Deadlock Trap

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Kaladesh Rare

Combos Browse all

Deadlock Trap

Artifact

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

kevinstan on Blue Red Energy Thopters

3 weeks ago

DEDmaster: Thank you for the response. I didn't realize until you brought it to my attention that both Crosstown Courier and Monastery Swiftspear are both not standard. I will switch them out with something that is in standard.

I am trying to place a main focus of the deck - but I like being able to get the energy to use for different things, like with the Dynavolt Tower - as well as some other creature abilities and Thopters. So I guess those are my two main goals of the deck. Along with a little control, and being somewhat aggro with 1 2 and 3 drops. I am thinking about taking out the Metallic Mimic also. I am trying to fit in some other cards to see how they work out. One specifically being Built to Smash - and replacing the Crosstown Courier with Inventor's Apprentice. I am also considering adding two Aetherworks Marvel or either Decoction Module for additional energy. I could also add two Deadlock Trap for some extra control. And for one additional Creature I was considering Aethertorch Renegade again, for more energy. What are your thoughts ?

BubbleMatrix2357 on Blue Panharmonicon

1 month ago

Aligned Hedron Network is probably good, but you may want to sideboard it until you know what you're up against. If you're looking for more control type cards, Deadlock Trap can help, temporarily, and is a 3 cost artifact.

Stephencliffe on Jace, Unraveler of Dynavolt Hulks

1 month ago

I think it's also worth noting that Engulf the Shore might not be very good in standard right now. There are tons of creatures that have ETB effects, like honestly tons of them. Felidar Guardian, the gearhulks, Rishkar, Peema Renegade, Thraben Inspector (revolt is a thing). You'll set them back momentarily, but this isn't a deck that wins in the few turns that their board would be stalled out. So their gonna come back, and it they'll likely have an advantage.

My suggestion is to take out Deadlock Trap. It's a decent card, but maybe only run one of them, if you run any at all. You need more instants and sorcery's to trigger Dynavolt Tower, of which you should have four. I would put in two more gearhulks, because they're freaking gearhulks. Enough said. And I have no idea why you have 3 Aether Hub in a mono colored deck. So maybe change that.

Hope the deck works out for you, have fun at FNM's.

Wyrmweird on

1 month ago

Metallic Mimic is out of my budget this week or I'd run 4. Thinking of adding a Deadlock Trap or other combo stopper in the sideboard.

jayquik03 on Clear Blue Skies to Pummel

1 month ago

Thanks for the advice. I removed a few cards and replaced them with Take into Custody x4 to be able to tap blockers. I also have a few cards available to tap target creatures like Janjeet Sentry and a Deadlock Trap with a Baral's Expertise that i'd like to replace with another Deadlock Trap i believe. I currently don't have any Key to the City but i'll be looking to pick this up and make some more adjustments.

jayquik03 on Clear Blue Skies to Pummel

1 month ago

Thanks for the advice. I removed a few cards and replaced them with Take into Custody x4 to be able to tap blockers. I also have a few cards available to tap target creatures like Janjeet Sentry and a Deadlock Trap with a Baral's Expertise that i'd like to replace with another Deadlock Trap i believe. I currently don't have any Key to the City but i'll be looking to pick this up and make some more adjustments.

Smootvicious on Etherium by Tezzeret - UB Improvise Control

1 month ago

Chropos I don't want to speak for Jeppe, but I use mechanized as kind of a sleeper win con. Absolutely no one will have enchantment hate in their mainboard and we can grind out long enough to make it a true win condition. The Tezz Touches are better in the sideboard because after game one, our opponent will sideboard out anything that deals with aggro because we are control game 1. Bringing them in game 2 and 3 switches our deck completely and lets us win much quicker than what they are prepared for.

Typically I like to Mechanized Production clues or any artifact with an ETB so that we can abuse it every turn. Prophetic Prism will give us card draw every turn, Deadlock Trap will give us more ways to tap down planeswalkers and creatures along with energy to do so. Lastly, you can target Etherium Cell because Tezzeret can speed up getting to 8 by making an additional one each turn.

Wyrmweird on

1 month ago

While working and twerking this deck list, I have decided to focus on energy and improvise.

The early game is Aether Theorist for energy and scry. Sky Skiff is cheap and theorist can crew it. So right away there is energy and improvise in place.

Consulate Turret and Walking Ballista will hopefully work against KrazyKat combo as well as Deadlock Trap.There is also a good amount of counter spells to deal with opening and mid game. The interaction between Consulate Turret and Fabrication Module, while not as powerful as SNEK DECK, can improve your creatures by adding a healthy dose of counters. Ballista like counters!!The Shielded Aether Thief and theorist can also become decent blockers with just a counter or two until you can drop a sphinx or gearhulk.

End game has a lot of tricks open for some strange interactions. Soul Separator, Saheeli's Artistry, Mirrorpool,and Inventors' Fair should (hopefully) allow the deck to solve a late game jam.

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