Equipments give haste even when destroyed
When a creature with summoning sickness is equipped with a haste-giving equipment and the turn is passed to the next player, destroying, sacrificing, or removing the haste giving equipment does not give the creature summoning sickness again as it should. Instead the creature is able to activate it's abilities as though it had haste.
To replicate: play any creature with an activated ability and without haste, equip it with an equipment that gives it haste, pass the turn, destroy or sacrifice that equipment. The creature can now still activate abilities as though it had haste.
-
BrockHydra#96511
commented
Bumping this as it appears to be a problem with the logic engine/variables being in a binary instead of tracking summoning sickness as written in the comp rules.
Duplicated this effect with Urabrask the Hidden and any creature with an ability with a tap symbol - removing Urabrask on an opponents turn resulted in them all still essentially having haste as they were no longer summoning sick without Haste keyword instead of being summoning sick until the first untap phase while being controlled.