Equipment costs mana twice

Every piece of Equipment has two prices, and lists that rank equipment by cast cost are measuring the wrong one.

Cast cost is paid once, when you put it on the battlefield. Equip cost is paid every single time you attach it to a creature.

A creature dies, you re-equip: pay again. You want it on a different creature: pay again. It gets bounced and recast: pay both again.

So the real question is not “how much does this cost” but “how much does this cost to use, and how much does it cost me the third time?”

EquipmentCastEquipTotal to first useCost on a re-equip
Cheap cast, cheap equip1121
Cheap cast, expensive equip1454
Expensive cast, cheap equip4151
Expensive cast, expensive equip4484

Rows two and three cost the same to get going and are completely different cards. In a format where your creatures die regularly, row three is far better, because you pay the big number once and the small number forever after.

Rule: when comparing two similar equipment, take the one with the lower equip cost, even if it costs more to cast.

The equipment worth playing

Note how many of the best pieces cost one or two to equip. That is the pattern, not a coincidence.

Equipment by what it grants, with the equip cost that decides whether it is playable.
CardCostTypePriceWhy it is here
Lightning GreavesArtifact - Equipment$4.57Grants haste and shroud, and equips for zero. The zero equip cost is the whole card: you can move it every turn for free. The shroud cuts both ways, since you cannot target the creature either.
Swiftfoot BootsArtifact - Equipment$2.68Haste and hexproof for one to equip. Strictly worse rate than Greaves and strictly better ability, because hexproof lets your own spells still target the creature.
SkullclampArtifact - Equipment$6.04One to cast, one to equip, and it draws two cards when the creature dies. In a token deck it is a repeatable draw engine rather than an equipment.
ShadowspearLegendary Artifact - Equipment$33.51Trample and lifelink, plus an activated ability that strips hexproof and indestructible from every opposing creature. The rare equipment that answers a board rather than building one.
Mithril CoatLegendary Artifact - Equipment$31.81Indestructible, and it flashes in and attaches for free the turn it enters. Protection at instant speed, which equipment normally cannot do.
Sword of the AnimistLegendary Artifact - Equipment$6.04One to equip, and every attack fetches a basic land onto the battlefield. Ramp attached to combat, which is why it appears in decks with no equipment theme at all.
Basilisk CollarArtifact - Equipment$4.97One to equip, grants deathtouch and lifelink. Turns any pinger into repeatable removal, which is a far bigger effect than the stats suggest.

Prices are the market price for the most representative paper printing, from the daily Scryfall snapshot. They move constantly, so treat them as a guide rather than a quote.

Skullclamp, an equipment that draws two cards when the creature holding it dies, which is why it reads as a draw engine rather than a stat boost. Illustration by Daniel Ljunggren.
One to cast, one to equip, two cards when the creature dies. In a token deck this is a draw engine wearing an equipment's clothes.SkullclampDaniel LjunggrenThe List

The creature count problem

This is the failure mode that kills equipment decks, and it is invisible until you play the deck.

Equipment does nothing on its own. It is not a threat, it does not block, it does not affect the board. It is a bonus applied to a creature, and if you have no creature, it is a blank card that cost you mana.

Now add the second-order problem. Equipment decks attract removal aimed at creatures, because killing the creature is how you answer the equipment. So your creature count is under constant pressure, precisely in the deck that most needs creatures on board.

The working ratio: roughly one equipment for every three creatures. In a Commander deck with thirty creatures, that is about ten equipment maximum, and most good equipment decks run fewer.

The tell that you have too many: you regularly have equipment in hand and nothing to put it on. At that point every additional equipment is worse than any creature you could have played instead.

Rank by what it grants, not by stats

Once you are past the equip cost filter, the next question is what the equipment actually does. Stats are the least valuable thing it can give.

What equipment can grant, ranked by how much it changes the game.
#CardTypeWhy it is here
1Protection or hexproofDefensive grantThe best category. Turns your creature into a threat that survives removal, which is the whole problem equipment decks have. Solves the deck weakness rather than pushing its strength.
2EvasionUnblockable, flying, menace, trampleStats mean nothing if the creature is blocked. Evasion converts your investment into actual damage, and it is the difference between a big creature and a clock.
3Extra combat or extra triggersUtility grantDoubles the value of everything else you have committed. Expensive, and correctly so. The payoff tier for a deck that is already working.
4Card advantage on damageValue grantDraw or generate resources when the creature connects. Turns combat into a resource engine and gives you something to show for the investment.
5Large stat bonusRaw statsThe most common and least valuable. A big creature that is blocked or killed did nothing. Worth playing only when it is cheap or paired with evasion.

The reasoning behind that order: your equipped creature will be blocked or removed. Stats do not help with either problem. Evasion solves the first, protection solves the second, and everything else is a bonus on top of having solved them.

Equipment versus Auras

The comparison decides which one belongs in your deck, and it comes down to one property.

EquipmentAura
Cost to attach initiallyCast plus equipCast only
Cost to moveEquip costCannot move
When the creature diesStays on the battlefieldGoes to the graveyard
Board wipeSurvivesLost
Rate for the manaWorseBetter
Speed of attachingSorcery speed onlyOn cast, immediately

Auras are more efficient. Equipment is more resilient.

That single trade explains everything. In a format with heavy removal and sweepers, equipment is correct because a two for one on an Aura is a disaster and equipment simply re-equips. In a fast format where the game ends before removal matters, Auras are more efficient and get there first.

Commander is a removal-heavy format with board wipes, which is why equipment is a Commander staple and Aura-based Voltron decks need much more careful protection.

The sorcery speed trap

Equip only works at sorcery speed, on your own turn, with an empty stack. This produces two recurring misplays.

You cannot equip in response to removal. If your opponent kills your creature, you cannot move the equipment to save anything or to gain protection. The equipment sits there while the creature dies.

You cannot equip during combat. Deciding after blockers that you want the equipment on a different creature is not an option. All equipment decisions are made in your main phase, before you know what the opponent will do.

The practical adjustment: equip pre-emptively and commit early. Waiting for perfect information is not available to you, so equip the creature that is most likely to matter and accept that you sometimes guess wrong.

The exception is equipment that attaches for free on a trigger, which sidesteps the whole restriction and is worth a premium for exactly that reason.

When equipment is the wrong plan

Skip equipment entirely when:

  • Your creature count is low, or your creatures are mostly small utility bodies you do not want to suit up
  • Your format ends before turn six, since equipment is a slow investment
  • Your deck already has a better mana sink
  • You cannot protect the equipped creature at all, in which case you are building a two for one for your opponent

That last point is worth sitting with. An equipment deck with no protection is a deck that spends five mana making one creature big and then loses it to a one mana removal spell. Protection is not an optional upgrade in this archetype, it is a requirement.

What the equipped creature should be

Choosing what to suit up is half the archetype, and the instinct to pick your biggest creature is usually wrong.

The best equipment target is cheap, evasive, and expendable. Here is the reasoning.

Cheap, because the creature will die and you need to redeploy. A one or two mana creature holding four mana of equipment is a fine trade when it dies. A six mana creature holding the same equipment is a disaster.

Evasive, because equipment mostly adds stats and stats need to connect. A small unblockable creature carrying equipment deals more damage over a game than a large ground creature that gets chump blocked every turn.

Expendable, because equipment survives the creature. Losing the holder costs you the equip cost, not the equipment. That asymmetry means you should be willing to attack into unfavourable blocks in a way an Aura deck cannot.

The pattern that follows: equipment decks want a low curve full of small evasive creatures and a few high-impact equipment, not a pile of large creatures. This is the opposite of how most people build them the first time.

Protecting the plan

Since the archetype loses to creature removal, protection deserves its own slots rather than being something you hope the equipment provides.

Three approaches, and a good deck uses at least two:

Redundancy. Enough creatures that losing one does not stop you. The cheapest form of protection and the most reliable.

Granted protection. Equipment or spells that give hexproof, protection, or indestructible. Remember that equip is sorcery speed, so equipment-based protection has to be attached before the removal appears, not in response to it.

Recursion. Bringing creatures back from the graveyard. Turns removal into a delay rather than an answer, and it is often cheaper to acquire than protection effects.

The failure mode to avoid is a deck with one great creature, several great equipment, and no plan for what happens when the creature dies. That deck loses to any removal spell, and every opponent has several.

Budget approach

Equipment is one of the better budget categories, because the most expensive pieces are expensive for Commander demand rather than for being irreplaceable.

Start with cheap equip costs and evasion. A piece of equipment that costs one to equip and grants unblockable does more work in a real game than an expensive piece granting large stats. These are usually inexpensive because they look unexciting.

Add a protection piece next. This is the slot worth spending on, because it fixes the archetype’s structural weakness and there are fewer cheap options.

The order matters because coverage beats power here, exactly as it does with removal. Skip the big stat pieces almost entirely. They are the most recognisable equipment in the game and the least necessary, and they are frequently priced by nostalgia rather than by play value.