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 to more definitively end the game. As my revisions made this deck more gradual in its combat-based wins, finisher equipment have become cards that provide repeatable and sometimes growing effects. If left unchecked, they can help secure my victory by pushing my advantage beyond what's reasonable for my opponents to address.
I previously talked myself out of adding this card, because I feared that its play patterns were too greedy and inconsistent. Why take time to build up a threat when other equipment have immediate damage? I underestimated the speed of Bloodforged Battle-Axe, because in practice, it immediately reaches that threshold of being out of hand. If I'm already taking 3 turns of combat to win, then I require only three or so copies of Bloodforged Battle-Axe before a knight deals 10+ damage per turn and threatens lethal over those several attacks. Due to Double Strike and each copy of Bloodforged Battle-Axe triggering independently, I can exceed those numbers immediately. Moments like that make this axe an extremely powerful, snowballing finisher.
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 combat equipment, famous in many formats. Providing a stat boost, Trample, and Lifelink makes it an excellent equipment for the deck already, but the extra ability to remove Hexproof and Indestructible offers an entirely unique situational utility. Loxodon Warhammer provides the same keywords with a larger boost if you need to gain as much life as possible, but Shadowspear offers those benefits at a cheaper cost, with some added utility. 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.
While Tarrian's Soulcleaver looks like my combat equipment, it seems to have potential as a finisher too, simply through its ability to create a growing threat. There's some self-synergy with the few cards in this deck that make treasures, but the ability to potentially go even "taller" when I'm staring down my opponents' boards of token creatures and treausres has me leaving it in the decklist to give it a shot. As a bonus in its favor, it also gives a keyword!
An interesting case, because I feel like I mostly use it as a combat equipment, but obviously, it's still a finisher equipment. It can be a nice addition to a stack of combat equipment through its +2 power (especially when contrasted against its incredibly cheap casting cost) and its ability to combo Deathtouch with Trample. Of course, it could also knock out an extra player on its own, but unlike other finishers, its heavy demand for Black mana limits how quickly you can both cast it and use it. Even if I cast it later in the game, it usually 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. On other hand, this telegraphed gameplay loop is probably better for the deck's design goals than an instant kill. Regardless, Vorpal Sword provides a surefire answer to lifegain decks and can enable a naturally evasive knight (someone other than your main bearer) to squeeze in a 2nd Knockout in a single turn.
Another unique case, given its use in combat, but this one's most powerful usage comes from its 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. Equipping it early can protect Gwyn from instant speed removal while she equips the team, but further, it's the only effect in the deck that baits out fogs and last minute removal before you ever commit to a crucial attack. No other equipment in the deck can block my opponent's interaction for my whole team.
For the first time ever, Knights have received access to a combination creature-equipment card! This means this deck has its first ever truly tutorable creature. Now, +1 power and flying on offense is still a pretty good combat equipment. It fits my criteria, after all. However, cheap equipment options for flying existed before this card already, so I've listed it as utility, because it shines much more for its niche of being a way you can tutor up an early equipment bearer when you have no creatures in hand or on board. The fact that it basically functions as a pre-equipped knight and two-power flyer is very good and unique from the perspective of evaluating creatures too. This is a subtle card, but one I'm excited for because it has such a perfect home in this deck that it would probably struggle to find in any other.
A staple utility equipment here to draw cards. It offers the most card selection in our deck, but it obviously requires an evasive knight to reliably get triggers. Not a bad tutor choice if you have no other equipment or tutors and are hoping that knights like Skyhunter Skirmisher can dig you into some more equipment.
Another classic Commander equipment. Obviously, the utility it provides is protecting Gwyn. After taking these boots out for a while, I realized that Gwyn remained a magnet for removal, due to still serving a pivotal role as an enabler and as my primary card draw engine. While the Shroud frustrated me in the past, it became less of an issue when Gwyn stopped using other equipment in the first place. Her 5/5 body and Menace make it very easy to find attacks, even if she's unboosted by any equipment.
Perhaps the best utility equipment in this deck. It brings interaction, mana fixing, or even some old-fashioned digging—with the concession that your table lets you have a sideboard for Lesson cards. Drach'Nyen sits in the sideboard as a replacement option for Poet's Quill if people don't feel like changing the rules. However, I've started experimenting with leaving Poet's Quill in anyway. It checks all of my criteria, providing a small stat boost AND a keyword (Lifelink specifically is good), and since my Commander and other cards take care of overall card advantage, the one-use rummage effect might still be meaningul card selection. Plus, we have some incidental discard syngergies and recursion that play nicely with the rummage. Playing with no Lessons means the deck loses tutorable removal, but I'm willing to try it before I ever consider replacing Poet's Quill with some other "removal equipment."
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. Even drawing one extra card per turn will maintain your hand size as you cast one spell per turn, so in a slower game, it lets you develop your board non-stop and still have gas for the late-game.
My other pair of boots, equally here to protect our Commander. Hexproof makes moving equipment on and off Gwyn rather easy, while Gwyn's free equips also mean that any knight could benefit from some emergency Haste. For those reasons, Swiftfoot Boots is better on Gwyn specifically, but Lightning Greaves can be great for the whole team.
Obviously, this sword repeatedly accelerates my mana. Its reasonable cast and equip costs, especially considering that it offers a +1/+1 stat boost, offer a nice long-term plan if your early turns are plagued by a lack of lands. However, in contrast to Diamond Pick-Axe, this card does not protect itself, and the sword's infamy has earned its share of removal at the tables I've brought it to. It's a staple for mana acceleration, but that means people will be wise to its power.
- Everflame, Heroes' Legacy
While The Irencrag provides utility in the early game as a mana rock, the equipment part of the card provides nothing but a combat boost. However, I know from running Plate Armor in the past that a +3/+3 bonus is a large one, even without any combat keywords. The timing also works out well: it provides the mana to cast Gwyn and transforms after I do so, just in time to contribute to my "post-Gwyn go-mode." Even in the worst case scenario, it becomes an equipment to start drawing cards from Gwyn triggers. An all-around unsung hero of equipment decks.
The all-in-one package of equipment. No other equipment in this deck shares its utility of keeping small creatures in check, and yet, it can still provide constant, powerful combat boosts. However, if I've learned anything from my fighting game background, representing and bluffing an option is just as powerful as actually using that option. In other words: hoard your charge counters. If an opponent fears losing a small, important creature to Jitte's -1/-1 debuffs and thus never plays it in the first place, then you benefit without ever actually spending the charge counters. This lets you start building up counters overtime to use at the last, most critical moment. That might mean nuking some creatures and gaining life before your Jitte gets destroyed, but that can also mean spending it all on +2/+2 boosts to obliterate someone's lifetotal. So, Jitte provides incredible board control against small creatures AND still functions as a finisher/snowballing win-con. You don't even have to commit to using your Jitte counters on attack until your opponent declares blocks. You almost always have the last laugh; it's a hard card for your opponents to play against. The most common danger will be an opponent trying to remove the equipment bearer right as you spend your counters, causing Jitte to fall off with no counters left. Use Conqueror's Flail, Reprieve, or even just pay attention to who is tapped out if you're trying to secure such a committal attack. Finally, remember that you get two charge counters on First Strike damage before you proceed to normal damage. You can spend those counters to get tricky before 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 to another creature in between the damage steps to ensure that it gets two triggers per combat. It's an equipment that performs excellently, even individually, and it has so many tricks to play with.
Much like Bloodforged Battle-Axe, I severely underestimated this card. Its utility can single-handedly keep this deck functioning in a high removal environment, as it keeps your hand loaded with whatever equipment bearer you need, right as you need it. This isn't even mentioning its large combat boost, or the fact that it has the cheapest equip cost in the deck, making it easy to manually equip several times while Gwyn isn't around. Especially due to that low equip cost, you can have successful games with nothing but an Heirloom Blade for several turns. Ancedotally, some of its recent performances amaze me that I ever cut it in the first place.
For a long time, I kept this card out due to its lack of a stat boost. However, it fits this deck as another kind of enabler. Flying and Lifelink make for easy attacks, especially since the lifegain can help negate any crackbacks. That lifeagin and its death trigger also makes it an outstanding flying blocker, simply because nobody will want to attack into it and outright benefit you. But, that death trigger also brings its subtlest benefit: deterring removal. While it doesn't truly "protect" whatever wears it, Mask of Griselbrand can reward you for what was supposed to be an opponent's good decision, and even if it only triggers once, that might be enough to refill your hand for the rest of the game.
Perhaps the strongest combat 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. Because opponents don't feel like they gain much from that trade, many of them don't even choose to take the trade. Sometimes you can predict that and attack with impunity, but that's dependent on your own judgement and your read on how the other players at your table think. I often reach for Loxodon Warhammer first when I tutor for Trample or when I need as much life as possible, but don’t forget to evaluate if you should instead grab Shadowspear for its activated ability or Sword of Vengeance for its variety of keywords besides Trample.
One of three equipment in the deck to grant Flying, with this one granting the largest stat boost and an extra combat keyword. (Keep that in mind if you need evasion and have a tutor in hand.) A +2/+2 stat boost and First Strike already protect the equipped creature very well while attacking, but Flying further lets you disregard grounded creatures. So, it's very annoying for opponents to beat a creature wielding the Maul. In that way, it performs well on both offense and defense, and its "enters" trigger lets you use it early too. 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 (including colored pips) for a single equip.
The all-in-one of my combat equipment. 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 extra benefit, but very valuable bonuses too. Syr Gwyn, a Sword of Vengeance on the board, and 7 Knights in hand is probably enough to play a game of Commander. (Winning that game might be another matter, but who knows? This Sword puts in incredible work.)
I used to have my reservations about running repeatable removal like this card and Vona, Butcher of Magan. However, if my opponents lack the removal to get Argentum Armor off the field, then they were likely to die anyway without completely outpacing me in a race. In that way, Argentum Armor represents a finisher for the deck, where if it goes unanswered for more than two turn cycles, I will have likely won the game more immediately through an ever growing gap in board presence. I will inevitably pick away anything that could stop me, giving me a victory by default if they weren't already likely to be dead through combat damage. When I cast Argentum Armor, I'm announcing to the table that I want to end the game. I might literally, verbally say that too.