Jeremy casts spells in between his careers as a chemical analyst and campus manager.
Artifact Equipments in Magic
When it comes to empowering creatures, players often prefer equipments over auras, as you can reattach equipments even if the first user dies. However, unlike auras, you have to pay both a base casting cost and an equip fee.
But to mitigate this price, many equipments auto-attach on entry, some to any creature you control, others to specific units or tokens—which reign supreme? These are the ten best self-attaching equipments in Magic: The Gathering!
10. Cloak and Dagger
CMC: 2 (3 to reequip)
Cloak gives a +2/+0 boost plus shroud, preventing either player from targeting the equipped creature with other effects. But instead of paying three mana to attach it, just play a rogue and have Cloak equip itself to it for free!
Rogues have gradually gotten stronger as a tribe, meaning Cloak's only gotten better with age, and as a tribal artifact, it counts as a rogue itself.
9. Hero's Blade
CMC: 2 (4 to reequip)
Hero's Blade grants a simple yet potent boost of +3/+2, turning any unit into a combat threat. It also works great in commander format since it can freely equip itself to a legendary creature that just entered your field, making it a prime way to boost your general and score a commander-damage win.
Great for any EDH deck, Blade is also one of today's cheapest cards, costing just one dollar!
CMC: 4 (2 to reequip, or 4 life)
Living weapons like Lashwrithe create a 0/0 germ token on entry and automatically attach to it. In this case, the equipped creature gets +1/+1 for each swamp you control. So Lashwrite works best in mono-black, or with Urborg, Tomb of Yawgmoth, which turns every land into a swamp.
Plus, re-equipping Lashwrite is easy since you can substitute two life for each mana it would take.
CMC: 4 (2 to reequip)
Bonehoard is similar to Lashwrithe but works better in multi-color decks. It creates and attaches to another 0/0 token, giving it +1/+1 for each creature in every graveyard, a powerful boost in multiplayer games.
Re-equipping this time doesn't have the option of spending life, but the lack of black symbols means you can even use Bonehoard in non-black decks.
6. Sword of the Meek
CMC: 2 (2 to reequip)
Try discarding or milling Sword of the Meek, because it can play and equip itself from your graveyard when a 1/1 creature enters your field. It gives a modest but helpful boost of +1/+2, and it's great fodder for artifact-sacrificing effects.
5. Fractal Harness
CMC: X+3 (2 to reequip)
You need at least three mana to play Harness, but try to do at least four, as on entry it creates and attaches to a 0/0 token, and if X was 0, that token will die. However, the token gets X +1/+1 counters, and Harness doubles the +1/+1s on its bearer when they attack, great for proliferate-based strategies.
CMC: 5 (5 to reequip)
Batterskull is a threatening creature in its own right, creating a 0/0 germ that gets +4/+4, vigilance, and lifelink from Batterskull. Re-equipping will take a lot of mana, but you can also spend three to bounce Batterskull back to hand, guarding it from removals and letting it create and attach to a new token when recast.
3. Maul of the Skyclaves
CMC: 3 (4 to reequip)
Unlike most artifacts, Maul needs some white mana to cast and equip. But not only does it provide +2/+2, flying, and first strike, it automatically attaches to a creature you control on entry!
Three great boosts with a free first equip make Maul a staple in mono-white decks, but it's also surprisingly good alongside black (give first strike to a deathtoucher for a fierce combo).
2. Hammer of Nazahn
CMC: 4 (4 to reequip)
Hammer grants +2/+0 and indestructible, great for aggressive pushes. It's a must in equipment decks; not only does it auto-attach on entry, it lets other equipments that enter your field do the same (but not ones you've already cast).
As a bonus, you can also play Hammer from your deck for free using the cat creature Nazahn, Revered Bladesmith.
CMC: 6 (3 to reequip)
Here's a card many felt too powerful for red aggro in standard, and it's easy to see why. Not only does Embercleave equip itself on entry, its base price is discounted by one per attacking creature you control, meaning you can potentially cast it for just two red! And since it's at flash speed, you can wait for blockers to be declared to surprise foes and win the combat, as the attached unit gets +1/+1, double strike, and trample.
These are simply excellent bonuses that work well together, and even if Embercleave's initial unit gets removed, reattaching isn't too bad at three mana.
Attaching Equipments in Magic: The Gathering
Today, we saw several ways to bypass equip fees, but remember that some supports share the power with other equipments. In addition to Hammer of Nazahn, Sigarda's Aid and Halvar, God of Battle can both distribute your equipments freely. But for now, vote for your favorite weapon and I'll see you at our next MTG countdown!
© 2021 Jeremy Gill