|Commander / EDH||Legal|
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Deadlock Trap enters the battlefield tapped.
When Deadlock Trap enters battlefield, you get (two energy counters)
, Pay : Tap target creature or planeswalker. It's activated abilities can't be activated this turn.
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Deadlock Trap Discussion
1 week ago
Boomking good suggestions all around! The Appeal is included in my list due to its lowest possible CMC to give a cub (or any non-gearhulk) trample for lethal. Dropping in 3 or 4 servants in place of the attunes would let me keep the super low land count and have more power on the board.
Deadlock Trap is also exactly what I want to trade my sideboard counters with. That way I dont need it in my opening hand to be effective.
1 week ago
My deck follows a similar design philosophy, perhaps you can draw ideas from there http://tappedout.net/mtg-decks/simic-energy-tempo/
Appeal/Authority seems a bit weak, and certainly not at home in a deck with only 19 creatures. I would recommend Servant of the Conduit, it helps pretty much every aspect of the deck. It is another target for counters from the gearhulk, and a way to get it out sooner and more reliably. It feeds the cub. It is a mana source which won't be forced to stay tapped by Rhonas's Last Stand. It can make the colour requirements for your aftermath cards. Deadlock Trap can be a reasonable removal effect. For sideboard I find Aether Meltdown and Aethersphere Harvester great additions against aggro.
1 month ago
Once an ability is on the stack it will resolve unless it gets countered (such as by Disallow). Making it illegal to activate the ability, or destroying the source of the ability, does not stop the ability from resolving.
If a player activates Walking Ballista's remove counters ability and another player responds with Deadlock Trap's ability it will only prevent further activations once it resolves, not stop the already activated one(s)
1 month ago
I don't remember the SOI story a ton but in SOI block prety sure Odric wasn't very important.
Ya, I guess Djeru is kinda in the same boat as Hapatra. It was late and I was tired. I just remember Hapatra had her basilisk thing and was in one of the first AKH stories, talking to the gatewatch, while Djeru kinda just sat around with Samut.
So, probably a little less dramatic, closer to 6 - 11, but it's still high. I do think landofMordor is right about the proportion here- we'll get a ton of women with some male characters here and there to even it out. Still, the large number of male villains compared to Nahiri, the Harbinger (who i think is the coolest villain out of the bunch) is interesting too.
2 months ago
Deadlock Trap on planeswalkers is mostly used at instant speed for all the Gideon cards such as Gideon, Ally of Zendikar and other PWs that want do do something other as simply activating loyality abilities, to stop them from attacking or blocking. Otherwise, you'd have to use the trap's ability during your opponent's upkeep step or while another spell is on the stack, to tap down a planeswalker and stop their abilities for this turn.
3 months ago
Everything untaps at your untap step. Unless stated otherwise. Tapped planeswalkers can still use their abilities. But the use of Deadlock Trap stops the use of activated abilities for the turn it's activated.
3 months ago
I have a question about the rules of new Kaladesh card Deadlock Trap. It says that if you tap it and spend one energy counter, you can tap a creature or planeswalker. If you tap a planeswalker, what happens? (I don't mean turn it sideways). Do planeswalkers untap during your untap step? Can you use a planeswalker's abilities if it is tapped? I don't need the answers to these questions that much, as Deadlock Trap is not very good and isn't going in any of my decks, but the help is appreciated none the less.
4 months ago
Rilikb, welcome to Tappedout!
Because of your budget and not having access to dual lands I recommend you go with only two colors and if you must a small splash of the third with help from Aether Hub, Spire of Industry and Prophetic Prism. I wouldn't use four colors without having a lot of dual lands. You'll also going for an aggro strategy; the more colors you use the worst it will be. Not being able to play your cards when you want to. Aggro is about filling the battlefield with power in the early game using aggression, you don't want your manabase to slow you down at this stage of the game.
Consider changing your deck into two colors, blue and red possibly including a small black splash for Tezzeret's Touch keeping the artificer strategy with Inventor's Goggles, but also including improvise. I recommend blue and red because these colors give you the most amount of good artificers out of the other colors. Good artificers in these colors are:
The strategy of playing artificers with Inventor's Goggles is nice, but consider expanding on this by also including artificers with improvise. Once you get Goggles on the battlefield being able to use it not only to equip for free to artificers, but also to help improvise is good. Pia Nalaar is a good artificer for the improvise strategy because she makes an artifact. The Servos that Swooper and Chaser can make can be used to improvise. Sweatworks Brawler is a great artificer with Goggles because Goggles can help to cast him ahead of curve as well as give him 4 power with menace and 5 toughness is also nice.
I'm not going to give you a complete list that's for you to decide, but here's the starting core I would use:
- 4x Inventor's Apprentice
- 4x Aether Swooper
- 4x Aether Chaser
- 3x Pia Nalaar
- 4x Sweatworks Brawler
- 4x Inventor's Goggles
- 4x Prophetic Prism
- 4x Highland Lake
- 4x Aether Hub
- 2x Spire of Industry
This core lets you be more aggressive with Goggles and Apprentice. Goggles with Swooper or Chaser into Brawler is a nice curve. I've included Prism because it's a cheap artifact that draws a card and it can fix mana for you. Prism is also pretty good with Tezzeret's Touch if you're choosing to include it. Bastion Inventor is another good artificer with improvise although not as good as Brawler, but hexproof is powerful. You're going to want some kind of cheap main deck removal there are a lot of options, Harnessed Lightning is the best as is Incendiary Flow, it's good and even though Flow is sorcery it's better to cover a wider range of creatures to kill.
Metallic Rebuke is an improvise counterspell it gives you a mid to late game ability to counter your opponent's big creature, Planeswalker or mass removal spell. Pacification Array or Deadlock Trap are artifact options to tap down creatures and other permanents. Array is a one drop artifact which can be used to improvise if you don't need to tap down a creature or artifact.
If you're looking to include some more draw as well as improve energy production Era of Innovation is an option since it works with both artificers and artifacts both are being played.
Good luck with your deck.