Adventuring Gear

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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Printings View all

Set Rarity
Zendikar (ZEN) Common

Combos Browse all


Format Legality
Block Constructed Legal
Pauper Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Pauper EDH Legal
Modern Legal
Canadian Highlander Legal
Oathbreaker Legal
Unformat Legal
Magic Duels Legal
2019-10-04 Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Adventuring Gear Discussion

DasButch on Das FandLall

1 month ago

I have now made a kill with damage only from Elvish Mystic and Adventuring Gear LOOOL.

fatalzintomyum on Build around cards

3 months ago

Try something fun like Sakura-Tribe Elder. throw in Living Plane and maybe Adventuring Gear

MtG-Crash on [PDH] Tatyova Combo

8 months ago

Hi epsqm, glad to hear you're on the Tatyova side!! :)

1) The common killing line is just the combo, which you can achieve through several different lines. The most common line is to find Mystic Sanctuary and Ghostly Flicker as a start (together with Tatyova of course). From there on you only need some kind of mana acceleration like High Tide , Cloud of Faeries or Peregrine Drake and then you have infinite mana, infinite carddraw and infinite life. Finding this combo is the actual challenge of piloting this deck. Then you can finish by bouncing everyones permanents ( Capsize or Temporal Fissure ) into killing them with Adventuring Gear , yes, because your creatures also have infinite power then. I must admit that I am running a Gear-less list right now, and I am finishing through Compulsive Research :D The Gear has always been a dead card whereas Research can work as an actual card. Especially when you're trying to go off and youre only searching for the last piece of the puzzle, a card draw spell is nice to have. And even if they exile your graveyard with the Research in it, they will still lose the game if you bounce them all their permanents lol They can decide to either die fast or slowly :P It's not easy to come back without any lands, any other permanents and against a Tatyova player how could always go infinite on instant speed again ;) So basically with the combo you can lock everybody out not giving them any chance, even if you didnt have any other win con.

2) Sporemound has been in the list from my very first scratches on, and had to go as the very last part of "old, good ideas". The thing is: This deck is so fast at killing people through the combo, it actually hurts to slam down a 5drop that could be countered or removed and I would have been time walked then. Even in team games, I managed to kill with Tatyova like Turn6 even through some sort of removal and counterspells. But its really challenging, as I said. I have goldfished this list about 50 or 60 times and actually played it like 15 times. And its never boring because its so challenging to go for the right lines.

3) Relic of Progenitus has never been great for me, but I kinda do see the reason. I just feel you never really wanna play without a relic in your deck, especially if you're playing Trinket Mage nontheless. Feel free to exclude the Relic from your list, but there is other cruel combo decks out there as well. And sometimes other people wanna lock you out as well. I think I once used the Relic to break the Soulherder 's value chain, because he was blinking his Archaeomancer and always got his Counterspell back. Relic was my only way to break that lock, if I remember that game correctly. And sometimes Relic is just a bad cantrip and just fine.

4) Wormfang Newt is new to me, I have not seen this card, I will be thinking about that. Going off with Displace is super hard in this deck and Newt surely helps with that. The most difficult part is to find a slot for it. Thanks a lot for that suggestion.

5) Tilling Treefolk has been in and out. You gotta know: When I started building a Tatyova Deck, I was thinking about a great value deck with all the shenanigans. But then in the middle of the testing, Mystic Sanctuary got printed and suddenly the whole deck had the chance to become a great combo deck I noticed. So I went back to the drawing board and had to cut so many great but "just fair" cards ;) There isn't even a Mulldrifter in this deck anymore. And so even Treefolk had to go. And the Grixis Panorama and the Naya Panorama went with him.

I have about 80 cards (or more) that were in this deck, but had to go at some point.

ZendikariWol on The Fallen and Zendikar Rising

9 months ago

Oddly, clayperce, since I made this username several years ago, my favorite plane has changed dramatically, from Zendikar to Ravnica to Tarkir to, finally, Alara. If you're curious as to why, we should talk about it on my wall, not here.

Riffing off of your reprint quandaries, I wonder whether WotC is making an artifact subtheme in Zendikar again? Life, it's cool if they do, but I would kinda prefer that that be on the backburner, we get a couple reprints, like maybe Adventuring Gear , Stoneforge, and possibly Slab Hammer to more easily enable landfall. I would really prefer for us to get a new mechanic that feels adventurous (and no, while there's no way they're bringing it back so soon, Adventure would really not be a bad fit).

Well, fadelightningmm, I guess that's what I get for not looking on the wiki first. Still, it would be pretty bad ass if this was the plot to Zendikar rising- not using Rayami, but perhaps Ayli, Eternal Pilgrim . Narratively, the block would be a way for Zendikar to symbolically overcome its past. And by extension, of course, to truly and finally overcome the Eldrazi. Ayli's story would be that of someone who, when everything she knew was shattered before her, chose to cling to the pieces rather than moving on. It would be super cool if, rather than her death ending the story, she lives and learns to move on. Perhaps she even earns the respect of General Tazri sometime later, or the general decides to take Ayli under her wing in order to help her move on. Remember, that plays into Tazri's story arc quite a bit as well. The inability to move on is something that each of them has experience with, and learning to live with regret and make the most of it is a perinent message today.

Diabolikill on

1 year ago

I thought about replacing the Adventuring Gear with Vorrac Battlehorns . I'll test both put and post my results.

DwaginFodder on

1 year ago

Scale Up doesn't make the creature lose abilities.

Personally, I'd replace Adventuring Gear instead though.

CaptainGalvanic on Viable Landfall?

1 year ago

Axorian Thanks for the comment! Sorry that my list doesn't work online, I created it intending to take it to my local game store for events and casual games. I'm currently brewing a variant that includes blue, since it fixes issues like running out of cards in hand and outplaying tempo. That build likely won't include Red Elemental Blast , so that might be more to your tastes.

The main reason why I don't run Journey to Nowhere is because it doesn't usually deal with what this deck struggles against. It's typically a pretty safe bet that whatever creature this deck has in play will win in combat against any blocker the help of one or two combat tricks, and since combat tricks and creatures are also our win condition, I prioritized them over disrupting our opponent (who is likely playing on the defensive). I'm currently brewing a variant that includes blue, since it fixes issues like running out of cards in hand and outplaying tempo. That build likely won't include Red Elemental Blast , so that might be more to your tastes.

As for the purpose for the cards in the sideboard:

Bojuka Bog : With Crop Rotation this one card screws with graveyard decks a lot.

Flaring Pain : A way to bypass fog effects, which often beat this deck.

Mountain : Fixes our mana base to fit better with our red sideboard cards.

Oblivion Ring : Usually isn't used, but helps deal with unwelcome surprises if we're desperate.

Pyroblast / Red Elemental Blast : Blue spells disaster for this deck. Not even considering counterspells, even tempo cards like Unsummon can devastate us. This also kills Delver of Secrets  Flip, which is a nice bonus.

Vitality Charm : Helps the deck bypass large groups of small creatures with trample. Against suffocating control decks, it can also be a creature to pick up Adventuring Gear and be a backup win condition.

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