Cards And Zones
Equipment, Control and Copied Text
Follow an attached card’s text, controller and location through copying, detachment and cleanup.
Guide overview
What you’ll learn
- Read the two text areas of attached Equipment.
- Track independent control and state.
- Resolve attach-first copying and the detachment timeline.
Guide content
Understand the concept
An equipped unit looks like a stack of cards, but each card remains separate for game purposes. GearA permanent type normally played to Base. Non-unit gear normally enters ready and does not have Standard Move. Equipment is gear with the Equipment tag. Gear that is also a unit follows the specific combined-type rules.View in Glossary is a card type that stays on the board after being played. EquipmentGear with the Equipment tag. When attached to a unit, it adds its Effect Text and Might bonus to that unit. Playing Equipment does not normally attach it automatically.View in Glossary is gear with the Equipment tag; it can supply text and a Might bonus when attached to a unit. Attachment means placing a card with another card so it shares the location and can supply text or bonuses. Separate three questions: what text the unit receives, who controls each card, and where cards go when the attachment changes. A card’s ControllerThe player who currently controls a game object and makes the choices assigned to that controller. Control is established differently for battlefields and other objects, and need not match ownership.View in Glossary is the player making decisions for it; this can differ from its owner.
What the unit receives
The unit is the Top-Most CardThe card with one or more cards attached beneath it. It receives their Effect Text and applicable Might bonuses.View in Glossary . While EquipAn activated ability on Equipment: pay its listed cost to attach that gear to a unit you control when the ability resolves. This is normally separate from playing the gear.View in Glossary ment is attached, its Effect TextThe separate text section a card adds to the Rules Text of the card it is attached to. It is inactive while the card is unattached.View in Glossary is added to the unit’s Rules Text and its Might bonus modifies the unit’s Might. Several Equipment can contribute to the same unit; an Equipment can attach to only one card at a time.
The Equipment’s own printed Rules Text becomes InactiveText that is still present but does not currently apply, trigger or allow activation. Other effects can still check that the text or keyword is present.View in Glossary , except for the specific attachment-related exceptions. Its Effect Text would be inactive while unattached. Text granted or added to the Equipment is a separate case: it can remain active. Inactive text still exists for effects checking which keywords a card has.
Read references to “I” or “me” from the right card
In text supplied to a unit, “I” and “me” describe the unit using that ability. An explicit reference to “this” or to the Equipment’s name can identify the Equipment instead.
Example - Guardian Angel Its supplied Replacement EffectAn effect that changes an event before it happens, often using "would," "as" or "instead."View in Glossary (an effect that changes what would happen) protects the unit from dying by killing Guardian Angel instead, then heals, exhausts and recalls the unit. Those instructions concern two separate cards: the named Equipment is killed, while the unit receives the other actions. Do not send both cards to the trash merely because they share a physical stack.
Control and statuses remain separate
If an opponent gains control of your equipped unit, you still control its Equipment unless an effect changes that too. The bonus and supplied text continue while attached. A supplied ability belongs to the unit that has it; keeping control of the Equipment does not make you the controller of that unit’s abilities.
Readying or exhausting one card does not ready or exhaust the other. StunAn action that makes a unit Stunned: it contributes no Might to combat damage, but its Might is unchanged and it still takes damage normally. Stun does not Exhaust the unit or automatically disable its abilities. The status is removed during end-of-turn Cleanup.View in Glossary or empowering the unit likewise does not give its Equipment that status. Attached Equipment can still be targeted as gear. Treating it as untargetable or as part of the unit would lose these independent properties.
Equip needs its own permission
Playing ordinary Equipment does not attach it. Equip is an Activated AbilityAn ability you choose to use by paying the cost before its colon. Its effect is written after the colon.View in Glossary : you choose to use it by paying its cost. Its target is a unit you control, and you must follow its timing restrictions. Paying the cost is not the attachment event. The ability attaches when it resolves.
While printed Equip text is inactive on an attached card, you cannot simply activate it to move the Equipment elsewhere. WeaponmasterA unit keyword whose play trigger lets you choose Equipment you control and pay its Equip cost, reduced by one any-domain power, to attach it to that unit. This does not activate Equip.View in Glossary has a specific exception allowing necessary text and changes to costs to be consulted. An effect may also instruct attachment directly. Attaching to a different unit detaches from the former one; instructing attachment to the same unit does nothing and does not refresh copied abilities.
Attachment happens before copied text appears
The current Vendetta FAQ gives an ordered sequence. Svellsongur attaches first, then copies the equipped unit’s text into its Effect Text. Shady Spectacles attaches first, then chooses another friendly unit and makes the equipped unit a copy. These are not simultaneous events.
Example - An attachment trigger Attach Svellsongur to Aphelios. The newly copied attachment ability cannot see the attachment that already happened, so it does not add a second trigger for that event. Likewise, making a unit an Aphelios copy with Shady Spectacles happens too late for the new ability to trigger from that attachment.
Card example
Svellsongur
Read “as this is attached” with the FAQ’s sequence: attach first, copy text second.
Gear
Svellsongur
[Equip] [Energy 1] [Calm] ([Energy 1] [Calm]: Attach this to a unit you control.) As this is attached to a unit, copy that unit's text to this Equipment's effect text for as long as this is attached to it.
Card example
Shady Spectacles
After attachment, the copy replaces the traits that the effect allows it to copy. Empowered status and existing temporary bonuses or reductions are not copied from the chosen unit.
Gear
Shady Spectacles
[Equip] [Energy 1] [Order] ([Energy 1] [Order]: Attach this to a unit you control.) As this is attached to a unit, choose another friendly unit. The equipped unit becomes a copy of that unit for as long as this is attached to it.
Attached effect
(I am a copy of the chosen unit.)
Rare exception · Full wording below.
Complete wording · rare density exception
[Equip] [Energy 1] [Order] ([Energy 1] [Order]: Attach this to a unit you control.) As this is attached to a unit, choose another friendly unit. The equipped unit becomes a copy of that unit for as long as this is attached to it.
Attached effect
(I am a copy of the chosen unit.)
Detach, then reattach creates fresh copied abilities
With Shady Spectacles, copying an Empowered unit does not give the unit receiving the text that status. That unit keeps its own temporary modifications and statuses.
The FAQ’s Sand Soldier example uses a copied Azir, Ascendent ability. After activating that ability, detach the Spectacles, then reattach them and copy the same Azir again: the copied text contains a fresh copy of the ability, which can be activated again. The Sand Soldier remains the same unit throughout. Svellsongur similarly creates fresh copied text after a genuine detach and reattach. This does not grant a free detach action or waive the new ability’s costs and timing.
Following the unit is not a separate Move
Attached cards share the unit’s location. When the unit moves or is RecallRecall means moving a permanent back to its controller's Base.View in Glossary , they follow it. The Equipment’s location change with the unit is not itself a Move. You cannot move attached Equipment separately.
Attaching from a different location also relocates the Equipment without moving it or readying it. Detaching removes the supplied text and bonus, but leaves the Equipment at the unit’s location. Keep its existing ready or exhausted state.
When the top card leaves the board
If the unit dies or otherwise leaves the board, its attached cards detach and stay where it left. With several attachments, the unit’s controller chooses their detachment order, including relevant effects caused by detaching.
Example - Equipment controlled by another player An opponent controls a unit carrying your Equipment at a battlefield. The unit dies. Your Equipment detaches there; it does not follow the unit to the trash. At the next Cleanup, unattached non-unit gear at that battlefield is Recalled to its own controller’s Base: yours. Recall does not itself ready the gear. If the unit was merely Recalled to Base, however, the Equipment would have followed while still attached.
When Equipment becomes a unit
If an attached Equipment becomes a unit, detach it immediately. Units cannot be attached to other objects. You can activate its Equip ability or choose it with Weaponmaster, but it cannot attach while it remains a unit. If a gear-unit later stops being a unit, its other attached non-unit Equipment stays attached; Might bonuses no longer affect it while it has no Might. Deploy does not give it a free move from Base back to a battlefield.
Keep in mind
Key points
- Cards in an attachment keep separate controllers and statuses.
- The current FAQ puts attachment before copying.
- Leaving the board detaches; changing board location carries attachments along.
