|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
Jsu on R/B Midrange
1 week ago
Combustible Gearhulk for sure, Deadlock Trap perhaps, but the energy counters make it a bit limiting. Maybe also Metalspinner's Puzzleknot for disposable card draw and Renegade Map for some ramp that is usually difficult to bring in BR.
1 week ago
It's cool to see someone using Tezzeret the Schemer in their deck! I just playtested it against my Aristocrats deck, seemed to be a really close matchup even with me piloting your deck. Do you feel like you get enough value out of the Deadlock Trap? You don't have a ton of sources of energy out there to work with, so I'm not sure if its uptime is long enough to be worth a deck slot. The other thing that stood out to me was the lack of Censor: having to have the correct 2 mana counterspell vs a universal spell on turn two, especially on the draw, was what allowed my deck to set up a board and start saccing creatures to drain you out. I feel like either having broader counterspells, or mainboarding some hard removal so you have more straightforward, permanent interaction with the board, would give you a better shot at lasting to your late game. Fun deck, thanks for posting it!
2 weeks ago
I have taken a look at your deck. Yours is very different from mine. A lot of your spells are white, and I'm going with a Mono-blue thing. So I won't discuss those differences in our decks.
Deadlock Trap: I really really want to like this card. It would be extremely good if it didn't come into play tapped.
Dynavolt Tower: I'm just not running enough instants/sorceries to make this card worthwhile in my deck.
Once I play this version of my deck, I'll let you know what I think. I'm waiting for a couple cards to come in the mail!
4 weeks ago
SteemedMuffins, Yes, Planar Outburst is better, I think. Mainly because it has Awaken, which is one of the win cons in this deck, but also to clear the way for your Awakened lands and manlands, as they are not killed by it. You shouldn't need the lifegain from Fumigate as you're fogging everything anyway. Remember, Repel the Abominable works against anything, including burn spells, Chandra emblems and planeswalker damage.
Dynavolt Tower usually deals 6-12 damage in a game. Mostly to finish off players, but also to clear opponents small creatures after Planar Outburst or, and this is what I use it for mostly, to damage Planeswalkers. Planeswalkers are hell for this deck if you don't manage to get a Deadlock Trap out early. And especially with the new Gideon, you'll need a way to damage him before his 0-ability gets too annoying.
1 month ago
Grixis is always my favorite color combo and its always interesting to see what decks it can produce.
With this deck not running Dynavolt Tower I don't see a reason to play some of the cards the produce energy such as Glimmer of Genius Instead, I would recommend the new card Hieroglyphic Illumination. This draws the 2 cards, without the scry sadly, or lets you cycle it early in the game to find more basic lands.
Also, I'm not a big fan of Deadlock Trap. This card may seem cool but for 3 mana we could play Never//Return and get rid of the threat all together AND give us another spell to play later in the game.
1 more thing that looks cool to play is [Commit///memory] (you might have to look this card up online, there isn't a tag for it yet on this website). I really like this card because it gives us a way to activate Kefnet the Mindful without using his ability at all. The first part of it is also great to deal with Dynavolt Tower because it stalls it for a couple turns. This gives us time to find a counter spell to hold up for it.
2 months 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 ?
2 months 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.
3 months 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.