Blade of Selves
Myriad on a stick, available to any creature that can hold an Equipment. The keyword was built as a multiplayer-only damage and trigger multiplier: the more opponents at the table (other than whichever one you swing at), the more tapped-and-attacking copies spill onto the board each combat, and the exile-at-end-of-combat clause is the restraint that keeps those copies from becoming a permanent army. Strapping that to whatever you want is the trick. The token copies are full copies, so they carry the equipped creature's enters-the-battlefield triggers along with any static or activated text. Note the seams: because the copies enter the battlefield already attacking, they never trip "whenever this creature attacks" abilities. Their death triggers do fire if the copies actually die (blocked in combat, sacrificed, destroyed before the delayed exile resolves), but if they simply survive to end of combat, the exile leaves rather than kills them, so a pure death-trigger engine only pays out when the copies are removed the hard way. The value that reliably scales is the arrival: one swing spins up a copy for each nondefending opponent, so a four-player pod turns a single attack into two extra bodies entering at once, each firing whatever the original does on the way in. The equip cost of is the toll for that asymmetry, steep enough that you commit to the strategy rather than splash it. What makes the design durable is portability: myriad is otherwise stapled to specific bodies you may not want to draw, and this turns the ability into a layer you can move onto whatever your deck actually wants to send into combat. It rewards a particular read: not "what attacks well" but "what enters well, once for every opponent you aren't swinging at."








