Tormentor's Trident 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.
Official card text
Equipped creature gets +3/+0 and attacks each combat if able. Equip
Complete guide
Tormentor's Trident is a powerful Equipment that provides a significant power boost for a low mana cost, but it comes with a dangerous drawback. While it turns any creature into a formidable threat, it forces them into the heat of battle every single turn. Mastering this card requires understanding how to balance its aggressive requirements with your tactical needs.
Unpacking the Trident
Tormentor's Trident grants the equipped creature +3/+0 and the requirement to attack each combat if able. This is a mandatory effect; if the creature is capable of attacking legally, you must declare it as an attacker. However, you still retain full control over which player, planeswalker, or battle the creature attacks, allowing you to choose the path of least resistance.
Resolution and Timing
When you equip Tormentor's Trident, the stat boost applies immediately. During your Declare Attackers step, the game checks if the creature can attack. If the creature is tapped, affected by summoning sickness, or restricted by an effect like Defender, the 'if able' clause is not met, and it does not attack. You are never forced to pay additional costs (such as mana for Propaganda effects) to satisfy the Trident's requirement.
Common Pitfalls
A common mistake is forgetting that the Trident does not grant Haste. If you play a creature and equip it with the Trident on the same turn, it cannot attack due to summoning sickness, and the mandatory attack requirement will not take effect until your next turn. Additionally, if the creature is tapped for another ability before the combat phase, it becomes 'unable' to attack, effectively bypassing the drawback.
Strategic Deployment
The best time to use Tormentor's Trident is when you have high-toughness creatures or creatures with Evasion (like Flying) that can survive repeated combat. Since the Equip cost is 3 mana, you will often want to use mana rocks to accelerate your setup so you can start applying pressure as early as possible.
Interaction examples
On turn one, you play Sol Ring. On turn two, you use the two colorless mana from Sol Ring plus one land to cast Tormentor's Trident. While you still need a creature to hold it, the mana acceleration allows you to pay both the casting and equip costs much faster than your opponent expects.
If you are playing a multi-color deck, you can use Arcane Signet to ensure you have the mana available to pay the Equip {3} cost. Once the Trident is attached, the creature must attack during your next combat phase as long as it is untapped and not restricted by other spells.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Tormentor's Trident
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You still decide which player or planeswalker the equipped creature attacks.
No other card is named in this ruling.
- #2· Wizards of the Coast
If, during your declare attackers step, the equipped creature is tapped, is affected by a spell or ability that says it can’t attack, or hasn’t been under your control continuously since the turn began (and doesn’t have haste), then it doesn’t attack. If there’s a cost associated with having a creature attack, you’re not forced to pay that cost, so it doesn’t have to attack in that case either.
No other card is named in this ruling.
Legal formats
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Meta decks with Tormentor's Trident
No archived Top 8 deck with this card yet.



Sol Ring
Arcane Signet