A creature pump and steady draw engine
The Arkenstone
- If your Commander deck already has creatures to attack with, The Arkenstone gives them all +1/+1 and draws you a card at each of your end steps. You get the card even if you did not attack.
- Seek the Heart can find a legendary creature first. After that Adventure resolves, you may cast the artifact from exile. The two halves make sense together when a particular legend is worth finding; do not count the search as a second copy of the creature in your opening hand.

Mana fixing with a late escape hatch
Giant's Boulder
- Giant's Boulder sorts your next two cards when it enters. Paying one mana and tapping it then adds one mana of any color, so it fixes colors but does not accelerate you the way a two-mana rock that taps for mana immediately would.
- Seven mana, a tap and the Boulder itself can destroy any target permanent. That is expensive, but it gives a slower deck a use for an early fixer after its mana is settled.

Getting one creature through
Key to the Side-Door
- Paying two mana and tapping the Key makes one creature unblockable for the turn. That is a clean way to connect with a Commander whose damage trigger or combat damage matters more than its size.
- The draw mode needs a duplicate legendary card in hand with the same name as a legend you control, plus another mana and a tap. Do not treat it as a general draw-two artifact; the duplicate is a real cost.

An equipment that can arrive during combat
Sting, Bilbo's Sword
- Flash lets you play Sting after an opponent commits creatures. Its hone counters are based on the number of creatures one target opponent controls, and it can attach to a creature you control as it enters.
- That can turn a crowded opposing board into a sudden power boost. Against a player with one creature, Sting is much less exciting, and moving it later costs three mana.

Treasure for a creature-type deck
Orcrist, Goblin-cleaver
- Orcrist gives the equipped creature +2/+2 and trample. When that creature deals combat damage to a player, choose a creature type and make a Treasure for each creature you control of that type.
- A Dwarf or other typal deck can turn one hit into several Treasures. A deck with creatures of many unrelated types usually gets less back, and the three-mana equip cost makes failed attacks costly.

Doubling an equipped creature's triggers
Wizard's Staff
- Wizard's Staff grants prowess and makes a triggered ability of the equipped creature trigger an additional time. A Wizard with a strong attack, spellcast or enters-the-battlefield trigger is a better home than a creature whose text is mostly static.
- Equipping a Wizard costs one mana; equipping anything else costs three. Check the creature's own wording before building around the Staff, because it does not double every ability of every permanent you control.

Filtering cards while attacking
Great Gilded Boat
- Whenever you attack, the Boat recruits: draw a card, discard a card, then make a 1/1 Soldier if you discarded a nonland card. The trigger cares that you attacked, not that the Boat was crewed.
- That makes it useful in a deck that can attack regularly and put discarded cards to work. If you cannot pressure opponents, a Vehicle with no attack trigger will not solve the problem on its own.

A spell deck's equipment
Glamdring, Foe-hammer
- Gleam of Death mills six cards and puts every instant and sorcery among them into your hand. You can cast Glamdring from exile afterward, giving the card a useful first act before it becomes Equipment.
- Once equipped, it reduces the generic cost of your instants and sorceries by the equipped creature's power. It does not remove colored mana requirements, so choose a creature that can both carry it and make the reduction matter.

Protection and unblockable damage
My Precious
- The Equipment gives its wearer hexproof and makes it unblockable. That combination suits a Commander whose combat damage trigger is worth protecting.
- Allure of Power draws two cards, but you must sacrifice a creature to cast it. Equipping My Precious later also costs two mana and two life, so the card asks for a deck that can pay those costs rather than a free protection slot.

A body and equipment in one card
Dwarven Shortsword
- Dwarven Shortsword enters with a 2/2 red Dwarf token and attaches to it. That gives you a creature ready to use the +1/+2 bonus without already having a board.
- Moving the Sword later costs two mana. It is most appealing when your deck cares about Dwarves, equipment entering, or having another artifact and creature from one card.

A discard outlet with an equipment body
Ragged Short Spear
- You may discard a card when Ragged Short Spear enters. If you do, you draw two, which can turn a spare land or a graveyard payoff into fresh options.
- The equipped creature gets +2/+0, but moving the Spear costs three mana. Take it for the hand selection first; a deck that only needs a combat boost has cheaper choices.

A cheap answer to a Dragon
The Black Arrow
- The Black Arrow has flash and deals one damage to any target when it enters. If it damages a Dragon that way, it destroys that Dragon, making the card a pointed answer in the right table.
- Afterward, it equips for one mana and gives +1/+1 and reach. Most games will use those modest stats rather than the Dragon clause, so do not count on it as universal creature removal.

