Equipped creature gets +3/+2.
Whenever equipped creature deals combat damage to a player, draw a card, then you may
castTo cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
To cast a card is to cast it as a spell. (CR 701.5) a spell from your hand with mana value less than or equal to that damage without paying its mana cost.
EquipEquip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.”
For more information about Equipment, see rule 301, “Artifacts.”
Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.” These equip abilities may legally target only a creature that’s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don’t restrict what the Equipment may be attached to.
If a permanent has multiple equip abilities, any of its equip abilities may be activated.
“Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.” (CR 702.6)