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Commander
When Dogmeat enters the battlefield, mill five cards, then return an Aura or Equipment card from your graveyard to your hand. Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Card Advantage
When Astor, Bearer of Blades enters the battlefield, 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 {1}. Vehicles you control have crew 1.
Affinity for Equipment (This spell costs {1} 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 you cast a spell from exile, Quintorius Kand deals 2 damage to each opponent and you gain 2 life. +1: Create a 3/2 red and white Spirit creature token. −3: Discover 4. −6: Exile any number of target cards from your graveyard. Add {R} for each card exiled this way. You may play those cards this turn.
First strike Raid — At end of combat on your turn, if you attacked this turn, create a Junk token for each opponent you attacked. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") Whenever you sacrifice a Junk, add {R}.
Equip Cheating
When Forge Anew enters the battlefield, return target Equipment card from your graveyard to the battlefield. As long as it's your turn, you may activate equip abilities any time you could cast an instant. You may pay {0} rather than pay the equip cost of the first equip ability you activate during each of your turns.
+1: Create a 1/1 white Kor Warrior creature token. You may attach an Equipment you control to it. −2: Look at the top six cards of your library. You may reveal a Warrior or Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. −3: Nahiri, Heir of the Ancients deals damage to target creature or planeswalker equal to twice the number of Equipment you control.
+2: Create a 1/1 white Kor Soldier creature token. You may attach an Equipment you control to it. −2: You may put an Equipment card from your hand or graveyard onto the battlefield. −10: Create a colorless Equipment artifact token named Stoneforged Blade. It has indestructible, "Equipped creature gets +5/+5 and has double strike," and equip {0}. Nahiri, the Lithomancer can be your commander.
Equipment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip {3}
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}
Interaction
Land
Living Weapon
For Mirrodin! (When this Equipment enters the battlefield, create a 2/2 red Rebel creature token, then attach this to it.) Equipped creature gets +2/+2. Whenever equipped creature attacks, if it's the first combat phase of the turn, untap each attacking creature. After this phase, there is an additional combat phase. Equip {3}{R}
Protection
{R}: Creatures you control gain haste until end of turn. {3}{R}{R}: Create a 5/5 red Dragon Spirit creature token with flying. Activate only if you control an attacking modified creature. (Equipment, Auras you control, and counters are modifications.)
Ramp
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {3}
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}
Tutor
(Gain the next level as a sorcery to add its ability.) When Fighter Class enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. {1}{R}{W}: Level 2 Equip abilities you activate cost {2} less to activate. {3}{R}{W}: Level 3 Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Deck Stats
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