Let's discuss the key cards of the deck: the equipment themselves. Each performs a general role in the deck but often has unique qualities that give them a specific purpose compared to other equipment in this list. In that way, the equipment are like a "toolbox" of varying effects, and you'll have to rely on tutors to get the particular tool you need for each game and to create pairings that maximize your current board state. Hopefully, highlighting each's qualities below will help you understand why I would tutor for one or the other.
Although, in an attempt to minimize inconsistency, I still need my combat equipment to have impact if individually drawn. Somewhere along the way, I developed loose criteria for equipment:
- Provides any amount of a stat boost.
- Provides a meaningful combat keyword.
- Casts cheaply while equipping for more.
I describe these qualities as “loose,” because I notice that I’ve bent my rules and made exceptions for equipment more frequently than the knights. Even so, they fall into some categories of providing utility, a combat boost, and/or a finisher. Among combat equipment, most provide keywords but some only increase the size of the equipped creature. I could make those separate categories, but the most important “creature size” equipment get used like finishers anyway for being scary, high-damage cards.
A utility equipment, intended to generate mana but still providing a stat boost. Compared to similar equipment (e.g. Beamtown Beatstick), Diamond Pick-Axe creates the treasure as an attack trigger, which means even if the creature can’t get through, the needed mana is guaranteed. As a bonus, Indestructible will keep the pickaxe around after most board wipes, retaining an equipment for triggers and a source of extra mana to help recast your hand. If you need to tutor for mana reasons early on, Indestructible makes it a much safer target than Sword of the Animist, even if consumable treasures are less appealing than extra lands.
A finisher equipment that likely needs no introduction. Its cheap casting cost easily allows you to hide it in your hand until you’re ready to cast, equip, and attack in the same turn. It’s an excellent tutor target for exactly that reason, if a boring one. It lacks keywords, but provides massive damage if you already have Trample or Double Strike available. Comboing this with providers of those keywords, such as Embercleave especially, can threaten players with just those two cards.
A combat equipment, famous in many formats. Providing a stat boost, Trample, and Lifelink makes it an excellent equipment for the deck, but the extra ability to remove Hexproof and Indestructible offers a situational utility worth tutoring for. That utility ability, its cheap casting cost, and its Legendary typing (for those relevant tutors) tend to be the main reasons to choose it over others, since Loxodon Warhammer provides the same combat benefits with a larger boost. A very safe choice for a tutor if you don't know what you need yet, but not necessarily the most individually impactful on every game state.
An interesting case, but mostly a finisher equipment. It can be a nice addition to a stack of combat equipment through its +2 power (despite its incredibly cheap casting cost) and its ability to combo Deathtouch with Trample. Obviously, it could also knock out an extra player on its own, but unlike other finishers, it tends to struggle with surprise due to the high mana cost of casting and activating it on the same turn. So far in my experience, it needs to sit around for a turn or two before I have a board state to use it, which gives scared players a chance to remove it.
A finisher equipment. Blackblade provides a Legendary imitation of Colossus Hammer, making one of the best choices for legendary tutors. It has theoretically high late game potential and combos with Sword of the Animist, but because it takes time to build up, I find it’s one of two finishers that I can drop on the table without my opponents immediately targeting it. In that way, it could be considered a combat equipment, but its ability to knockout earns it place as a finisher.
Another unique case, given its use in combat, but this one primarily provides utility. With Gwyn present, it provides significant +3 boosts to its bearer, but the flail’s purpose is to block opponents’ interaction during vital turns. Not only does it protect Gwyn from instant speed removal while she equips the team, but it also blocks fogs and last minute removal when making crucial attacks. It's an important piece of the toolkit worth tutoring for.
A utility equipment here to draw cards. The deck averages 2-3 creatures on board at a time, so I know from experience that the condition is easy to meet, particularly since “For Mirrodin!” also provides one of the bodies. As a bonus, it triggers on attack instead of upon dealing damage to players. This card carries a special function though; if you have early-game equipment in hand like Diamond Pick-Axe but no creatures to use it, your equipment tutors can fetch Glimmer Lens to be your creature, since it creates a 2/2 Rebel after entering the battlefield.
Another utility equipment here to draw cards. It offers the most card selection in our deck but often requires a flier to reliably get triggers. A Trample creature probably works situationally, but I haven’t gotten to try that as much in actual games. I also want to experiment with tutoring for card draw equipment in the early game and will update this once I've figured anything out.
Perhaps the best utility equipment in this deck, with the concession that your table lets you have a sideboard for Lesson cards. It checks all of our criteria, providing a small stat boost AND Lifelink, alongside more versatility than our usual utility equipment through a selection of one of our Lesson cards.
The last of our utility equipment that draws cards. It’s not as powerful as Mask of Memory, but effects that mimic it are still in demand and quite useful paired with the right knights.
- Sting, the Glinting Dagger
A combat equipment that grants Haste and a stat boost at a great costing cost of 2. Its abilities to untap the bearer for defense and to be found by my legendary tutors grant extra reasons to run it. Its competition can equip for cheaper mana costs, but manually equipping Sting for two mana is still a reasonable cost in any theoretical and dire situations where Gwyn isn’t around and you need a creature in your hand to attack.
Obviously, this sword's utility is ramp. Costing two mana to cast, its ability to ramp repeatedly, its stat boost, and its Legendary supertype make it the best available equipment for addressing mana issues. There’s not much nuance I can add to the discussion. It’s an excellent card if drawn in your opening hand, and if you aren’t drawing lands, you can even risk tutoring it in the early game to replace land drops, assuming an opponent doesn’t recognize the card’s usefulness and blow it up.
While this mana rock provides utility in the early game, it turns into a combat equipment once we cast Gwyn and enter "go-mode." The play pattern of ramping into the commander before becoming the equipment we need for Gwyn's card draw triggers fits right into our deck, and I know from running Plate Armor that a +3/+3 bonus is rather effective, even without its own combat keywords.
A combat equipment. You can use Jitte like utility due to its ability to snipe any small, annoying creatures off of the field. Although, I find it more fun for everyone and arguably more effective to build up counters and use it as a snowballing win-con, where using all of the counters at once can either get you out of a crucial situation or push whatever stack of equipment you’ve assembled into a potential knockout. Make sure to have contingencies in plan when you spend your +2/+2 boosts, since that’s also an opponent’s opportunity to remove the creature and force your Jitte to fall off with no counters left. Rely on Conqueror's Flail, Reprieve, or even just pay attention to who is tapped out if you need to secure those turns. Finally, remember that you get two charge counters on First Strike damage before you proceed to normal damage. You can spend those counters getting tricky or just to get even bigger stats during the normal damage step, and if you have Forge Anew (or less relevantly, Balan, Wandering Knight) with a First Strike creature, you can also move Jitte in between the damage steps to ensure that it gets two triggers per combat. Don't be afraid to use its -1/-1 ability if necessary to stop somebody, but I would encourage hoarding charge counters as possible. It's an equipment that individually performs excellently with basically any of the deck's knights.
This equipment is a recent addition in need of some testing. It's basically a combat equipment since it only provides a stat boost, but it compensates for its lack of a keyword by helping fight deck inconsistency. Theoretically, it can smooth out those hands that only have one Knight (or maybe even none) despite having several equipment in play. I'll update this description as I get to play with it and glean some insight into how it performs.
One of the most individually solid equipment in the deck. Its lack of a toughness boost can make attacks risky, but even if your opponent tries to trade up, the Trample and Lifelink create a large life swing in your favor. Even on its own, it’s a great way to both get your damage higher and start gaining meaningful chunks of life when you haven’t hit a critical mass of equipment yet. I often reach for Loxodon Warhammer first when I tutor for Trample, but don’t forget to evaluate if you should instead grab Shadowspear for its activated ability or Sword of Vengeance for its variety of other benefits.
The only equipment in the deck that grants Flying. (Keep that in mind if you need evasion and have a tutor in hand.) A +2/+2 stat boost and First Strike does a lot to protect the equipped creature while attacking, even more so since only other fliers or Reach creatures can block it. In that way, it performs well on both offense and defense, and its ETB trigger lets you use it early. Its only con is the equip cost, leaving you completely reliant on Gwyn to move it around after you cast it, since it is rarely effective to pay 4 mana for a single equip.
The all-in-one equipment of the Coat of Harms. First Strike and its +2 power boost protect the bearer during combat, while Vigilance keeps them available for defense. The Trample and Haste on top of that are just bonuses, but valuable bonuses too. A Gwyn and Sword of Vengeance on the board with 7 Knights in hand is enough to play a game of Commander. (Winning that game, on the other hand, depends on the available knights and your draws from there.)
This might appear on the surface as a “win-more” card, but I find it deceptively versatile. Even with the axe alone, casting the adventure and axe for 5 mana lets Gwyn deal a surprise 20 Commander damage to a player and put them under lethal threat for the rest of the game. Outside of Skyhunter Skirmisher, any of the Trample, Flying, or Double Strike knights can still benefit from having their damage doubled, and the card remains innocuous enough to be cast early and left on the table for some turns before you assemble a game-winning equipment stack. But, that only highlights the axe’s individual performance. Obviously, its potential to knockout a player when combined with the combat equipment give it top-end usefulness too.
One of the two truest finisher cards in the deck. “For Mirrodin!” does not matter. The +2/+2 boost gets your equipment bearer as large as possible for your attacks, but the goal is drop Hexplate Wallbreaker from your hand, equip, and use the extra combat step to either knockout one opponent, or if your bearer is strong enough, knockout two players at once. It’s a unique and powerful ability, since this strategy is usually limited to one knockout at a time.
The other strongest finisher in the deck. A +1/+1 bonus comes up short on its own in the grand scale of commander (especially compared to the brute force of the other finishers), but the ability to flip an opponent’s blocks into a mistake makes it easy to knockout a player. However, Embercleave doesn’t play well with tutors, since revealing it for a tutor ruins the element of surprise. If you do have the mana or creatures to cast Embercleave in the same turn that you tutored it, there are still difficult ways to make it work, since you get to choose which Knight gets it after blocks have been declared. Spreading out your equipment for an attack opens up more options for who to give Embercleave to after you see your opponents’ blocks, but you’ve added unecessary difficulty when you could have just chosen a different equipment instead. Though regardless, once it makes it into your hand, it's a simple way to make a massive play, especially when combined with any significantly stat-boosting equipment.