck Info
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