Delver's Torch
Adventures in the Forgotten Realms — common
Artifact — Equipment
Adventures in the Forgotten Realms — common
Artifact — Equipment
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Equipped creature gets +1/+1 and has vigilance.
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal a card that shares a creature type with that creature from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Artifact — Equipment
Equipped creature gets +2/+0.
Whenever equipped creature attacks, create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This creature can't block." (Players dealt combat damage by it also get a poison counter.)
Equip
Artifact — Equipment
Equipped creature gets +0/+2 and has protection from Demons and from Devils.
Whenever equipped creature attacks, it perpetually gets +1/+0 if it has the same name as another creature you control or a creature card in your graveyard.
Equip
Artifact — Equipment
Equipped creature gets +2/+2.
Whenever equipped creature attacks the player with the most life or tied for most life, create a 4/4 white Angel creature token with flying that's tapped and attacking that player.
Equip
Artifact — Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay . When you do, attach Ancestral Katana to it.
Equipped creature gets +2/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it and tap up to one target creature defending player controls.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
When Ancestral Blade enters the battlefield, create a 1/1 white Soldier creature token, then attach Ancestral Blade to it.
Equipped creature gets +1/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
When Barbed Spike enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying, then attach Barbed Spike to it.
Equipped creature gets +1/+0.
Equip
Artifact — Equipment
Equipped creature gets +2/+0. It gets an additional +0/+2 and has first strike as long as an Equipment named Groom's Finery is attached to a creature you control.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
When Citizen's Crowbar enters the battlefield, create a 1/1 green and white Citizen creature token, then attach Citizen's Crowbar to it.
Equipped creature gets +1/+1 and has ", , Sacrifice Citizen's Crowbar: Destroy target artifact or enchantment."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Equipped creature gets +2/+1.
When equipped creature dies, you may have Dancing Sword become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment.
Equip
Artifact — Equipment
Equipped creature gets +2/+1.
Equip Human
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact Creature — Equipment Cat (1/1)
: Exile target card from a graveyard. If it was a permanent card, put a +1/+1 counter on Lion Sash.
Equipped creature gets +1/+1 for each +1/+1 counter on Lion Sash.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Artifact — Equipment
Flash
When Paladin's Shield enters the battlefield, attach it to target creature you control.
Equipped creature gets +0/+2.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Equipped creature gets +0/+3.
Astral Projection — : Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Equip
Artifact — Equipment
Flash
When Shining Armor enters the battlefield, attach it to target Knight you control.
Equipped creature gets +0/+2 and has vigilance.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
When Valkyrie's Sword enters the battlefield, you may pay . If you do, create a 4/4 white Angel Warrior creature token with flying and vigilance, then attach Valkyrie's Sword to it.
Equipped creature gets +2/+1.
Equip
Artifact — Equipment
Equipped creature gets +1/+1 and has mentor. (Whenever it attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Whenever equipped creature mentors a creature, put a shield counter on that creature. (If that creature would be dealt damage or destroyed, remove a shield counter from it instead.)
Equip
Artifact — Equipment
Equipped creature gets +1/+0.
Whenever equipped creature attacks, create a 1/1 white Kor Ally creature token that's tapped and attacking.
Equip
Legendary Artifact — Equipment
Equipped creature gets +2/+0 and has menace.
Whenever equipped creature attacks, defending player sacrifices a creature. If they do, you create a Walker token. (It's a 2/2 black Zombie creature.)
Equip
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