Lightning Greaves
Price$4.11 $149.99
Buy on TCGplayer

Lightning Greaves

{2}

Artifact — Equipment

LegalEDHREC #13

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip {0}

KeywordsEquip

Why is this card good?

Lightning Greaves is one of the most-played cards in Commander for good reason: it costs two mana, equips for free, and instantly protects your most important creature. That equip {0} is the whole sell — you can re-equip at any speed, moving it between creatures as threats shift, and it costs nothing to redeploy. The haste matters more than people give it credit for. In a format full of commanders that want to attack, tap, or sacrifice the turn they land, Greaves lets your value engines and beaters go off immediately, dodging a turn cycle of removal. The shroud protects against targeted removal, spot exile, and edict-adjacent threats during combat. The catch: shroud cuts both ways. You can't target your own equipped creature with auras, pumps, or sac outlets, so it's awkward in Voltron-heavy or aristocrats lines that rely on targeting your own creatures. Run it in almost any deck leaning on a key creature; lean toward Swiftfoot Boots instead when you need to target your own things.

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Rulings (2)

  • 2020-08-07

    You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.

  • 2020-08-07

    If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.

Discussion (0)