I just get a kick out of so many cards in
Zendikar. Most of the Trap cards remind me of
things in old Dungeons and Dragons campaigns,
minus the dice-rolling. With this in your deck,
you almost don't have to worry about
counterspells at all any more. And it's even out
of range of Spell Snare and Counterbalance (just
watch out for Nix!). Now, I wonder how many hit
dice a Ravenous Baloth has?
Constructed: Standard, blue lost it's
main counter spell. A creature getting counter
not happening as much. They usually get killed
will in play. Other formats it might show up
against FOW.
Casual & Multiplayer:
Nobody plays counter decks in our area for fun
or multiplayer
Limited: I do not see much use for
the trap part, but for 6 mana instant at the end
our your turn you have a chance of dropping a
good creature against them. So just without the
trap part it still has some playablility.
Overall is stay in flaver with green's getting
around blue's counter-magic.
Today's card of the day Summoning Trap is
potentially useful in any deck, even non-green,
as it can be played for free if the trigger
condition is met. It is particularly
useful when combined with Trapmaker's Snare as
seen on Magic game day.
For Constructed, Casual, and Multiplayer this
has a great deal of power in being able to
summon any creature for zero mana, but only when
your own creature is countered by the opponent
first. Generally this will be played in
Green mana bases with large creatures which can
be difficult to effectively wield. There
is some potential to using this in the side
board against Blue control decks or as a vehicle
to play Progenitus and other high cost
creatures. Casual tends to have larger
creatures showing up more commonly and
Multiplayer a better likelihood of someone
running counterspells, making it potentially
more useful in these formats.
With Limited this should often be taken first
when opening a pack in Booster and then followed
with a higher than average number of large
creatures and all mana acceleration to support
the theme. In Sealed if the above exist in
the pool this can be a key card in the deck, but
without large creatures the value is drastically
weakened. Also, bear in mind that
counterspells will be far less common in the
format and paying the mana cost will be very
likely.
Welcome back readers and today’s card of the day
is of my favorite variety, a Spike/ Johnny card
appealing to all the combo lovers in us all and
at the same time seeing some competitive
standard play. Summoning trap allows you to look
at the top seven cards of your library and you
may put a creature card from among the top seven
into play. In standard this card holds powerful
possibilities combined with Lotus Cobra,
Zendikar game day has passed and deck revolving
around angels and summoning trap make a solid
appearance. Summoning trap can serve as a
lynchpin of a deck or just as a powerful tool
for fetching versatile creatures. The other
possibility is to combine it with expensive
creatures such as Darksteel Collosus. In
extended and standard I predict more interesting
combo and control decks will appear that use
this card as a powerful tool in their design. If
one gets countered and you have another copy in
your hand you can play it for free pumping out
scary creatures. In eternal I don’t see it
seeing much play except in maybe some odd
instances. In casual big fat creatures are
always popular and cards that help you get out
fatties and punish opponents for countering your
other fatties is sure to see play in a variety
of circles. In limited counterspells are rare
but if your dedicated green with some mana accel
this card may interesting but if you don’t have
many bombs prepare to pay six for a 2/2
creature.