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How Do You Play and Use Gear?

Play ordinary gear ready at Base, then use its abilities as instructed. Equipping is a separate action.

The short answer

Ordinary gear enters ready at your when you play it. Pay its play cost first, then use the abilities printed on it at their allowed times.

Playing does not normally attach it to a unit. If it has Equip, activate that ability separately and pay its .

How it works

Boots of Swiftness

is gear with the Equipment tag. To use Equip, choose a unit you control and pay the listed cost. The ability waits on the for responses; if it resolves successfully, attach the Equipment to that unit.

Energy3
Chaos

Gear

Boots of Swiftness

[Equip] [Chaos] ([Chaos]: Attach this to a unit you control.)

Attached effect

[Ganking] (I can move from battlefield to battlefield.)

Might bonus+2
SFD-133/221

Boots of Swiftness

Show the 's Effect Text and Might bonus beneath the unit so its added effects are clear.

Energy3
Chaos

Gear

Boots of Swiftness

[Equip] [Chaos] ([Chaos]: Attach this to a unit you control.)

Attached effect

[Ganking] (I can move from battlefield to battlefield.)

Might bonus+2
SFD-133/221

An ordinary gear ability, including Equip, is used during your Main Phase outside a , or . Follow any different timing or targeting permission printed on the ability. Entering ready does not itself let gear act at any time.

Quick-Draw is an important exception: it gives the gear and a triggered ability that attaches it to a unit you control when you play it. You pay the card's play cost; this attachment does not require a separate Equip activation.

Attached can be at a battlefield with its unit. Unattached non-unit gear without Deploy at a battlefield is automatically to its controller's at the next . Gear that is also a unit follows the combined-type rules.

Deploy is a separate exception: play or create that gear only to a battlefield, including an enemy-controlled one. Its non-unit form stays there through the usual recall check. An opponent holding that battlefield triggers its destruction.

Example

An Equipment has a play cost of 2 Energy and an Equip cost of 1 Energy.

Pay 2 Energy → put it ready at Base.

At a legal opportunity, choose your unit and pay 1 Energy for Equip → allow responses → attach the Equipment when the ability resolves.

The first payment puts the gear into play; the second uses its Equip ability.