|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
3 months 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 ...
3 months 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.
3 months 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.
4 months 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.
6 months 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.
6 months 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.
7 months 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)