Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost less to activate." Sacrifice that token at the beginning of the next upkeep
Having the Spellbook in play will allow you to focus on challenging with your characters rather than questing, knowing you still have ways to gain lore
Perhaps I'm a bit too optimistic on this one, but hey, consider me a fan
Overall, I dont think theyre good, but at least The Wind Crystal might find a good home depending on how the format shapes up
Morph isnt particularly strong and doesnt quest for much, but it's cheap, only costing two ink, and since it can come down early, you can set up some great shift plays just a few turns later