Best Cards for Syr Gwyn, Hero of Ashvale (2026)

Joe DiMangio15 min read
commanderedhvoltronequipmentsyr gwynmarduknights

Syr Gwyn, Hero of Ashvale combines two of Magic's most beloved strategies: Knights tribal and equipment Voltron. Her ability to let Knights equip for free transforms expensive equip costs into non-issues, while drawing cards whenever equipped creatures attack keeps your hand fueled.

At

{3}
{R}
{W}
{B}
, Syr Gwyn herself is a formidable threat with vigilance and menace. Suit her up with a few key equipment pieces and she becomes a nearly unstoppable commander damage machine. Whether you want to lean into the Knight synergies or go full Voltron, here are the best cards to power up your Syr Gwyn deck in 2026.

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Essential Equipment

These equipment cards become incredibly powerful when their equip costs are reduced to

{0}
for your Knights.


Colossus Hammer

Colossus Hammer
Colossus Hammer

Mana Cost:

{1}
Equip:
{8}
(Free with Syr Gwyn!) Type: Artifact — Equipment

Colossus Hammer is the poster child for Syr Gwyn. Its obscene

{8}
equip cost normally limits its playability, but Syr Gwyn equips it to any Knight for free. A +10/+10 boost means just two attacks deal 21+ commander damage.

Why it's great:

  • +10/+10 is the largest power boost available
  • {8}
    equip cost becomes
    {0}
    with Syr Gwyn
  • Combined with Syr Gwyn's base 5 power = 15 power total

Embercleave

Embercleave
Embercleave

Mana Cost:

{4}
{R}
{R}
(reduced by attackers) Equip:
{3}
Type: Legendary Artifact — Equipment

Embercleave often enters for just

{R}
{R}
when you're swinging with multiple Knights. It grants +1/+1, double strike, and trample—a devastating combination that can one-shot opponents. The flash ability means surprise lethal attacks.

Why it's great:

  • Double strike doubles all damage and equipment bonuses
  • Trample ensures damage gets through
  • Flash enables surprise lethal attacks

Sword of Feast and Famine

Sword of Feast and Famine
Sword of Feast and Famine

Mana Cost:

{3}
Equip:
{2}
Type: Artifact — Equipment

Often considered the best Sword in the cycle, Sword of Feast and Famine untaps all your lands when you deal combat damage. Combined with Syr Gwyn's vigilance, you can attack, untap your lands, and still have a blocker ready. The forced discard adds disruption.

Why it's great:

  • Untapping lands effectively doubles your mana each turn
  • Protection from black and green stops common removal
  • Free equip on Knights makes this even more efficient

Hammer of Nazahn

Hammer of Nazahn
Hammer of Nazahn

Mana Cost:

{4}
Equip:
{4}
Type: Legendary Artifact — Equipment

Hammer of Nazahn grants indestructible and automatically equips whenever any equipment enters the battlefield. This creates explosive turns where multiple equipment pieces attach for free, all while keeping your commander safe from destruction-based removal.

Why it's great:

  • Indestructible protects from board wipes
  • Auto-equip on ETB bypasses all equip costs
  • Legendary synergizes with other legendary matters cards

Sword of Fire and Ice

Sword of Fire and Ice
Sword of Fire and Ice

Mana Cost:

{3}
Equip:
{2}
Type: Artifact — Equipment

Sword of Fire and Ice provides card advantage and removal in one package. Drawing a card and dealing 2 damage to any target when you connect ensures you stay ahead on resources while picking off utility creatures or planeswalkers.

Why it's great:

  • Card draw keeps your hand full
  • 2 damage can eliminate mana dorks or finish planeswalkers
  • Protection from blue and red stops counters and burn

Shadowspear

Shadowspear
Shadowspear

Mana Cost:

{1}
Equip:
{2}
Type: Legendary Artifact — Equipment

Shadowspear provides trample and lifelink for just

{1}
mana. More importantly, its activated ability removes hexproof and indestructible from opponents' permanents—invaluable utility when facing problematic threats or blocking strategies.

Why it's great:

  • Trample ensures commander damage connects
  • Lifelink provides crucial life stabilization
  • Removes hexproof/indestructible from opponents' threats

Kaldra Compleat

Kaldra Compleat
Kaldra Compleat

Mana Cost:

{7}
Equip:
{7}
Type: Legendary Artifact — Equipment — Living Weapon

Kaldra Compleat enters as a 4/4 Phyrexian Germ with first strike, trample, indestructible, and haste. When the Germ inevitably dies, you can equip it to Syr Gwyn for free (since she's a Knight), granting her all those devastating abilities plus a +5/+5 boost.

Why it's great:

  • Living Weapon creates an immediate threat
  • First strike, trample, indestructible, haste package
  • {7}
    equip cost becomes
    {0}
    for Knights

The Reaver Cleaver

The Reaver Cleaver
The Reaver Cleaver

Mana Cost:

{2}
{R}
Equip:
{3}
Type: Legendary Artifact — Equipment

The Reaver Cleaver grants +1/+1 and trample, and creates Treasure tokens equal to the combat damage dealt to a player. In a Voltron deck dealing 10+ damage per hit, that's massive mana acceleration to deploy more equipment or protect your commander.

Why it's great:

  • Creates massive amounts of Treasures
  • Trample ensures damage connects
  • Mana acceleration fuels explosive follow-up turns

Blackblade Reforged

Blackblade Reforged
Blackblade Reforged

Mana Cost:

{2}
Equip:
{7}
(Equip legendary creature
{3}
) Type: Legendary Artifact — Equipment

Blackblade Reforged grants +1/+1 for each land you control. By mid-game, that's easily +7/+7 or more. Since Syr Gwyn is legendary, you can equip for just

{3}
—or
{0}
if you have Hammer of Nazahn or similar effects.

Why it's great:

  • Scales with land count for massive late-game power
  • Cheap to equip on legendary commanders
  • Gets better every turn

Protection Equipment

Keeping Syr Gwyn on the battlefield is crucial. These equipment pieces ensure she survives.


Lightning Greaves

Lightning Greaves
Lightning Greaves

Mana Cost:

{2}
Equip:
{0}
Type: Artifact — Equipment

Lightning Greaves is an auto-include in almost every Voltron deck. Shroud protects Syr Gwyn from targeted removal, while haste means she can attack immediately. At

{0}
to equip, you can easily move it between creatures.

Why it's great:

  • {0}
    equip cost for maximum efficiency
  • Haste enables immediate attacks
  • Shroud protects from all targeted effects

Mithril Coat

Mithril Coat
Mithril Coat

Mana Cost:

{3}
Equip:
{1}
Type: Legendary Artifact — Equipment

From Lord of the Rings: Tales of Middle-earth, Mithril Coat has flash and can equip instantly when it enters. This lets you save Syr Gwyn from unexpected removal or board wipes, granting indestructible at exactly the right moment.

Why it's great:

  • Flash enables surprise indestructible
  • {1}
    equip cost is very efficient
  • Perfect response to removal spells

Commander's Plate

Commander's Plate
Commander's Plate

Mana Cost:

{1}
Equip:
{3}
Type: Artifact — Equipment

Commander's Plate gives Syr Gwyn +3/+3 and protection from blue and green—the two colors not in her identity. This makes her difficult to block and immune to many common removal spells like Beast Within, Pongify, and Reality Shift.

Why it's great:

  • Protection from blue stops most counterspells on creatures
  • Protection from green stops common creature removal
  • +3/+3 power boost accelerates the clock

Key Knights

These Knights provide crucial utility and synergies for your Syr Gwyn deck.


Puresteel Paladin

Puresteel Paladin
Puresteel Paladin

Mana Cost:

{W}
{W}
Type: Creature — Human Knight

Puresteel Paladin draws a card whenever equipment enters the battlefield under your control. With metalcraft (three or more artifacts), all your equipment has equip

{0}
. This redundancy with Syr Gwyn's ability means explosive turns are consistent.

Why it's great:

  • Card draw for every equipment
  • Free equip with metalcraft
  • Backup plan if Syr Gwyn is unavailable

Knight Exemplar

Knight Exemplar
Knight Exemplar

Mana Cost:

{1}
{W}
{W}
Type: Creature — Human Knight

Knight Exemplar grants all other Knights you control +1/+1 and indestructible. This includes Syr Gwyn herself, making your commander immune to destroy effects and more threatening in combat.

Why it's great:

  • Grants indestructible to all other Knights
  • +1/+1 anthem effect on top
  • Makes Syr Gwyn survive board wipes

Balan, Wandering Knight

Balan, Wandering Knight
Balan, Wandering Knight

Mana Cost:

{2}
{W}
{W}
Type: Legendary Creature — Cat Knight

Balan has first strike and can attach all equipment you control to him for just

{1}
{W}
. While primarily a backup commander option, he's excellent when you need to redistribute equipment quickly or when Syr Gwyn has been removed too many times.

Why it's great:

  • Cheap mass-equip ability
  • First strike makes combat favorable
  • Excellent backup Voltron threat

Armored Skyhunter

Armored Skyhunter
Armored Skyhunter

Mana Cost:

{3}
{W}
Type: Creature — Cat Knight

Armored Skyhunter is a flying Knight that digs six cards deep when it deals combat damage, potentially putting an Aura or Equipment onto the battlefield attached to a creature you control. Free equipment directly into play is powerful value.

Why it's great:

  • Flying provides evasion
  • Free equipment from your library
  • Six-card look is substantial

Fervent Champion

Fervent Champion
Fervent Champion

Mana Cost:

{R}
Type: Creature — Human Knight

Fervent Champion is a 1-drop with first strike, haste, and reduces equip costs by

{3}
for equipment targeting him. He's an early attacker who can hold equipment until Syr Gwyn arrives, then pass it along for free.

Why it's great:

  • One-mana Knight for early aggression
  • First strike and haste for immediate impact
  • Equipment cost reduction stacks

Support Cards

Essential non-equipment pieces that make the deck function smoothly.


Sigarda's Aid

Sigarda's Aid
Sigarda's Aid

Mana Cost:

{W}
Type: Enchantment

Sigarda's Aid gives all your equipment flash and automatically attaches them when they enter. Cast equipment during an opponent's end step, attach for free, then untap and attack. This adds surprise factor to your Voltron strategy.

Why it's great:

  • Flash on equipment adds surprise factor
  • Free attach when equipment enters
  • Enables instant-speed Voltron plays

Sunforger

Sunforger
Sunforger

Mana Cost:

{3}
Equip:
{3}
Type: Artifact — Equipment

Sunforger grants +4/+0 and can be unattached to cast a red or white instant from your deck for free. This gives you access to Boros Charm (protection), Swords to Plowshares (removal), Teferi's Protection (survival), and more.

Why it's great:

  • Tutors and casts instants for free
  • +4/+0 is a significant power boost
  • Toolbox access to removal and protection

Open the Armory

Open the Armory
Open the Armory

Mana Cost:

{1}
{W}
Type: Sorcery

Open the Armory is a two-mana tutor that finds any Equipment or Aura in your deck. Need Colossus Hammer for the kill? Mithril Coat for protection? This flexible tutor ensures you always have the right equipment for the situation.

Why it's great:

  • Tutors any equipment in your deck
  • Also finds key Auras
  • Very mana-efficient at
    {1}
    {W}

Boros Charm

Boros Charm
Boros Charm

Mana Cost:

{R}
{W}
Type: Instant

Boros Charm is incredibly versatile: indestructible for all your permanents against board wipes, double strike for lethal attacks, or direct damage to finish off opponents. Every mode is useful in a Voltron strategy.

Why it's great:

  • Indestructible protects from Wrath effects
  • Double strike enables one-shot kills
  • Versatility makes it never a dead card

Conclusion

Syr Gwyn, Hero of Ashvale offers one of the most powerful equipment strategies in Commander by eliminating equip costs for Knights. The combination of Knight synergies and equipment payoffs creates a deck that can rebuild quickly after disruption while threatening lethal commander damage.

Focus on protecting Syr Gwyn with equipment like Mithril Coat and Commander's Plate, then pile on damage with Colossus Hammer, Embercleave, and the Swords cycle. Support Knights like Puresteel Paladin and Knight Exemplar provide redundancy and resilience.

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