Archive Trap
Well, it costs the same as Traumatize
un-triggered, but for a fixed amount of cards,
whereas Traumatize gets worse the more you've
already milled you're opponent. However. Archive
Trap has its numbers worked just right that a
playset of them will mill an opponent out with
no other milling cards in your deck. Four
Archive Traps, times 13 cards per trap, works
out to 52 cards out of a 60 card deck. That
leaves him with only eight cards, seven of which
he'll have drawn in his opening hand. If he
draws even one card during the game, that
accounts for his whole deck. But of course, by
the time you draw all four Traps and cast them,
it's turn nine or so and your opponent will
likely already have won.
Unless you can get to cast them for the trap
cost, of zero mana. Fortunately for Archive
Trap, it has a trigger that will likely be
activated by some very popular cards. If your
opponent has any fetchlands, when he goes to
fetch his land, you can Trap him. Alternatively,
you can play Path to Exile on one of his
creatures. He'll search for a land, and you
spring the Trap. I expect to see Archive Trap
get at least a lot of discussion, if not a lot
of play.
Ever had someone in your playgroup with a
fetchland fetish, or an annoying Dimir House
Guard-based control deck? Now you have the
perfect answer. Unfortunately, there's no way to
fire off the Trap before they find the card they
were looking for, but that's really just
nitpicking. Losing this much of your library can
be crippling.
Today's card of the day is Archive Trap which is a
potentially zero cost spell that can send
thirteen cards from your opponent's library to
the graveyard. Deck destruction has gotten quite
a bit of ammunition lately and it is certainly
possible to run a playable deck, but I still
don't see the design as a viable tournament
winner. The other factor holding back this card
is the high cost if your opponent isn't
searching their library. Effects that force them
to search are an option, but deck destruction
requiring some sort of defense and library
removal effects on top of a reliable source of
targeted searching is a bit too ungainly.
For Constructed I just can't recommend the theme
just yet as it is a bit too slow and vulnerable
to really control the game. Cards in a library
are an expendable resource and your opponent can
still win with a depleted deck. Dealing damage
by creature or effect is generally more flexible
as it can also be used defensively against other
creatures.
Deck destruction doesn't in and of itself
directly protect against attacks and in
Constructed you'll be less prepared to deal with
counterspells or burn.
To Casual this is a pretty viable counterpoint
to the standard big creature or combo and there
are plenty of recently printed cards to concern
the average player. Another nice thing to
consider is deck destruction in casual can call
attention to managing your library as a resource
and be educational to those that may not have as
much experience with alternate win conditions.
With Limited this is a pretty mediocre rare to
draft even though it can get rid of one third of
a deck. There is a decent number of search cards
your opponents may play that trigger the trap
effect, but without support there is little hope
of winning the game because of this effect. The
games are generally longer than Standard, but
this is a poor topdeck and does nothing to gain
control over the field itself. I would leave it
in the sidedeck in Sealed unless you somehow
have two of this in which case it is worth a
shot. Your best hope if trying to play this is
to also run as many Hedron Crabs as you can
find. In Booster you would either pass this card
or hope for the Magic equivalent of shooting the
moon in hearts by having your opponents pass
another copy or several Hedron Crabs.
In Multiplayer deck destruction is extremely
weakened as multiple opponents increases the
number of cards to handle to unreasonable
heights. I do not suggest running this card or
the theme in this format.