Honoring the job system that has a long legacy in Final Fantasy, each of these equipment represent one job that might be chosen and taught to one of your troops, or in this case a nameless and colorless 1/1 Hero brought with it
Then you get three activated abilities: Burn creatures, destroy artifacts/enchantments, and gain life
If you hit a one drop, all one-mana cards go back to everyones hands, making it a great way to deal with all sorts of scenarios
Conquerors Flail Conqueror's Flail grows stronger for each color among permanents you control and, once equipped, it shuts off opponents spells during your turn, so your attacks and combos go off without disruption
Moreover, you can only include cards in your Commanders color identity or artifacts
----- Flying Whenever Balamb Garden attacks, draw a card