Chilling Trap

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Chilling Trap

Instant

Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.

Milesfuzz on Spell Harmonicon

2 years ago

Beamsplitter Mage acts as a mini Zada/Mirrorwing Dragon. Makes all of your targeted cantrips pretty good!

Also there's a few extra cantrips to consider. - Leap - Cloak of Feathers - Cerulean Wisps - Renegade Tactics - Thermal Flux

Bad cantrips that are just good for triggering Zada/Magecraft/Mirrorwing - Twisted Image - Chilling Trap - Fleeting Distraction - Stream of Unconsciousness

Shnuff on Izzet Wizards

3 years ago

Docent of Perfection  Flip,Goblin Wizardry, Frostpyre Arcanist and Naru Meha, Master Wizard could be fine additions, though Naru can be a bit clunky and cost a few bucks more than the other options.

I've always wanted to use Wee Dragonauts in a deck but I like to think their spirit lives on in strictly better Umara Mystic.

Chilling Trap / Stream of Unconsciousness can be a good cantrip in wizard tribal while preventing some blocking damage to your wizards.

Cyclone Summoner can be a pretty good 1-sided board clear if you can't get past their blockers late game. Cyclonic Rift might be just as good for the p/t trigger activation but I'd take a 7/7 over prowess triggers most days.

Wizards got lots of new playthings the last few sets if you ever want to reimagine this deck.

Murphy77 on Mono blue mill deck

3 years ago

Into the Story seems like an excellent late game card, but might slow down play early on. Glacial Grasp could replace 1, or 2 Into the Story.

Confounding Conundrum is very much a side-deck card. It is not likely that most of your opponents will be drawing and playing an extra land per turn. I like the idea of Keep Safe to counter your opponents effects that could slow you down, while drawing cards to trigger Teferi's Tutelage.

Merfolk Secretkeeper relies on effects that return it to your hand so that you can replay Venture Deeper and Merfolk Windrobber also seems like a rather weak and situational card. I like the idea of cards like Facet Reader and Teferi's Protege to trigger extra card draws and extra mill from Teferi's Tutelage.

Other cards that I would consider (and maybe put in a side-board) are Chilling Trap, Deliberate and Field Research

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