Last updated on February 28, 2026

Darksteel Axe - Illustration by Daniel Ljunggren

Darksteel Axe | Illustration by Daniel Ljunggren

Equipment artifacts are pervasive in Magic. Sets like The Brothers' War have quite a few of them, while others may have just one, like Bespoke Battlegarb in Wilds of Eldraine, but it's really hard to find a Modern expansion or supplemental set with none. And while not every deck will have room for them, there are competitive decks in nearly all formats that put equipment to good use.

Letโ€™s dive into how equipment works, what their equip keyword ability does, and the mechanic's history. We also cover quite a lot of questions that arise, like under which circumstances you can activate the equip ability at instant speed, or what happens if a sneaky foe carjacks your equipped creature.

Let's suit up!

How Does Equipment Work?

Shadowspear - Illustration by Yeong Hao Han

Shadowspear | Illustration by Yeong Hao Han

Equipment is an artifact subtype, which clearly says โ€œequipmentโ€ in its type line. Equipment spells are cast like every other artifact spell, and they enter the battlefield like any regular artifact.

Golem-Skin Gauntlets

Once on the battlefield, equipment cards have the equip activated ability, which lets them attach to a target creature you control.

The equip ability works at sorcery speed, as explicitly stated by its rules. You can only activate the equip ability at times when you can cast a sorcery spell.

When an equipment becomes attached to a creature, two things happen:

  • It's customary for the controlling player to place the equipment so that itโ€™s physically touching the creature, and is usually placed below it (if you play in Magic Arena, the game does this automatically for you).
  • Once attached, the equipment conveys to the creature whatever properties it describes in its rules text.

Notice that there's an important difference between the properties that the equipment has and the properties that it conveys to the equipped creature. For example:

Other general caveats and subtleties to keep in mind when you play equipment:

  • The equipment enters the battlefield unattached (unless it specifically says otherwise. You can activate its equip ability right away if you want to, as long as you can pay the equip cost.
  • By paying the equip cost, you can move the equipment from one creature to another creature you control; the equipment is now attached and convey the relevant properties to the second creature. As long as you can afford the equip cost, you can do this as many times as you want, even during the same turn.
  • There are several effects that let you attach an equipment to a creature other than by activating its equip ability. For example, there are plenty of auto-attach equipment, like Mithril Coat. Once attached, all equipment works the same, regardless of how it got there.
  • Equip is a targeted ability. If you can't target a creature you control (because it has shroud, for example), you canโ€™t equip it.
  • Once attached, an equipment doesnโ€™t target its equipped creature. In other words, if an equipped creature later gains shroud, the attached equipment still works normally.
  • An equipmentโ€™s controller can be different from the creatureโ€™s controller. You can only equip a creature you control, but if your sneaky foe steals your creature that is equipped, you still control the equipment and can attach it to another creature of yours.
  • If the equipped creature dies or leaves the battlefield for any reason, the equipment remains on the field, unattached. You can equip it to another creature if you want.
  • Last but not least, other activated abilities on the equipment work even if the equipment is unattached. For example, you can activate Shadowspearโ€˜s second ability, the one that removes hexproof and indestructible, whether Shadowspear is equipped to a creature or not.

There's also a corner case that only applies to multiplayer games using the โ€œRange of Influenceโ€ rule: An equipment canโ€™t equip an object outside its controllerโ€™s range of influence. Let's say that Timmy equips a creature, then Laura steals Timmy's equipped creature, then Sammy steals said creature from Laura. In this scenario, if Sammy happens to be outside Timmy's range of influence, then Sammy keeps control of Timmy's creature while Timmy's equipment becomes unattached and remains under Timmy's control.

The History of Equipment in MTG

Bonesplitter

Equipment was introduced in Mirrodin (October 2003), which was the artifact expansion.

The equip mechanic was a smashing, immediate success. According to MTG's head designer Mark Rosewater, equipment was the highest-ranked mechanic in Mirrodin, and so flavorful and popular that Wizards of the Coast decided to make it evergreen.

โ€œThere are a significant number of Equipment that can be designed, and many of them can be reskinned with a new flavor again and again,โ€ Mark wrote in 2018, in an article discussing equipment's placement on the Storm Scale. โ€œThe biggest issue we have with Equipment is that they sit in a space we sometimes want to allocate to other mechanical resources in certain sets. For example, a set with an Aura theme usually forces us to cut back significantly on Equipment.โ€

The main hurdle when designing equipment is their generic mana cost. โ€œOver the years,โ€ Mark wrote, โ€œR&D has realized that we've underestimated the power of Equipment and have been pulling back. The fact that most of them require generic mana means that they are available to any deck that can take advantage of it. As such, R&D has scaled back a bit on how much we push Equipment.โ€

Equipment in Mirrodin and most later sets are colorless. In 2009, the Alara Reborn expansion introduced equipment with a colored casting cost, like Shield of the Righteous. In this case, the equip cost is still colorless. More than a decade later in 2020, Zendikar Rising added the twist of colored equip cost, like Maul of the Skyclaves.

Kamigawa: Neon Dynasty brought a handful of equipment that are also artifact creatures and introduced the reconfigure keyword. Unlike equip, reconfigure also allows the equipment to become unattached.

Sword

There are handful of cards that create tokens that are equipment, Blacksmith's Talent is one that makes a simple Sword.

Lots of design space left for equipment, so look for them in an upcoming set!

When Can You Equip?

You can equip any time you could cast a sorcery.

In general, you can activate an activated ability whenever you could cast an instantโ€ฆ unless the activated ability states otherwise. And equip does state otherwise. Here's the exact wording from Magic's Comprehensive Rules:

702.6a Equip is an activated ability of Equipment cards. โ€œEquip [cost]โ€ means โ€œ[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.โ€

Is Equipping Sorcery Speed?

Yep, it is. You can only equip at sorcery-speed unless otherwise directed.

Can I Equip as an Instant?

Leonin Shikari

Nope, you can't normally equip as an instant. You can only activate equip at sorcery speed.

But, some workarounds do exist. Cards like Forge Anew or Leonin Shikari specifically allow you to activate equip abilities any time you could cast an instant (although in Forge Anewโ€˜s case, only during your own turn). In this case, one of Magic's Golden Rules applies: if a card contradicts the Comprehensive Rules, the card takes precedence.

Some equipment have both flash and an auto-equip ability: Embercleave, Mithril Coat, or Dueling Rapier can be played as instants and upon entering the battlefield you can directly attach them to one of your creatures. Effects like the For Mirrodin! keyword, which creates a 2/2 token and automatically attaches the equipment to it, also provides a form of auto-equip.

Lastly, there are effects on other cards that let you attach an equipment directly: Cranial Plating offers as an instant-speed equip alternative. Brass Squireโ€˜s activated ability, for example, lets you bypass having to activate the equip ability.

Does an Equipment Target a Creature When it is Cast?

Twin Blades

No, an equipment targets a creature when the equip ability is activated. Some equipment attach themselves to a target creature when they enter, but they will specify this like with Twin Blades.

Whatโ€™s the Difference Between Equip and Attach?

Equip is a form of attachment, but not all attachments are equipment.

You can also attach auras, the subtype of enchantments that enchant permanents, like attaching Wild Growth by enchanting a land or Kenrith's Transformation by enchanting a creature. And you can also attach fortifications to a land, although thatโ€™s found on exactly one card, Darksteel Garrison.

According to Mark Rosewater, โ€œAttach was first used to allow Equipment to target creatures when being โ€˜put on.' In trying to clean up Auras, it was important for enchantments to also have a word so it was decided to let Auras use the same word that Equipment used.โ€

That's why all equipment are attachments, but not all attachments are equipment.

Can You Unequip Equipment Mtg?

The equip ability does not have an โ€œunequipโ€ option. Not in the strict sense of โ€œCan I unattach an equipment any time I want?โ€

What you can do is pay the equip cost and move the equipment to another creature you control. In this case, your second creature becomes equipped, and for all practical purposes the first creature is now unequipped. But you need a second creature to do this: If you have just a single creature under your control, you canโ€™t unequip it and โ€œtoss the equipmentโ€ aside, so to speak.

The exception to the above is a very similar keyword, reconfigure, found on a handful of artifact creatures from Kamigawa: Neon Dynasty that are also equipment. Artifacts with reconfigure can indeed unattach themselves and turn into an artifact creature that isnโ€™t attached to anything else. But that's a property of the reconfigure keyword; the equip keyword doesnโ€™t provide this option.

Is Equipping an Activated Ability?

Yes! You pay the equip cost whenever you are willing and able, and an effect happens โ€“ the hallmark of activated abilities.

Do Equipment Cards Have Summoning Sickness?

Nettlecyst

No, they don't, and can equip the same turn they enter the battlefield. Only creatures have summoning sickness. Several equipment create a create as they enter like Nettlecyst the living weapon, so those creatures are unable to attack without haste, but the equipment can be used otherwise.

What Happens To Equipment When My Creature Dies?

When your creature dies, the equipment staunchly stays on the field, all by itself, attached to nothing. If youโ€™re the equipment's controller, you can equip it again to any of your creatures.

Does Equipment Stay on the Field?

If you mean โ€œafter the equipped creature leaves the battlefieldโ€, then yes, equipment stays in play.

Unless the equipment itself is removed (by destroying it, exiling it, bouncing it to hand, etc.), it stays on the battlefield after the equipped creature is gone. In this case, the equipment becomes unattached; it remains on the side of the field until you equip it to one of your creatures.

That's one big difference with auras: in this case, if the creature leaves the battlefield, the aura is put in the graveyard.

Can You Equip Enemy Creatures?

Normally you cannot equip enemy creatures. If theyโ€™re under your control, you are free to equip them.

Can Tokens be Equipped?

As long as theyโ€™re creatures, yes tokens can be equipped!

Can You Equip More Than One Equipment?

Yes. You can attach as many pieces of equipment (and other forms of attachments, like auras) as you want to a single creature.

In fact, it's common enough that the strategy has a nickname in Commander: Voltron commanders, who love wielding equipment and/or auras to one-shot foes.

Can I Equip Equipment Cards to Creatures That are Already Tapped?

Yes, you can equip tapped creatures.

Whether the creature is tapped or untapped has zero effect on when you can activate the equip ability of your equipment.

Can You Equip Shroud Creatures?

No. Equip is a targeted ability, and shroud creatures canโ€™t be targeted by any player, including the creature's controller.

Can Equipment Cards be Tapped?

Yes, equipment cards can be tapped, and attacking with an equipped creature does not tap the equipment, even so, a tapped equipment works exactly the same as an untapped one.

Any effect that can tap a permanent, or specifically an artifact, can tap an equipment, whether it's attached or unattached.

The only exception is equipment with reconfigure. Tapping a creature (to attack with it, for example) doesn't cause any equipment attached to it to become tapped. Therefore, if you've just attacked with a creature equipped with a reconfigure equipment, you can now reconfigure said equipment and it represents an untapped artifact creature that can block. In this case, tapping this equipment may be useful.

Can You Equip If Your Equipment Is Tapped?

Yes, you can equip a tapped equipment.

Whether the equipment (or the target creature, for that matter) is tapped or not has no effect on when you can activate the equip ability.

Are There Equipment Cards That Have Abilities Triggered When They Become Attached to a Creature?

Yes, there are a few; those are:

By the way, there are a few equipment cards with abilities when they become unattached or unattach as part of the cost:

Bear in mind that, in some of these cases, unattaching can prove very harmful for the unequipped creatures.

What Equipment Gives Indestructible And Hexproof MTG?

Celestial Armor

No equipment gives unconditional indestructible and hexproof. Celestial Armor gives indestructible and hexproof for a turn. You need to jump through quite a lot of hoops for Eater of Virtue to meet this condition.

General's Kabuto

General's Kabuto can provide something down that alley: it grants shroud to the equipped creature and prevents all combat damage that would be dealt to the equipped creature. Not the same thing as hexproof and blanked indestructibility, but itโ€™s something along those lines.

There are a few cards that can provide either indestructible or hexproof. Here are the ones granting unconditional, unlimited hexproof:

These grant hexproof under some condition, or for a limited time:

And here are cards that grant indestructible:

And, by the way, there's one equipment that does the exact opposite, and removes both indestructible and hexproof from your opponents' creatures: Shadowspear.

What Happens If My Equipped Creature Is Stolen By An Opponent?

If an opponent steals your creature, they get to control the creature, but youโ€™re still in control of your equipment.

You can activate the equipment's equip ability (at sorcery speed) and equip a different creature you control. Your sneaky foe still controls your creature, but without the equipment.

Furthermore, any other activated abilities on the equipment are still under your control. You can still activate Shadowspearโ€˜s second ability at any time, even while your opponent is in control of your creature.

Umbral Mantle

On the other hand, all activated abilities that your equipment grants to the creature are now under your opponent's control. For example, Umbral Mantle gives the equipped creature the ability to provide a +2/+2 buff. Whoever controls the creature (not the equipment) is in control of this ability.

Does Equipping My Creature Count As Modified?

Pearl-Ear, Imperial Advisor

Yes, an equipped creature counts as modified.

Every equipped creature under your control counts as modified. That includes equipped creatures that you steal from your opponents: they count as a modified creature under your control even when you only control the creature and not the equipment.

Can Legendary Equipment Be My Commander?

Typically no, but if a legendary equipment also happens to be a creature, then yes it can be your commander.

Thing is, thereโ€™s a single card that fits the bill. The Reality Chip fits the requirement to be a commander by being a legendary creature, and it's also an equipment. The only one of its kind in all of MTG!

Two other cards that kinda fit the bill:

These are modal dual-faced cards (usually known as MDFC). Their god side is a legendary creature which could be your commander, while the other side is an artifact.

Notable Equipment Cards

There are tons of great equipment cards, too numerous to go through here, so I call out a few that deserve mention: Colossus Hammer has the low, low cost of to cast and so is featured in many combo decks that bypass the big equip cost. Lightning Greaves is one of the oldest, yet most useful artifacts for a commander to wear and it's been reprinted many times since it's debut in Mirrodin. Skullclamp is banned in Modern and Legacy, and notorious for drawing players tons of cards thanks to it's โ€œdrawbackโ€ of -1 toughness.

Decklist: Wyleth, Soul of Steel in Commander

Wyleth, Soul of Steel - Illustration by Tyler Jacobson

Wyleth, Soul of Steel | Illustration by Tyler Jacobson

Commander (1)

Wyleth, Soul of Steel

Planeswalkers (1)

Nahiri, Heir of the Ancients

Creatures (17)

Akiri, Fearless Voyager
Ardenn, Intrepid Archaeologist
Armored Skyhunter
Astor, Bearer of Blades
Brass Squire
Bruenor Battlehammer
Danitha Capashen, Paragon
Halvar, God of Battle
Ironclad Slayer
Kellan, the Fae-Blooded
Lizard Blades
Puresteel Paladin
Raiyuu, Storm's Edge
Relic Seeker
Reyav, Master Smith
Sram, Senior Edificer
Tiana, Ship's Caretaker

Instants (12)

Battlefield Improvisation
Boros Charm
Dawn Charm
Deflecting Palm
Disenchant
Generous Gift
Master Warcraft
Resistance Reunited
Return to Dust
Swords to Plowshares
Unbreakable Formation
Valorous Stance

Sorceries (4)

Open the Armory
Relentless Assault
Steelshaper's Gift
Winds of Rath

Enchantments (6)

All That Glitters
Fighter Class
Forge Anew
Mantle of the Ancients
Sigarda's Aid
Unquestioned Authority

Artifact (26)

Arcane Signet
Blackblade Reforged
Bladehold War-Whip
Blazing Sunsteel
Boros Signet
Celestial Armor
Colossus Hammer
Dancer's Chakrams
Dragonfire Blade
Explorer's Scope
Hammer of Nazahn
Hero's Blade
Improvised Arsenal
Loxodon Warhammer
Mask of Avacyn
Mithril Coat
Ring of Valkas
Robe of Stars
Sol Ring
Sunforger
Swiftfoot Boots
Sword of Vengeance
Sword of the Animist
Talisman of Conviction
The Spear of Leonidas
Thran Power Suit

Lands (33)

Axgard Armory
Battlefield Forge
Boros Garrison
Clifftop Retreat
Command Tower
Evolving Wilds
Forgotten Cave
Reliquary Tower
Rogue's Passage
Secluded Steppe
Slayers' Stronghold
Sunbaked Canyon
Sunhome, Fortress of the Legion
Sunscorched Divide
Terramorphic Expanse
Wind-Scarred Crag
Plains x9
Mountain x8

Here's a deck with Wyleth, Soul of Steel at the helm and some of the equipment that Iโ€™ve mentioned, and itโ€™s chock-full of equipment-matters or attachment-matter cards. Equipment-heavy decks tend to be fairly modular. This has easy ways to equip your gear such as, Bladehold War-Whip, Battlefield Improvisation and Brass Squire that each make an army out of any creature. If you have other pieces of equipment lying around that you'd rather include, feel free to go wild!

Wrap Up

Blackblade Reforged - Illustration by Chris Rahn

Blackblade Reforged | Illustration by Chris Rahn

Well, then! I hope you now feel equipped with everything you need to put attached artifacts to good use.

Equipment is evergreen, so rest assured that Wizards of the Coast will keep 'em coming, and personally, I'm all for it: I love the amount of flexibility they provide!

If this mechanical deep dive is the type of article you'd like to see more of, please drop us a comment, or stop by the Draftsim Discord and let us know.

As William Wallace would say: โ€œThey may take our creatures, but they will never take OUR EQUIPMENT!!โ€

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