RaikouRider wrote: ↑4 years ago
Annihilation Trap 3WW
Instant - Trap {R}
If all creatures an opponent controls that could attack this turn did so, you may pay
1WW rather than paying this spell's mana cost.
Remove from combat target attacking creature of an opponent's choice they control, then destroy all other attacking creatures that player controls.
That one guy is Leeroy.
I like this, but it also seems super easy to thwart. Still, it encourages a meta of holding back just a bit, which is neat.
jamblock wrote: ↑4 years ago
Reclamation Trap 2{g/w}{g/w}
Instant - Trap (U)
If an opponent attacked with an enchanted or equipped creature this turn, you may pay
1{G/W} rather than this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
Oh, man. I love this. That's a nice spell and a
really flavorful and appropriate trap condition.
folding_music wrote: ↑4 years ago
Mechanical Hitch 2r
Instant - Trap (U)
If any of your opponents control at least three artifacts, you may pay
rather than pay this spell's mana cost.
Counter target activated ability from an artifact source. Mechanical Hitch deals 2 damage to that ability's controller.
Interesting. I like the variety of hate going on here.
I think this card would make the red & blue members of the council of colors visibly perspire.
I think it does need to cost blue, but we can bump that up to
1RU for the cost,
RU for the trap, and 3 damage for the burn.
Subject16 wrote: ↑4 years ago
Entangling Trap 3WW
Instant — Trap (Uncommon)
If an opponent controls a creature with power 4 or greater, you may pay
1W rather than pay this spell's mana cost.
Exile target creature.
"I'd never dreamt we could defeat an Eldrazi with zero casualties."
—Munda, Ambush Leader
Munda's hard work and practice is beginning to pay off. That does seem genuinely impossible though in light of BFZ era, so I'm going to choose to interpret that this is a Zendikar where there's still Eldrazi but they're phenomenally weakened—they're like gangrenous parts of the corpses that are Kozilek and Ulamog, still barely functioning, and that's pretty compelling to think about.
Anyway: the condition itself is so guaranteed I'm not sure it should cost as little as
1W. It is basically
Bring to Trial for
1W, with an optional more expensive mode for smaller creatures oddly enough. Maybe
2W? Traps are hard.
kwanyeegor-ii wrote: ↑4 years ago
Elvish Guerrilla Trap
XXGG
Instant--Trap (Rare)
X can't be zero.
If an opponent cast a spell with
X in its mana cost this turn, you may pay
XG rather than pay this spell's mana cost.
Create X 1/1 green Elf Warrior creature tokens and you gain X life. Then draw cards equal to half the number of Elf tokens you control, rounded down.
That is
a lot! I guess it costs a lot too though, and asks me to keep mana open in response, and has a very specific trap condition. It's going to be make-or-break based on whether there's a good X spell in the same meta. This one's virtually guaranteed for elf decks in Commander for example. We're overlapping here with
Hydroid Krasis,
Explosion, and
Sphinx's Revelation territory though. I suspect this might need to be Mythic Rare.
slimytrout wrote: ↑4 years ago
Snapjaw Trap GG
Instant - Trap (R)
If an opponent controls five or more creatures, you may pay
4G rather than pay this spell's mana cost.
Converge - Target creature you control deals damage equal to its power to X target creatures you don't control, where X is the number of colors of mana spent to cast this spell.
This needs "up to X" or it might be hard to successfully cast this sometimes in some unusual edge cases. (E.g.: I have three types of basic lands and no other mana sources, but you have only two creatures: I don't have three legal targets.)
This one's difficult to gauge since its power varies so wildly between the three modes, from
Rabit Bite to a green sorta-sweeper for CMC 5. The flavor's hard to connect, but it is pretty neat mechanically.