
First strike, trample, ward
: Attach all Equipment you control to The Doom Slayer.
Glory Kill — Whenever a creature dealt damage by The Doom Slayer this turn dies, put two +1/+1 counters on The Doom Slayer. You gain 2 life.
—the Slayer's Testament

First strike, trample, ward
: Attach all Equipment you control to The Doom Slayer.
Glory Kill — Whenever a creature dealt damage by The Doom Slayer this turn dies, put two +1/+1 counters on The Doom Slayer. You gain 2 life.

Unwilling attacks each combat if able.

Flying
When Field Drone enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.

Glory Kill — Whenever a creature dealt damage by Hellified Soldier this turn dies, you gain 2 life.

Haste
When Leaping Imp enters, it deals 1 damage to any target. (It throws fire mid-jump.)

When Possessed Engineer dies, it deals 1 damage to any target. (The tank on its back was never OSHA compliant.)

When Possessed Soldier enters, it deals 1 damage to target creature an opponent controls. (The plasma rifle still works.)

Flying
Screeching Lost Soul can't block.
When Screeching Lost Soul dies, it deals 2 damage to any target.

First strike
Glory Kill — Whenever a creature dealt damage by UAC Security Officer this turn dies, create a 1/1 white Human Soldier creature token.
When Argent Medic enters, you gain 3 life.
Trample
Charging Pinky can't block.
Whenever Charging Pinky attacks, target creature can't block this turn.

: Add
. Spend this mana only to cast artifact spells or activate abilities of artifacts.

Whenever Hell Razer attacks, it deals 1 damage to any target. (The beam arrives before the body.)

Glory Kill — Whenever a creature dealt damage by Hellified Security this turn dies, you gain 1 life.

Pit Hell Knight can't block.
Glory Kill — Whenever a creature dealt damage by Pit Hell Knight this turn dies, put two +1/+1 counters on Pit Hell Knight.

Glory Kill — Whenever a creature dealt damage by Praetor-Clad Veteran this turn dies, put a +1/+1 counter on Praetor-Clad Veteran.

Menace
Whenever Shimmering Spectre becomes blocked, it deals 2 damage to target creature defending player controls.

Other Soldier creatures you control get +1/+1.

Flying
: Add
.

Flying, haste
Whenever Jetpack Revenant attacks, it deals 1 damage to each of up to two targets. (Twin launchers, zero remorse.)

Whenever Frontline Mancubus attacks, it deals 1 damage to each creature defending player controls. (The flame wave clears the room.)

Ward
Whenever Hell Guard attacks or blocks, it deals 2 damage to any target. (The wielder is a parasite; the armor is the point.)

Trample, menace
Glory Kill — Whenever a creature dealt damage by Baron of the Breach this turn dies, Baron of the Breach deals 3 damage to any target.

When Cyber-Mancubus enters, it deals 2 damage to each creature target opponent controls. (Bile under pressure.)

Trample, menace
When Argent-Fused Cyberdemon enters, it deals 3 damage to each opponent. (The accumulator screams when it walks.)

Equipped creature gets +2/+0.
Whenever equipped creature attacks, it deals 1 damage to target creature defending player controls.
Equip

Equipped creature gets +1/+1 and has deathtouch.
Whenever equipped creature attacks, tap target creature defending player controls.
Equip

Equipped creature gets +2/+0.
Whenever equipped creature attacks, it deals 2 damage to any target.
Equip

Equipped creature gets +2/+0.
Whenever equipped creature attacks, it deals 1 damage to each of up to two target creatures defending player controls.
Equip

Equipped creature gets +1/+3 and has vigilance.
Equip

Equipped creature gets +3/+0.
Whenever equipped creature attacks, it deals 3 damage to target creature defending player controls.
Equip

Equipped creature gets +3/+0.
Whenever equipped creature attacks, it deals 2 damage divided as you choose among one or two target creatures defending player controls.
Equip

Equipped creature gets +3/+0 and has first strike.
Whenever equipped creature attacks, destroy target creature defending player controls.
Equip

, Sacrifice Combat Rating Monitor: Draw a card.

When Argent Accumulator enters, draw a card.
: Add
or
.

: Add
or
.

: Add
or
.
,
, Sacrifice Argent Conduit: Return target creature card from your graveyard to the battlefield tapped.

When Supply Cache enters, draw a card.
: Add
.

When Vitality Rune enters, you gain 2 life.
: Add
.

, Sacrifice Weapon Mod Station: Draw a card. If you control an Equipment, draw two cards instead.

When Auto-Mapper enters, draw two cards.

At the beginning of your upkeep, scry 1.
: Add one mana of any color.

Argent Overload deals X damage to any target.

Target creature gets +1/+1 until end of turn. Draw a card.

Target creature you control gets +2/+2 until end of turn. You gain 2 life.

Target creature you control deals damage equal to its power to target creature you don't control. (No bullets. No mercy. No leftovers.)

Argent Barrage deals 3 damage divided as you choose among one or two targets.

Destroy target creature with power 4 or greater.

Target creature you control gets +1/+0 and gains deathtouch until end of turn. Draw a card.

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Create a 1/1 white Human Soldier creature token. You gain 1 life.

Destroy target creature that was dealt damage this turn. You gain 3 life.

Gore Nest Purge deals 4 damage to target creature. Create a 1/1 red Zombie creature token named Possessed.

Target creature gets +3/+3 and gains indestructible until end of turn.

Creatures you control get +2/+0 and gain first strike and deathtouch until end of turn.
Draw a card. You gain 2 life.

Exile target creature. Its controller gains 3 life. (The Lazarus wave gives; the Slayer takes away.)

Exile target creature with power 4 or greater.

Create two 1/1 white Human Soldier creature tokens.

Argent Cascade deals 4 damage to each creature you don't control.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Put a +1/+1 counter on target creature you control.
III — Target creature you control gains double strike and indestructible until end of turn.

Enchant creature
Enchanted creature gets +0/+3 and has vigilance.

At the beginning of your end step, create a 1/1 red Zombie creature token named Possessed. (The arena stocks itself.)

Glory Kill — Whenever a creature an opponent controls dies during your turn, put a +1/+1 counter on target creature you control. You gain 1 life.

Advanced Research Complex enters tapped.
: Add
or
.

Argent Tower enters tapped.
: Add
or
.
,
: Each opponent loses 1 life. (The signal goes both ways.)

Kadingir Sanctum enters tapped unless an opponent lost life this turn.
: Add
or
.

Lazarus Labs enters tapped.
: Add
or
.
,
, Sacrifice Lazarus Labs: Create two 1/1 white Human Cultist creature tokens.



Resource Operations enters tapped.
: Add
or
.

The Argent Facility enters tapped.
: Add
or
.

: Add
.
,
: Add
or
.

The Necropolis enters tapped.
: Add
or
.
,
, Sacrifice The Necropolis: Return target Equipment card from your graveyard to your hand.

Titan's Realm enters tapped.
: Add
or
.
When Titan's Realm enters, scry 1.

VEGA Central Processing enters tapped.
: Add
or
.
When VEGA Central Processing enters, scry 1.