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Cards And Zones

How Does Equipment Attach and Detach?

Attached Equipment gives its unit its Effect Text and Might bonus, while remaining a separate card.

The short answer

Attach only when an ability or effect tells you to. Place it under the unit with its and Might bonus showing: the unit gains that text and bonus for as long as the Equipment remains attached. Playing Equipment normally does not attach it; Equip is a separate activated ability.

How it works

The unit is the . It can have several attached, but each Equipment can attach to only one card at a time. Attaching to a different unit detaches the Equipment from the old one. Attaching it to the unit it is already attached to does nothing. You cannot freely detach Equipment without an instruction to do so.

Boots of Swiftness

While attached, the 's printed Rules Text is , with exceptions for abilities involved in attaching or detaching. Its separate works through the unit. Text granted or appended to the Equipment can still be active.

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

The cards remain separate: attached ment can still be targeted as gear, and changing control of one card does not change control of the other. Readying, exhausting or stunning the unit does not do the same to its Equipment. The Equipment follows the unit between board locations and cannot move separately while attached. Attaching can change its location, but does not count as a Move or ready it.

Boots of Swiftness

Detaching removes the added text and Might bonus and leaves the at the unit's location. If the unit leaves the board, its Equipment detaches at the location it left. Unattached non-unit gear without Deploy at a battlefield is to its own controller's Base at the next .

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 Equipment that becomes a unit detaches immediately and cannot attach to another object while it is a unit. Its Equip ability can still be activated, but an attempted attachment does nothing. Other non-unit Equipment already attached to a gear-unit stays attached if that gear later stops being a unit. Deploy gear is not sent to Base by the usual battlefield recall check.

Example

Your 3 Might unit has Equipment with a +2 Might bonus, so it has 5 Might. The unit moves to a battlefield and the Equipment goes with it. If the unit then dies, the Equipment stays at that battlefield, detached, and is Recalled to its controller's Base at the next Cleanup. It does not go to the trash with the unit.