Adventuring Gear


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar (ZEN) Common

Combos Browse all

Adventuring Gear

Artifact — Equipment

Landfall — Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn. Equip {{1}} ({{1}}: Attach to target creature you control. Equip only as a sorcery.)

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Adventuring Gear Discussion

Daarkest on Mana-Fist Destiny

2 months ago

Explorer's Scope or Adventuring Gear could work really well here. Great deck!

Please check out my new deck, Sandstorm: A New Tier 1 Possibility. I would really appreciate it.

Strangelove on Muldrotha Lands Matter

3 months ago

I'm just going to toss these out here ("?" means I'm not so sure):

Adventuring Gear ...swing!

Shriekmaw ...removal.

Imprison ...reusable control.

Multani's Presence ...hate blue? draw?

Permeating Mass favorite chump!

Shaper's Sanctuary ...draw?

Thrull Parasite ...extort?

Utopia Sprawl ...ramp.

Altar of the Brood ...landfall?

Bloodchief Ascension ...lifegain/wincon.

Curse of Vengeance

Deathgreeter/ Essence Warden/ Blood Artist ...lifegain!


4 months ago


Personally, if I was going to give the deck a land self-destruction flare, I would rather just make a new deck entirely. The list is just so tight already that I can't incorporate those synergies without moving too much away from the original purpose of the deck. Also, on your point about Adventuring Gear, I have tried equipments before, most notably Sword of the Animist, and I just found it hindered the deck's speed. Edge of Autumn was actually in the deck for awhile, and I may bring it back for further testing, I'm just not sure what I would cut.


4 months ago

Landfall aggro is a great idea- I'd be running white for Steppe Lynx and Fall of the Thran, and have a couple of Adventuring Gear and Realm Razer, focussing in more on spamming 1 drops and Edge of Autumn into a Devastating Summons the rest of the time.

The big battle is going to be making that card advantage work in modern without resorting to the pricy Life from the Loam.

Entomo on Maverick Infect

8 months ago

This is a slightly grinder infect build. We toss out some cards that help the early game, but gain some extra effects. T1 glistener elf with a bunch of pump spells is really dangerous, a lot of decks can re move him before your protection is up. White lets us play Lost Leonin as another 2 drop to stay aggresive, and I prefer him over rot wolf, because you need 4 mana to cast and protect rot wolf. Then if you want to play a 3 drop you can use Priests of Norn which are very good vs the removal in the meta, i.e. bolts and such. With more white I get to run more copies of Sejiri Steppe confortably, and I really like the effect. Finally I like using double strike with infect, as it can help you deal 10 damage in 1 less card or 1 less attack. I have a red-green version as well.
Mono green is fine, it's just really linear and boring imo. I use weird cards like Adventuring Gear because it gives defense on the attack, can add 10 damage in some scenerios, and is strong vs counter magic being only 1 mana and an equipment rather than an aura.
There is probably an argument for a mono green version that just plays like 3 steppes with the crop rotation package, but at that point you want to have 1 bounce land at least so slotting in a second color is pretty natural.

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