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Top 6 Equip Spells in Yu-Gi-Oh

Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.

Yu-Gi-Oh's Equip Spells

Any duelist knows that players construct their deck with a combination of monster, Spell, and Trap cards. Each of these broad categories contain specific members, like Equip Spells—cards that attach to and strengthen a monster.

Equips target a face-up monster on the field and add special properties to them. Some simply bolster a monster's Attack, but others have more diverse effects. However, not all accessories are created equal, so let's get to it and examine the six best Equip Spells!

Autonomous Action Unit

Autonomous Action Unit

6. Autonomous Action Unit

Admittedly, Autonomous Action Unit involves chance and demands 1500 Life Points to activate—quite a chunk from your starting 8000. Once paid, you select a monster in your opponent's Graveyard and summon it to your field, turning your opponent's creatures against them!

While on the field, Action Unit remains equipped to the monster, and if the Spell leaves the field, the monster will be destroyed, so be wary of Spell-removals. In short, Autonomous Action Unit requires a moderate price, relies on your opponent having strong monsters in their Graveyard, and adds an extra way to destroy the monster, but it's a fast way to summon a potent monster.

Mage Power

Mage Power

5. Mage Power

Next, a more-conventional card, Mage Power. This Spell simply adds 500 Attack and Defense to a monster for every Magic and Trap you control. Mage Power's effect includes itself, so at minimum you have a boost of 500, and at maximum 4000 (five Spell/Trap spaces, your Field Spell slot, plus two Pendulum spaces).

The ability to add thousands of Attack with a single card enables a weak monster to overpower even the strongest foe. Also, Mage Power has no restriction or cost−you can equip it to whichever monster you like. If your deck brandishes a plethora of Spells and Traps, definitely consider using this powerful card.

Update: With the changes implemented alongside link summoning, the total number of Spell/Trap slots has dropped, but Mage Power is still a great card.

United We Stand

United We Stand

4. United We Stand

Similarly to Mage Power, our next card drastically strengthens a monster's Attack and Defense. United We Stand adds 800 to each for every face-up monster you control (including the monster you equip it to).

At minimum, you'll have an 800 boost; at max, 4000. There aren't many better ways to quickly empower a creature than this potent spell. No cost, no restriction—United We Stand fits well in any deck, especially those that swarm the field with Pendulum cards.

Butterfly Dagger - Elma

Butterfly Dagger - Elma

3. Butterfly Dagger - Elma

A trickier card, Butterfly Dagger - Elma grants a monster 300 extra Attack. Plus, when this card is destroyed while equipped, it returns to your hand, ready to use again.

Consider the stupendously broken combos you can perform with this card. For example, take the monster Gearfried the Iron Knight and the magic card Spell Absorption. Gearfried has an effect that destroys any equip card placed upon it, and Absorption gives you 500 Life Points whenever a magic card is played. Thus, activate Absorption, summon Gearfried, and infinitely equip Elma to it, eternally gaining 500 Life. For its incredible potential, Elma has long been forbidden in tournament play.

Premature Burial

Premature Burial

2. Premature Burial

No, Premature Burial isn't an 80's horror flick. This Equip demands you forfeit 800 Life Points. Then, you target a monster in your Graveyard, summon it the field, and are free to use it. Premature Burial equips to it, and if destroyed, the monster perishes too.

Thus, Burial is similar to Autonomous Action unit, but with a lower Life Point price. Also, you're better able to predict the monster you can summon, since it'll be one of your cards rather than your opponent's. Premature Burial is a great way to resurrect one of your strongest monsters with almost no cost—this single card can easily turn the tide of a duel.

Honorable Mentions

Three more impressive Equip Spells.


Ekibyo Drakmord

Equip it to an opponent's monster, who is destroyed two of their turns later. Then, this card is returned to your hand.

Mist Body

The monster you equip this card to cannot be destroyed by battle.

Axe of Despair

The equipped monster gains 1000 Attack. When this card is destroyed, you can tribute one monster to return it to the top of your deck.

Snatch Steal

Snatch Steal

1. Snatch Steal

The best Equip Spell of all time . . . equips to an opponent's monster? That's right, Snatch Seals targets an opponent's monster and basically steals it for you to use. The catch? While this card is out, your opponent will continuously gain 1000 Life at the beginning of their turn.

However, that minor setback hardly diminishes the effect. Your opponent just used their resources to summon a supreme creature? Too bad, it's yours now (unless they manage to destroy the Spell, in which case they reclaim it). With just a single card, you simultaneously eliminate an opponent's monster and gain one of your own. Snatch Steal was banned for over a decade, but has recently been made legal in tournament play! Use it wisely to turn the tide of a duel in one fell swoop.

The Future of Equips

While not the most commonly-seen card, Equip Spells provide massive boosts that shouldn't be overlooked, and still play a crucial role. Be sure to research your deck's monsters, as their archetype may possess Equips unique to them. The six featured here serve well in almost any deck, but experiment, find what works for you, and let those cards guide you to victory!

Let me know which of today's Spells you favor, and I'll see you at our next card countdown!

© 2015 Jeremy Gill


Sunaki on May 05, 2018:

Ignoring Moon Mirror Shield. But all the Cards are good, ore OK.

Jeremy Gill (author) from Louisiana on January 28, 2018:


Bruh, that's a heck of a run-on sentence. I think you're referring to "Infinite Cards", a continuous spell that lets all players have as many cards in hand as they like without having to discard at end of turn.

Not sure I understand the relevance; remember that Mage Power works with spells and traps on the field, not those in hand. Still, since Traptrix monsters rely on traps, they can easily combo with Mage Power, so I think see what you're shooting for.

Leviathan316 on January 19, 2018:

I had a kuriboh on the field with 6900 ATK and 6700 DEF by playing two mage powers and two united we stands. and a set card. I won the duel with a deck completely filled with spells, six traps and three kuribohs. equip spells are overpowered.

BEWARE DANGER on December 06, 2017:

Thank you for replying to my comment

Jeremy Gill (author) from Louisiana on December 05, 2017:


Thanks for the tip; unfortunately, opposing monsters equipped with Darkworld Shackles can still be fodder for tribute, synchro, fusion, or xyz summons, which sadly hinders the card. Take a look at Nightmare Wheel and Ebikyo Drakmord for similar effects.


Mist Body (which prevents a monster from being destroyed by battle) has its uses, but since effect destruction and returning to hand are so common, it's another card that hasn't aged well. I'm glad to see duelists still remembers these guys, though.

ambrose shelton on December 05, 2017:

hey, i just wanted to inform you about an unappreciated card by the name of "darkworld shackles." It reduces the equiped monster's ATK and DEF to 100 and the monster can't attack. Also, the ban list doesn't even touch it.

BEWARE DANGER on November 07, 2017:

Hey what about mist body?

7531yo on December 18, 2016:

I would not include banned cards on the list. Personally united we stand should be #1

ryandika on September 10, 2016:

Megamorph not in list