Ricochet Trap

Legality

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

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Set Rarity
Worldwake Uncommon

Combos Browse all

Ricochet Trap

Instant — Trap

If an opponent cast a blue spell this turn, you may pay R rather than pay Ricochet Trap's mana cost.

Change the target of target spell with a single target.

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Ricochet Trap Discussion

Mono_Land on Raza-Shoal Combo

3 weeks ago

Scorprix wouldn't Ash Zealot Vexing Devil or for a good haste enabler Mass Hysteria or Expedite and for pump spells Balduvian Rage or Assault Strobe Ghitu Firebreathing or Rush of Blood and for instant speed protection Apostle's Blessing or Ricochet Trap of course side board Ricochet Trap tho

Xica on Best modern Grave Hate

1 month ago

To be honest in a mono blue deck that has 24 instants, i don't worry that much about living end.
they can have only so many Living Ends and Ricochet Traps in deck...

However hosing Nahiri, the Harbinger, or Collected Company would be a major boost.
And apparently Grafdigger's Cage does that.

It would be very nice if there was some permanent way to screw with Aether Vial, but one can only ask or so much in modern i guess...

SpaghettiToastBook on Ashling the burn deck

1 month ago

Chain Reaction is a really good board wipe: it's inexpensive, has a low CMC, and almost always kills everything.Staff of Nin is recurring card draw and it's cheap. Mind's Eye is more expensive but probably better at drawing cards. Magus of the Wheel and Dragon Mage are more wheel effects you could try. You might also want to try Mana Flare, Treasonous Ogre, or Caged Sun for even more mana to sink into Ashling.

You might want to try damage doublers: Furnace of Rath, Insult / Injury, Quest for Pure Flame, Dictate of the Twin Gods, Curse of Bloodletting, Gratuitous Violence, or Overblaze. All of these are pretty inexpensive.

Copying spells is a neat way to increase the value of your burns. You could try any of these: Reverberate, Wild Ricochet, Fork, Chandra, the Firebrand, Dual Casting, Dualcaster Mage, Increasing Vengeance, Howl of the Horde. You can also use most of these to copy pesky counterspells or copy draw or ramp spells. Price of Glory is great since you're mostly playing at sorcery speed. Pyroblast, Red Elemental Blast, Ricochet Trap, and Burnout are good for hating on blue players. Overmaster, Reroute, or Shunt might be okay too.

Iron_Cube on More resilient Grenzo, Dungeon Warden?

2 months ago

The boots are usually the best choice.
Against Imprisoned in the Moon you can also play cards that redirect like Shunt and Ricochet Trap to throw it somewhere else. Also, protection from blue will prevent the creature to be targeted (Sword of Fire and Ice, Sword of Body and Mind). Unstable Obelisk and Scour from Existence can remove it. Even Pyroblast if you're frequently playing against blue.

Ender666666 on Grenzo ft. DJ Doomsday | Competitive Primer

3 months ago

I see, that makes sense. I hadn't seen Ricochet Trap until someone suggested it yesterday.

BTW, Fire Covenant is definitely a champ. I used it twice yesterday and both times it really made a splash.

Ender666666 on Grenzo ft. DJ Doomsday | Competitive Primer

3 months ago

Clay_Puppington, Has Ricochet Trap been considered as an alternative to Burnout? It has the advantage of better versatility against more colours, and gets a nice discount when responding to Blue disruption.

TheDuggernaught on Foul Fowl

3 months ago

Aggor it does fairly well from all the mainboard boardwipes. Eldrazi can be an issue though as they are usually bigger than 3 toughness. In that match up, you just have to pray that you can land a Boros Reckoner to through under the bus on turn 3 to act as removal, and then get your snow lands high enough for Skred to kill. Swans of Bryn Argoll can also chump for days -- but giving them cards feels bad. As such, I have considered trying to find room in the side for Spirit of the Labyrinth to prevent giving them free draws.

As for control, the Ricochet Trap in the side can completely wipe them out. It depends wildly on the control deck, but it can be easy or difficult. But the general rule is if swans are allowed to stay in play for 2-3 turns, you can usually win off the sheer card advantage you can amass.

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