"Adventuring Gear" is a colorless artifact printed as a common for the Magic the Gathering expansion set known as "Zendikar." This is somewhat a card that should not really be printed as a common. It seems to have the potential to be an uncommon card for the most part. In respect to Adventuring Gear, this is an example on how artifacts are going back to being colorless. This is a major change from the Alara block in which there were colored and multicolored artifacts.
The converted mana cost for Adventuring Gear is one. You will need one colorless mana to play Adventuring Gear. For what Adventuring Gear can do, the mana cost is highly reasonable enough. This is good if you manage to bring Adventuring Gear onto the battlefield early enough for the most part. Keep in mind that Adventuring Gear is an artifact. It means that Adventuring Gear is susceptible to anything and everything that affects artifacts.
What does Adventuring Gear do in the first place?
You need one mana to equip Adventuring Gear onto a creature. However, you cannot do it on creatures with Shroud or Protection from Artifacts. Like many of the cards printed in Zendikar, Adventuring Gear has Landfall. The Landfall ability is different between the cards. But, Landfall is activated when the permanent's owner drops a land onto the battlefield.
In the case of Adventuring Gear, Landfall gives the equipped creature +2/+2 until the end of the turn. Depending on what cards you have such as "Oracle of Mul Daya" or some of the fetchlands in Zendikar, you could possibly give the equipped creature between +2/+2 and +6/+6. You can really pump up a 1/1 or a 2/2 creature with Adventuring Gear and the means to drop lands down each turn. Early in the game, you can do a lot of damage with Adventuring Gear.
In the limited format, you may want to pick this. Speed is your greatest ally. You need things that you can bring onto the battlefield fast enough. You can bring Adventuring Gear onto the battlefield quick enough and equip it on a creature. When you play lands, you can attack with the creature that is equipped with Adventuring Gear. However, Adventuring Gear seems to be good with the constructed format. A friend used a combination of some of the fetchlands from Zendikar and "Terramorphic Expanse" from "Magic 2010" with Adventuring Gear.
Because of the one mana casting and equip cost, Adventuring Gear seems to be good if you want to be fast. However, this seems to be only good if you are able to get it onto the battlefield early enough. Overall, it is all right for the most part provided that you can get lands onto the battlefield. To get the most use out of Adventuring Gear, you will need lands that can be sacrificed for other lands. You simply play those lands down to give the equipped creature +2/+2. Then, you sacrifice that land to find a basic land and play it. That gives the equipped creature another +2/+2. But, this is mainly effective early in the game.