Not a bad card, though risky. It's hard not to want to put it on a Boros Swiftblade.
yojimbojones
★★★★★ (5.0/5.0)(6 votes)
This is a great card. In my opinion it's "drawback" is not a drawback at all. Put it on a creature you intend to beat face with and then use it to beat face! If that creature dies or becomes otherwise incapacitated (pacificim?) then just switch it off for 0. No loss because that creature was useless to you anyways.
cadenblade
☆☆☆☆☆ (0.0/5.0)
I agree with yojimbojones: this card has many sick opportunities attached to it. Just put it on a creature that has killer sacrifice abilities, esp if they get incapacitated. You could throw it on an Emberwilde Augur to pound with and then sacrifice the augur for 3 damage. Or Skarrgan Skybreaker. :D or just pair up this equipment with any deck that has Brion Stoutarm in it so that you have nasty damage to toss at players. :D
Zulp
★★★★☆ (4.7/5.0)(13 votes)
Not only this this a useful card, but the flavor is killer. Armor that gets surgically implanted into your body, so deeply that removing it would mean death? Awesome.
kitsunewarlock
★★★★★ (5.0/5.0)(8 votes)
Great card. Painful if you get hit by Mindslaver.
Lege
☆☆☆☆☆ (0.0/5.0)
This card is great in a tokenizer deck, or if you have cheap unblockables.
Ajani_is_da_man
★★★★☆ (4.7/5.0)(3 votes)
well most things are painful if you get hit by mindslaver
Agree with the above. Great boost, minor to non-existent drawback.
spectermonger
★★★★☆ (4.6/5.0)(4 votes)
I like it....now Persecutor can kill somebody in 3 turns instead of 4 and gets to commit suicide after it deals the final blow.
NuclearMECCA
☆☆☆☆☆ (0.0/5.0)
Great in most decks, and can be taken advantage of for its "drawback". Dig it.
RowanKeltizar
☆☆☆☆☆ (0.0/5.0)
I love equipment. Especially with an equip cost of 0. ;) it pumps up your first weenies to a sizable threat. However, just hope your opponent isn't packing a bunch of Disarm, or Magnetic Theft. Instant one mana kills- however, on your next turn you may re-equip the war-gear, destroying whatever creature he attached it to. But all-in all a pretty decent card.
surewhynot
★★★☆☆ (3.5/5.0)(2 votes)
Horrible, unspeakable evils have been done with this card after someone used Mindslaver.
I think the main use is in speedy beatdown decks. Kor Duelist becomes a 4/3 double striker, and Goblin Gaveleer becomes a 6/3 Trampler. What's not to love?
WHY ORACLE WHY?! I loved putting you on my manlands and having them live... THEN YOU CHANGED ALL INSTANCES OF CREATURE WITH PERMANENT!!!!
Much sadface was had this day.
dberry02
☆☆☆☆☆ (0.0/5.0)
I'm suprised that nobody has mentioned a black suicide deck. Just play a Grave Pact and start saccing your creatures off and pumping them if you need it! Of course, a Skullclamp does wonders in a deck like that too.
leomistico
☆☆☆☆☆ (0.0/5.0)
I had a red deck with lots of haste creature and this and Ronin Warclub. It perfomed quite well until turn 5, when it loses fuel... However, a very funny card! The risk gives to this card even more appeal! I like risk...!
4/5
Edit: @ Megapossum: actually it have always worked like this. Now it's only explicit...
DrJack
☆☆☆☆☆ (0.0/5.0)
Magic: the Gathering has been becoming more and more like a demented horror movie over the years.
I like seeing this card when I'm playing my blue control deck. *this equip is attached to a creature and I bounce the equipment in response* Oh, terribly sorry about that. :)
blurrymadness
☆☆☆☆☆ (0.0/5.0)
Think of it as an enchanment for {3} that gives +3/+2.
Except that the enchant can't be responded to for a 2-for-1. And it re-enchants a new creature upon the first's death. And it's a sorcery-speed sac outlet. And your opponent doesn't get to use it if he steals the creature. And it gets all the bonuses that artifacts get (see mirrodin blocks for all the cheaty ways to get this out for cheaper, get it back into your hand/battle from the grave, etc.)
Yeah. Pretty good.
EDIT: If you steal creatures with red or blue, it also can kill them for free.
Tamerlein
☆☆☆☆☆ (0.0/5.0)
An interesting drawback, but because I virtually never unequip equipment anyway it really isn't that big of a deal.
4.5/5
Loozar402
☆☆☆☆☆ (0.0/5.0)
This thing is a pretty awesome sac outlet. Works great when combined with Threaten effects. Steal an opponent's creature, pump it with the Wargear, smack your opponent with it, and then unequip to sac it before you end your turn.
Paleopaladin
☆☆☆☆☆ (0.0/5.0)
I LOVE this card, but have one HUGE gripe about how the rulings on this have worked out:
SO...if you attach to a creature and then bounce that creature, the creature is fine. OK, I get that. The creature isn't there to be sac'd.
BUT...if someone bounces or destroys THIS EQUIPMENT while it's attached to a creature, then you have to sac that creature. How does this make sense? If the wargear isn't on the battlefield (either because it's in the GY, exiled, or in your hand), then why does its effect trigger?
Makes no sense to me. Also inconsistent application of the game principles. They need to fix this ruling.
Aremath
☆☆☆☆☆ (0.0/5.0)
@Paleopaladin: it makes total sense. when the wargear gets bounced, it unattaches from the creature since it can't stay attached if it's not on the battlefield, and its trigger goes on the stack as the wargear leaves the battlefield. Just like creatures ETB abilities still happen even if you sacrifice them before the ability resolves. Since it goes onto the stack before the relevant permanent leaves whatever zone it's in, the trigger will still resolve. In both of your scenarios, the grafted wargear trigger goes onto the stack. If it helps, you can think about the flavor that Zulp suggested: If the creature gets returned to hand, it goes out of existence, so isn't hurt by the implanted armor being ripped out. The armor harmlessly falls to the ground as the creature disappears. However, if you make the wargear disappear, the skeletal structure, nervous system etc. that were bonded to, and relying on the armor to function, collapse and the creature dies.
I'm not entirely sure how this was printed at uncommon, but then no-one else understands what wizards was doing during mirrodin block either. Literally any creature you have becomes a threat with this on it. Generally best to equip it to small things anyway that way you don't get blown out if it gets blown up.
Comments (32)
plus kick-ass art
However, just hope your opponent isn't packing a bunch of Disarm, or Magnetic Theft. Instant one mana kills- however, on your next turn you may re-equip the war-gear, destroying whatever creature he attached it to. But all-in all a pretty decent card.
+
Grafted wargear
+
Fecundity
Crazy drawing machine.
Can use those 2 to speed the process
emerald medallion
Skyshroud claim
And re-cast your beacon of creation
Chmon Lee!!! +3/+2 for {0}... lets say Spark Elemental is in ur hand. So for {R} you can do 6 damage to ther face or nuke 1 of ther blockers. throw Reckless Abandon in ther and u hav a working deck.
Much sadface was had this day.
4/5
Edit:
@ Megapossum: actually it have always worked like this. Now it's only explicit...
Except that the enchant can't be responded to for a 2-for-1.
And it re-enchants a new creature upon the first's death.
And it's a sorcery-speed sac outlet.
And your opponent doesn't get to use it if he steals the creature.
And it gets all the bonuses that artifacts get (see mirrodin blocks for all the cheaty ways to get this out for cheaper, get it back into your hand/battle from the grave, etc.)
Yeah. Pretty good.
EDIT: If you steal creatures with red or blue, it also can kill them for free.
4.5/5
SO...if you attach to a creature and then bounce that creature, the creature is fine. OK, I get that. The creature isn't there to be sac'd.
BUT...if someone bounces or destroys THIS EQUIPMENT while it's attached to a creature, then you have to sac that creature. How does this make sense? If the wargear isn't on the battlefield (either because it's in the GY, exiled, or in your hand), then why does its effect trigger?
Makes no sense to me. Also inconsistent application of the game principles. They need to fix this ruling.
I'm not entirely sure how this was printed at uncommon, but then no-one else understands what wizards was doing during mirrodin block either. Literally any creature you have becomes a threat with this on it. Generally best to equip it to small things anyway that way you don't get blown out if it gets blown up.