Weaponmaster
A Triggered Ability keyword present on Units. When you play this unit, choose an Equipment you control and pay its Equip cost at a discount to attach it to this unit.
When played, equip an Equipment you control at a discount.
March 2, 2026
Weaponmaster is a Play Effect that chooses an Equipment you control and allows you to pay its Equip cost at a discount, regardless of the usual timing of the Equip ability, to Attach that Equipment to the unit with Weaponmaster.
March 2, 2026
Weaponmaster is functionally short for: "When you play me, choose a Card you control with the Equipment tag. Necessary portions of its Rules Text are no longer Inactive if they are currently Inactive. Pay the cost of its Equip ability, reduced by [A], to attach it to this unit."
March 2, 2026
Weaponmaster can choose an Equipment whether it has an Equip ability or not.
March 2, 2026
The cost of the Equip ability is determined as though that Equip ability was being activated choosing the unit with the Weaponmaster ability, as modulated by any abilities that alter Equip costs.
March 2, 2026
If the chosen card's Equip cost does not contain [A], it can still be paid, but will not be reduced.
March 2, 2026
If the chosen card doesn't have an Equip cost, it can't be paid.
March 2, 2026
If the chosen card's Equip cost can't be paid, if it can't be detached from its current Top-Most card, or if it can't be attached to the unit with the Weaponmaster ability, it stays in its current location, Attached to anything it was already Attached to.
March 2, 2026
The Equip ability is not activated this way, and the unit with the Weaponmaster ability is not chosen.
March 2, 2026
Multiple instances of Weaponmaster trigger separately, and can choose different targets.
March 2, 2026
If you choose the same target with multiple instances of Weaponmaster, each will resolve separately.
March 2, 2026
Weaponmaster, and whether or not a unit has Weaponmaster, is a characteristic of the Unit and may be checked or referenced by other Game Effects.