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Rules guide · Artifact

Crystal SlipperHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Throne of Eldraine· October 4, 2019
Carte Magic Crystal Slipper

Crystal Slipper is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Equipped creature gets +1/+0 and has haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Complete guide

Crystal Slipper is a straightforward yet efficient Equipment card that provides a tactical edge in aggressive red decks. By offering both a power boost and the haste keyword, it ensures your newly summoned creatures can charge across the battlefield immediately. Understanding how to manage its low equip cost is key to maintaining pressure throughout your turn.

A Swift Boost

Crystal Slipper provides two primary benefits to the equipped creature: a +1/+0 power increase and the haste ability. Haste is particularly valuable as it bypasses 'summoning sickness,' allowing a creature to attack or use activated abilities that include the tap symbol on the same turn it comes under your control.

Equipping Step by Step

To utilize the Slipper, you must first have it on the battlefield. During one of your main phases when the stack is empty, you pay the equip cost of {1} and target a creature you control. Once the ability resolves, the Slipper attaches, and the creature immediately gains the power bonus and haste. You can move the Slipper to a different creature by paying the cost again, but only during your main phase.

The Haste Limitation

A common mistake involves trying to share haste between multiple creatures in a single combat phase. While you can pay {1} to move the Slipper from creature A to creature B, creature A will lose haste the moment the Slipper is detached. Because you can only equip as a sorcery, you cannot move the Slipper during the combat phase to allow multiple 'sick' creatures to attack.

When to Lace Up

The best time to play and equip Crystal Slipper is early in the game or immediately after casting a high-impact creature that lacks its own evasion or haste. Since the equip cost is only one mana, it is very easy to sequence alongside other spells to keep your offensive momentum going.

Interaction examples

Fast Mana Start

If you play a Sol Ring on turn one, you can immediately use its two colorless mana to cast Crystal Slipper and have one mana remaining. If you then play a one-mana creature, you can use that remaining mana to equip the Slipper, allowing your creature to attack on the very first turn of the game.

Fixing Your Curve

On turn three, you might cast an Arcane Signet to fix your mana. If you already have Crystal Slipper on the board from a previous turn, you can tap the Signet for mana to equip the Slipper to a creature you just played, ensuring you don't lose a turn of damage while building your mana base.

Solo Sprint

If you have Crystal Slipper on the battlefield and cast a creature, you pay {1} to equip it. The creature now has haste and can tap to attack or use its own abilities. If you later cast a larger creature, you can pay {1} during your next main phase to move the Slipper to the new threat, giving it the +1/+0 boost instead.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Crystal Slipper

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    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. This means that you can't use one Crystal Slipper to allow two new creatures to attack in the same combat.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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