Best Budget Equipment for Commander Under $1
Equipment doesn't have to be expensive to be good. Half the best equipment in commander costs less than a dollar and outperforms cards ten times their price in the right deck. You don't need Sword of Feast and Famine when Mask of Memory does real work for thirty-eight cents.
Card draw
Mask of Memory draws you two cards and makes you discard one whenever the equipped creature deals combat damage.
to cast, to equip. Card selection stapled to any evasive creature turns into a card advantage engine that runs all game. It goes in every deck that attacks. Thirty-eight cents.Rogue's Gloves draws one card on combat damage. Less explosive than Mask of Memory but no discard.
to cast, to equip. Perfectly fine in decks that just need to keep the cards flowing. Thirty-two cents.Ramp and treasure
Explorer's Scope lets you look at the top card of your library whenever the equipped creature attacks. If it's a land, put it onto the battlefield.
to cast, to equip. In a deck running 37+ lands this hits more often than you'd expect, and every hit is free ramp that doesn't cost a card. Fourteen cents.Goldvein Pick creates a treasure token whenever the equipped creature deals combat damage.
to cast, to equip, and it gives +1/+1. Treasure generation on a stick that works in any color. Thirty-two cents.Prying Blade gives +1/+0 and creates a treasure on combat damage.
to cast, to equip. Similar to Goldvein Pick with a slightly worse stat line but slightly cheaper to cast. Thirteen cents.Double strike and damage
Fireshrieker grants double strike.
to cast, to equip. Double strike means double combat damage triggers, double commander damage, double everything. Put this on any commander that cares about dealing combat damage and watch the math get scary. Twenty-one cents.O-Naginata gives +3/+0 and trample to creatures with power 3 or greater.
to cast, to equip. The restriction barely matters when most commanders have 3+ power anyway, and +3 with trample for three total mana is an absurd rate. Forty-five cents.Bonesplitter is +2/+0 for
to cast and to equip. No bells, no whistles, just two extra power for two mana. If your deck needs to push damage through, this is the cheapest way to do it. Twenty-four cents.Evasion and protection
Haunted Cloak gives vigilance, trample, and haste.
to cast, to equip. Three keywords for four total mana is a solid deal, and haste on equipment means every creature you play can attack immediately. The vigilance means they can still block. Thirty-five cents.Chariot of Victory gives first strike, trample, and haste.
to cast, to equip. Similar to Haunted Cloak but trades vigilance for first strike. Pick based on what your deck needs more. Fifty-four cents.Utility picks
Heirloom Blade gives +3/+1 and when the equipped creature dies, reveal cards from the top of your library until you find a creature that shares a creature type, put it in your hand, and the rest go on the bottom. In tribal decks this is card advantage and a massive power boost for twenty-seven cents.
Beamtown Beatstick gives +2/+0 and menace, and whenever the equipped creature deals combat damage, create a treasure. Two power, evasion, and ramp all in one package.
to cast, to equip. Thirty-five cents.Pennon Blade gets +1/+1 for each creature you control. In a token deck with ten creatures, that's +10/+10.
to cast, to equip. The equip cost is steep but the ceiling is lethal. Thirteen cents.Trepanation Blade mills your opponent until they hit a land, then gives the equipped creature that much power and toughness. Unpredictable but fun, and it fuels graveyard strategies on your opponents' side. Twenty-five cents.
Honorable mentions just above budget
Diamond Pick-Axe creates food tokens on combat damage and gives +1/+1 for each food you control. Fifty-five cents. Strata Scythe gets enormous in mono-color decks. Sixty-three cents. Batterbone gives lifelink and vigilance with a cheap equip. Thirty cents.
Every card on this list costs less than a basic land sleeve. Build your equipment package for under five dollars total and spend the savings on the spells that actually win games.






