Home / Magic: The Gathering / Marvel Super Heroes / Stolen Stark Tech
Stolen Stark Tech
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Artifact — Equipment

Stolen Stark Tech

common · Artifact — Equipment · Marvel Super Heroes
$0.16
Low
$0.19
Market
$0.24
High

Oracle Text

Flash
When this Equipment enters, attach it to target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Equipped creature gets +1/+0.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Card Details

-/-Power / Toughness
{1}{B}Mana Cost
1Prints

Character Background

Stolen Stark Tech is a tidy piece of black equipment that rewards a proactive tempo plan, especially in aggressive or midrange decks that want to force damage through while dodging a key removal spell. Flash makes it play like a combat trick: you can ambush an opponent by suddenly upgrading an attacker, then have it arrive attached to protect that creature with indestructible until end of turn. That one-turn shield is excellent for blanking damage-based removal, surviving a profitable block, or pushing through a decisive attack. The +1/+0 bonus is modest, but on evasive creatures, token makers, or anything with combat damage triggers it adds up quickly. In deckbuilding, pair it with creatures that like staying on board after an all-in attack, or with sacrifice outlets and re-equip synergies so you can reuse the protection on demand. It’s best when you want pressure plus resilience, not long-game value.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.16 - $0.24
At the current market price of $0.19.
Average Time to Sell
3 days
At the current market price of $0.19.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Stolen Stark Tech is a tidy piece of black equipment that rewards a proactive tempo plan, especially in aggressive or midrange decks that want to force damage through while dodging a key removal spell. Flash makes it play like a combat trick: you can ambush an opponent by suddenly upgrading an attacker, then have it arrive attached to protect that creature with indestructible until end of turn. That one-turn shield is excellent for blanking damage-based removal, surviving a profitable block, or pushing through a decisive attack. The +1/+0 bonus is modest, but on evasive creatures, token makers, or anything with combat damage triggers it adds up quickly. In deckbuilding, pair it with creatures that like staying on board after an all-in attack, or with sacrifice outlets and re-equip synergies so you can reuse the protection on demand. It’s best when you want pressure plus resilience, not long-game value.

Generated using gpt-5.4-mini · Updated at 2026-09-04 23:10:43 UTC

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