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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|Commander / EDH||Legal|
Deadlock Trap Discussion
1 week ago
They're minotaurs. I don't think minotaurs do the whole damsel-in-distress thing (pretty sure Angrath said something to the effect of them being quite competent at killing). Even if the possibility is there, though, WotC is probably more than a little sensitive about some of the player base, hence the light touch and irregular occurrence of cards like Trapped in the Tower and Deadlock Trap.
7 months ago
Embodiment of the Revolution
Legendary Enchantment Creature - Avatar
When Embodiment of the Revolution enters the battlefield, a player at random creates a 2/2 white Knight creature token. Repeat this process, each time selecting a player at random, until a single player has created four 2/2 white Knight creature tokens in this way.
Embodiment of the Revolution's power and toughness are each 3 plus the number of Knights on the battlefield.
1 year ago
I'm not sure how good of an idea it is, but Deadlock Trap might be worth considering, because it can shut down those pesky planeswalkers. I think in Modern Gonti's Machinations can reliably generate energy on your turn by playing shocklands, and on the opponent's turn by cracking fetchlands.
2 years ago
Fun topic! Here's a few ...
- Shattergang Brothers
- Deadlock Trap
- Brothers of Fire
- Guardians of Meletis, maybe (since it depicts Kynaios and Tiro of Meletis)?
- Splinter Twin, maybe?
And if Twin counts, then ...
2 years ago
Just thought of another one: Aetherflux Reservoir and Paradox Engine with a Greenbelt Rampager in hand and a non-summoning sick Servant of the Conduit. Also a Cultivator's Caravan and a Aethersphere Harvester/Deadlock Trap could replace the Servant of the Conduit and either of those could be the third thing brought out or both if you already have one of the other artifact combo pieces on the field.
2 years ago
ok, so there are a few things that you might want to fix before I recommend any cards. First off I highly recommend going down to 60 cards in the deck. Then lower the lands down to around 24 and dropping bad cards such as Deadlock Trap, Summoning Station, Mishra's Factory and Mishra, Artificer Prodigy all in an effort to make it more consistent and in standard so it is in general a cheaper deck to make good. As for recommendations if you want to keep on the improvise idea you cold try Maverick Thopterist then as a finisher use Herald of Anguish and to further support him use Weaponcraft Enthusiast and Scrapheap Scrounger. As for mana fixing a great cheap artifact to help with improvise is Renegade Map.
2 years ago
BBfanatic21 I think you missed something. The deck said how it could go infinite, not that you will get there.
Silly and original deck design. I like it overall for its creativity. I do agree with BB that the deck combo would be too difficult to get to as it is currently presented. Maybe you would want to try to build this combo with the artifact lock down control options as alternate win con and help you survive longer vs cards that your burn will be lackluster vs. Cards for this would be along the lines of edifice of authority, Deadlock Trap, Pacification Array, and Mechanized Production. You could also run Renegade Map as a way to have a card on board for the ascension and/or a method to help thin cards from deck.
If you add the cards I was suggesting, it will change up your deck design and feel a bit. I am not sure it will be what you are looking for, but might help the deck have second way to win if vs someone with lots of kill spells keeping you from combo, or someone that runs Lost Legacy and destroys your whole deck in one cast.