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Commander
Throw ... — {3}, Unattach an Equipment from Captain America: He deals damage equal to that Equipment's mana value divided as you choose among one, two, or three targets. ... Catch — At the beginning of combat on your turn, attach up to one target Equipment you control to Captain America.

Commander
Enchantment
(Gain the next level as a sorcery to add its ability.) When this Class enters, 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.

Enchantment
Proxi
Equipped creature gets +5/+5. Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.) Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)

Proxi
Artifact
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Equipment
Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure {5} ({5}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

For Mirrodin! (When this Equipment enters, 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}

Equipped creature has "{2}: This creature gets +1/+0 until end of turn." Whenever equipped creature deals damage to a blocking creature, this Equipment deals that much damage to each other creature defending player controls. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Equipped creature gets +4/+0 and has trample. Equip {4} Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

When Mjölnir enters, attach it to target legendary creature you control. Whenever equipped creature attacks, tap target creature defending player controls and put a stun counter on it. Then Mjölnir deals damage to each opponent equal to the number of tapped creatures that opponent controls. Equip {4}

Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost. Equip {2}{U}

Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward {2}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Equipment
Secret Lair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life. {T}: Add {C}. {4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.

Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand. Equip {2}

Secret Lair
Companion
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) Abilities you activate that aren't mana abilities cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana. {1}, {T}: Target creature can't block this turn.

Companion
Instant
Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Instant
Sorcery
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy. Flashback {4}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Creature
Whenever a source you control deals noncombat damage to a creature equal to that creature's toughness, draw a card. {X}, {T}: If a source you control would deal noncombat damage to a permanent or player this turn, it deals that much damage plus X instead.

You may look at the top card of your library any time. As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library. Reconfigure {2}{U} ({2}{U}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Creature
Land
This land enters tapped unless you control a Plains. {T}: Add {W}. {2}{W}{W}, {T}: Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)

Land
Sideboard
(Gain the next level as a sorcery to add its ability.) When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip {2}. {2}{R}: Level 2 At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control. {3}{R}: Level 3 During your turn, equipped creatures you control have double strike and haste.

{3}, {T}: Reveal cards from the top of your library until you reveal a land card. This artifact deals damage equal to the number of nonland cards revealed this way to any target. If the revealed land card was a Mountain, this artifact deals double that damage instead. Put the revealed cards on the bottom of your library in any order.

If you control two or more other lands, this land enters tapped. {T}: Add {U}. {5}{U}: Until end of turn, this land becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)

This land enters tapped. {T}: Add {U}. {4}{U}, {T}, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

This land enters tapped. {T}: Add {W}. {4}{W}, {T}, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Whenever you cast a noncreature spell, put a lore counter on this enchantment. {2}{W}: Put a lore counter on this enchantment. {W}: Until end of turn, this enchantment becomes a Monk Avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it."

Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create a tapped 1/1 blue Fish creature token.) When this Equipment enters, if the gift was promised, attach this Equipment to target creature you control. Equipped creature gets +3/+3 and loses flying. Equip {3}

Sideboard
Maybeboard
(Gain the next level as a sorcery to add its ability.) Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card. {2}{R}: Level 2 Noncreature spells you cast cost {1} less to cast. {2}{R}: Level 3 If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.

Maybeboard
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Wishlist
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