Instant — Trap
If a creature spell you cast this turn was countered by a spell or ability an opponent controlled, you may pay 0 rather than pay Summoning Trap's mana cost.
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.
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Summoning Trap Discussion
23 hours ago
RomulusStrange, as Karzalar stated, the Xenagos works with Emrakul and Tooth and Nail to provide an instant kill effect if the spell resolves. I had Wall of Roots in an earlier list but found that Sylvan Caryatid works better with the Worship in the sideboard and for mana fixing if that's ever necessary. Thanks for your suggestions though! I'd consider throwing a Blightsteel Colossus into the sideboard as a Summoning Trap target, but I don't have one at the moment.
Karzalar, nice idea - but there's no room for it. For every wall I remove, it's one less target for collected company and one less dork for the battlement. Cheers!
1 week ago
1 week ago
An overwhelming majority of your creature cards has a high mana cost, you may want to look at ways to cheat them out. I can think of Quicksilver Amulet, Selvala's Stampede, Lurking Predators, Elvish Piper, Kaalia of the Vast, Summoning Trap, Descendants' Path.
I don't see the point of running Primal Surge if your entire deck isn't going to be permanents, but you do you. If you want to keep the deck budget than Zendikar Resurgent is a cheap mana doubler and draw engine. As a Saskia player myself, I like any Saskia deck that I see that isn't the meta aggro or token spam, so I hope you have good luck getting this deck to where it needs to be. Peace brother!
2 weeks ago
Alright, I'm back! So obviously the trick with Werewolves is, you don't want to cast spells, nor do you want your opponent's to cast spells either. The best solutions for this are: cheating in your cards and inhibiting your opponents from theirs. R/G can do that first part fairly easily, but inhibiting is a little trickier since you don't get stuff like Silence. That in mind, cards I would include are as follow.
- Cryptic Gateway: Non-cast Creatures
- Lurking Predators: Non-cast Creatures (also an inhibitor)
- Aluren: Can hit most your creature base, but it IS a cast, so use it on an opponent's turn. Also they can use it too, so care.
- Quicksilver Amulet: Non-cast Creatures
- Summoning Trap: If your opponent went ham, might as well get a creature in too, or in the event of a counter
- Urza's Incubator: Cost reduction
- Veilstone Amulet: Decent counter measure in event of removal in your colors
- Damping Engine: Inhibitor
- Planar Chaos: Inhibitor
- Possibility Storm: Inhibitor
- Arboria: It's an odd card, but basically comes down to, you don't do anything, you don't get attacked.
- Defense Grid:Inhibitor
Werewolves are a tough, but fun creature type due to their odd flip mechanic. I would also recommend keeping in your anthem effects, but I'm personally not a fan of stuff that only beefs up one creature like Stoneforge Masterwork outside of Exalted style decks. I wanted to also remind you that you are running a green deck, so don't forget ramp cards like Kodama's Reach or Cultivate.
Also, mana dumps in this deck style will be huge for you. Any card that stays on the field but you can pour mana into on a whim will be huge if you want to do something, but also wanna flip your wolves. You already have Kessig Wolf Run which is a prime example or Druidic Satchel.
While not necessary, I would be interested to see you build a list up with only (Were)Wolf creature cards. It'll be much more difficult to build around, but I can attest that the satisfaction of beating face with it will be that much sweeter. I hope that some of this was helpful, and if so don't hesitate to message me with questions. Good luck!
2 weeks ago
The problem with Summoning Trap is that it requires a very specific set of conditions to be useful. You have to cast a creature, have it countered, basically hit Palinchron with it and have the other half of the combo in hand.
While it's cute to use it as a contingency if Damia gets countered, a) the deck already runs a bunch of zero and one CMC counter spells to protect her, b) the deck runs Cavern of Souls to stop her from getting countered and c) you'd be better off just running a wheel like Timetwister to give you more momentum. Or Dig Through Time which potentially costs 2 mana to hit any two cards.
2 weeks ago
Summoning Trap for counter spell heavy metas? It costs zero while digging 7 and possibly plays a win con for free. Who knows, it might find the combo card you need.
Or is it better to draw a 2 mana counter spell that you may not be able to afford casting?
4 weeks ago
Pathbreaker Ibex seems cool. I'll put him in the maybeboard. Indrik Stomphowler and Conclave Naturalists cost too much for what they do. Selvala, Heart of the Wilds seems cool too, will put in maybeboard. There aren't enough targets for Woodland Bellower. Fierce Empath has some potential, so maybeboard. Ruric Thar, the Unbowed doesn't do enough to justify his CMC, same with Gruul Ragebeast and Whisperwood Elemental. Very limited counterspells in meta (shocking, right?) so no need for Spellbreaker Behemoth.
Cyclops Gladiator is nice removal, but 3 red in a primarily green deck is a stretch. Urabrask the Hidden is a great card (I just traded it away :/) and is MUST ADD. Thank you.Stonehoof Chieftain is something to consider, I will need to think about our stonehoofed friend. Fling is funny, but not the best fit IMO.Avatar of Slaughter is SO FUNNY! I am getting this for sure! The 2 worms are blehSteel Hellkite was definitely overlooked. I need to add it in for sure.
Heroes' Bane is a great replacement, I will make the switch. I like Primal hunter over Caller of beasts because it's cheaper, provides blockers and most importantly, card draw. Nylea, God of the Hunt costs 4 for a static trample, possible creature and a weak boost. Although I see it's potential use, I will need to think about it.Dragon Throne of Tarkir I would rather use the creature I'm equipping to attack
Zendikar Resurgent seems great, I will add it inSignal the Clans is a great card, but wouldn't it make more sense to get rid of rampant growth before nature's lore?Bower Passage seems interesting but is too limited.
I thought of that combo before and it seems hilarious as hell, but not worth running as each piece is weak on it's own. Blightsteel Colossus is great but I'm not a huge fan of infect. I don't mind if someone runs it, but I just don't like it. The Kiki combo is cool and I LOVE combos, but this is the 1 deck I'm trying to make without an inherent "insta win" because I would just tooth and nail those creatures each time. The only infinite combo I have in the deck cannot be tutored for so if it goes off, then it's more "fair" according to my LGS. Summoning Trap is limited but possibly a sideboard card.
Do you guys know what is a good CMC range for this kind of deck? I've always tried to make the CMC of my EDH decks anywhere between 2.8 and 3.4. I know the beaters in the deck skew the AVG CMC towards the higher end, but I am unsure as to what range i should try to fall into.
4 weeks ago
Summoning Trap to mess with a blue deck and maby win or help reach that goal