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Moxonomy

Super Suit

Artifact — Equipment1 generic manaBlue mana

Flash on Equipment is the whole trick, and the enters-trigger that untaps its target is what makes the flash worth paying for. Equipment normally lives on the sorcery-speed axis: you deploy it in a main phase, pay the equip cost, and telegraph the buff a full turn before it matters. This one collapses that window. Flash it in after blockers to break a combat the opponent thought they had solved, or attach it to a creature you tapped for an activated ability and hand it back its untapped status right when you need a surprise blocker. The untap clause is the technical hinge: it means the +1/+2 arrives on a creature that can immediately hold up a block or re-engage, not a creature parked sideways from an earlier commitment. The stat bump is deliberately small because the flexibility is the purchase, not the body. Once the enters trigger resolves, it settles into an ordinary Equipment with a two-mana equip cost, ready to slide onto a fresh threat when the first one dies. That two-stage life (a surprise combat instrument the turn it lands, a mundane reusable buff every turn after) is the design rewarding patience over early commitment. It is a small effect built to be cast at exactly the wrong moment for your opponent.

Super Suit (msh)
MSH · #78common
Pricing
Normal: $0.12
Foil: $0.17
Oracle Text

Rules text

Flash When this Equipment enters, attach it to target creature you control. Untap that creature. Equipped creature gets +1/+2. Equip 2 generic mana (2 generic mana: Attach to target creature you control. Equip only as a sorcery.)
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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