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Top 6 Equip Spells in Yu-Gi-Oh

Updated on July 8, 2017
Jeremy Gill profile image

Jeremy often plays Yu-Gi-Oh and other card games in-between studying forensics and working part-time at his college.

Yu-Gi-Oh's Equip Spells

Any duelist worth their Blue-Eyes knows that players construct their deck with a combination of monster, Spell, and Trap cards. Each of these broad categories contains 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, w 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.

United We Stand
United We Stand

4. United We Stand

Similarly to Mage Power, our next card drasticaly 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 Equp 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

Card
Effect
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.
Three more impressive Equip Spells.
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.

Your Favorite

Which Equip Spell do you prefer?

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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!

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    • profile image

      7531yo 10 months ago

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

    • profile image

      ryandika 13 months ago

      Megamorph not in list