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The Top 7 Equipment in Commander

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Let's be honest - there was a time when Equipment in Commander meant one thing: Voltron. You loaded up your favorite legendary with shiny toys and hoped to smash face before board wipes brought you back to reality. But in 2025, the world of Equipment has expanded way beyond just "suit up and swing."

These days, Equipment can draw you cards, save your commander, tutor for spells, or even warp your entire tempo engine. From the blink-and-ramp potential of Sword of Hearth and Home, to the absurd value of Skullclamp, Equipment decks can be toolbox-y, grindy value piles, or good ol' fashioned smash-and-crash.

And now with the Magic: the Gathering - Final Fantasy set spoiler season underway, we're already seeing swords and accessories that feel like they came straight out of Midgar's materia labs. While we'll wait for the full list before crowning any Buster Sword as a worthy addition to this list, just know - a future list may include them.

But for now, here are five of the best commanders to lead your arsenal to victory - rated not just on raw power, but how well they leverage the modern toolkit of Equipment in Commander.

7. Sunforger

Sunforger

If you're the kind of player who likes a tutor on a stick, Sunforger is your best friend - just as long as you're willing to wear Boros-colored sleeves.

Yes, it's narrow in color identity. Yes, it asks for a lot - mana, timing, a suitable instant-speed package - but once it's rolling, Sunforger doesn't just fetch spells. It becomes your emergency Teferi's Protection, your Boros Charm for indestructibility, or even your wincon when you chain enough value. It's like carrying a Swiss Army knife into battle.

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6. Swiftfoot Boots

Swiftfoot Boots

The long-standing debate between Swiftfoot Boots and Lightning Greaves finally found its answer - and it's called targeted synergy. Both grant haste but no two pairs of shoes are made the same.

Lightning Greaves gives you shroud, sure. But shroud means you can't target your own commander with other Equipment, Auras, or that Ultima Weapon you've been itching to swing with. Swiftfoot Boots, on the other hand, gives hexproof and haste - protection and opportunity. One mana to equip? Chef's kiss. Greaves might be free to slap on, but Boots wins in 90% of Equipment shells that want to stack more gear on their general.

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5. Shadowspear

Shadowspear

If you've played Commander for longer than 30 seconds, you know how annoying hexproof and indestructible can be. Shadowspear doesn't care.

A humble +1/+1 with lifelink and trample is a decent power boost, but the real MVP is the activated ability that strips all opponents' creatures of hexproof and indestructible - all for a single mana. Suddenly, that Darksteel Plate? Gone. That Sigarda, Host of Herons? Now targetable. And it's colorless, efficient, and slot-friendly in every deck.

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4. Mithril Coat

Mithril Coat

If your deck revolves around your commander surviving the inevitable, Mithril Coat is the ace up your sleeve.

Flash. Indestructible. Instant attachment to a legendary creature. There are very few lines of text that scream "NOPE" louder when someone points an Assassin's Trophy or Damn your commander's way. You don't even need to telegraph it - it comes out of nowhere, and suddenly the only thing left standing is your equipped legend after a sweeper. This is the commander insurance policy we all need.

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3. Sword of Hearth and Home

Sword of Hearth and Home

Commander is about value. Not just any value - recursive, abusable, ETB-blinking, ramping value. Sword of Hearth and Home delivers all that with a glowing Green edge.

It turns any combat step into an Evolving Wilds plus a Flickerwisp, which doesn't just thin your deck and ramp you - it doubles your ETBs. Think Mulldrifter. Think Sun Titan. Think Eternal Witness into Eternal Witness again. (And those are just from the early days of EDH, the current suite of blink staples are STRONGER) It's no longer just a sword. It's a full-blown value engine.

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2. Sword of Feast and Famine

Sword of Feast and Famine

Want to play spells twice in a turn? Sword of Feast and Famine is the closest thing to turning your combat phase into an extra main phase.

Untapping all your lands after a single hit is the kind of swingy tempo that can take you from "nice board" to "I cast Genesis Wave for 20." And if that weren't enough, it also forces opponents to discard a card adding insult to injury. Protection from Black and Green rounds out the package, dodging removal and blockers from some of the most popular colors in Commander.

Good With

1. Skullclamp

Skullclamp

Let's not be cute. Skullclamp is so busted it was banned almost immediately after its debut in 60-card constructed formats. And it's still a menace in Commander.

One mana. Equip for one. Turn a 1/1 into two cards. That's not card draw - that's card gluttony. Whether you're running a token swarm, aristocrats, or just happen to have a Solemn Simulacrum on its last legs, Skullclamp takes over games by filling your hand until someone panics. It's so good, it warps deck design.

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Honorable Mentions & What's Next

Not every sword or shield made the cut - Sword of Fire and Ice, Colossus Hammer, Luxior, Giada's Gift, and Kaldra Compleat all deserve love in the right shells. But the true excitement is on the horizon as Magic: the Gathering - the Final Fantasy is shaping up to deliver weapons that might rewrite this list entirely.

A sword for SOLDIERs? Materia Equipment that casts for free? Don't be surprised if Cloud's arsenal gets a top slot next time around.

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