原文In the rare case where a creature is equipped with two Mjölnirs, all damage that creature would deal is multiplied by four. A third Mjölnir would multiply the damage by eight, and so on.
原文If another effect (or effects) modifies how much damage a source you control would deal—by preventing some of it, for example—the player being dealt damage or the controller of the permanent being dealt damage chooses the order in which any such effects (including Mjölnir's) apply. If all of the damage is prevented, Mjölnir's effect no longer applies.
原文If damage dealt by a source you control is being divided or assigned among multiple permanents and/or players, that damage is divided or assigned before doubling. For example, if you attack with a 5/5 creature with trample that's equipped with Mjölnir and it's blocked by a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. Those amounts are then doubled to 4 and 6, respectively.
原文Equip worthy is a variant of the equip keyword. "Equip worthy [cost]" means "[Cost]: Attach this Equipment to target legendary non-Villain creature you control that's red and/or white. Activate only as a sorcery."
原文Effects other than Mjölnir's equip worthy ability that cause it to become attached to a creature can attach it to a creature that isn't worthy. For example, suppose you control a Mjölnir that isn't attached to anything as well as Loki, God of Mischief (a blue God Sorcerer Villain creature) with Super-Soldier Serum (an Aura with "Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it.") attached to him. When Loki attacks, you can target Mjölnir with Super-Soldier Serum's ability, and when that ability resolves, Mjölnir will become attached to Loki. (It doesn't have to be Loki, but it's more fun that way.)