It's a trap!

by Kdeep on 10 November 2009

Main Deck (60 cards)

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Deck Description

The main killer in this deck is the Archive Trap. What you want to do is set up your Bloodchief Ascension as fast as you can by consecutively burning the opponent with Blightning, Lightning Bolt, or Sign in Blood. When it's enabled you wait until your opponent searches his deck (by fetchlands, most likely) and then play your Archive Trap for the win.

Use Runeflare Trap in conjunction with Burning Inquiry and Sign Blood. Tome Scour works as a psuedo Archive Trap.

Make sure to say "You've just activated my trap card!" when your opponent searches his deck.

Also by my calculations, this deck costs $100000.

UPDATE: Removed all the inefficient lands, aswell as the non-essential blue cards. Added more burn (Burst Lightning)

Deck Tags

  • Creatureless

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0819320

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for It's a trap!

I'm thinking I could remove Tome Scour, keep Acrhive Trap and make this a Red/Black deck. I could consolidate lands that way and have more affective cards. Thoughts?

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Posted 10 November 2009 at 18:34

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definitely drop the rupture spire

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Posted 10 November 2009 at 18:43

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Way too much non-basic lands. Drop the Rupture Spire and a bunch of those dual colored comes into play tapped lands for basic lands. I would also maybe have 1 copy of Exotice Orchard because having many will pretty much screw you over.

Also I have no idea in your goal to kill your opponent by either milling or doing enough damage to make their life points 0. If your mill, you don't mill enough fast enough from the looks of those high mana cost and slow lands (and only 20 lands? why so little)

So you have a choice now. Do you want to go more into milling plan, or do you want to go more into the damage plan. (Because those are the 2 choices I think you want) If you don't focus on either one, your deck will be weaker all around because mill doesn't win the game if you only milled half your opponent's deck and damage doesn't win because you dealt half your opponent's life points worth of damage.

Your deck also runs very little lands, 20. Which is VERY BAD because you will pretty much have large amounts of trouble casting anything more expensive than 3 cast and will get mana screwed often.

Eh.. plus a lot of cards just seem totally random, like all those Ascensions are just pretty much thrown in there with almost no way to help them get to full power and just hoping it would work because it's like a rare card or something.

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Posted 10 November 2009 at 21:38

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ok my piece of advice do NOT LISTEN TO CHILLY about 75% of what he said makes him a Magic-tard 20 lands in a 60 card deck is fine in fact 90% of my decks have that-tend to play with a 2-4cost curve...- also to make this deck faster you need less comes into play tapped land i would add normals or the ravinica dual lands which u can pay 2 life not to be played tapped. as to the deck costing $100000 i may just be missing the reference but its nowhere near that price...
P.S. +1 just for the awsome name of the deck

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Posted 10 November 2009 at 21:59

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I think you're missing the point of this deck. This isn't a mill deck. The Bloodchief Ascension deals damage to a player every time a card is put into their graveyard, if you can get 3 quest counters on them. I think there is enough burn in this deck so you can enable it fairly quickly. Cast shit like blightning on your turn, and shit like lightning bolt on their turn. The goal is small damage to stack counters on Bloodchief Ascension. Using these low costing burn cards will also put these cards in the graveyard, which will also enable Pyromancer's Ascension.

Once your Bloodchief Ascension has 3 counters on it (via 3 burn cards) you wait until your opponent searches his deck (most likely by fetchlands) and then you play your Archive Trap which will send 13 of the cards from his library into his graveyard. Because of the enable Bloodchief Ascension, each card put into the graveyard will deal 2 damage. These means Archive Trap will deal 26 damage to an opponent who searches his deck. You can also use Tome Scour to deal10 damage this way. If you an enabled Pyromancer's Ascension, you can essentially deal double damage.

I know lands would be a problem in this deck, I am thinking of removing Tome Scour and Memory Erosion to keep it Black/Red. That way I can have more efficient lands. You wouldn't want to cast Archive Trap normally so there isn't really a need for blue in this deck. I could put more lands and more burn into this if I remove blue, but I'd lose Tome Scour which is really appealing to me in this deck.

@dreki I added the $10000 bit because of all the rare lands. Also I think I'm going to change the lands around a bit as well. There weren't a lot of high costing cards so I thought I could get away with having a bunch of tapped lands.

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Posted 10 November 2009 at 22:46

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I love this deck Kdeep. It's a beautiful synergy between the two cards Bloodchief Ascension and Archive Trap, and I love the damage boost with Pyromancer's Ascension. Very well put together.

If you want to keep the blue cards (tome scour would be nice in here): My opinion on the land problem you're talking about is using all the non-tapped lands but put in some Crumbling Necropolises - it comes tapped but then you have all three colors. Just an option I do like your updated B/R version though. :)

+1 for sure.

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Posted 13 November 2009 at 17:34

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You know, I have to say I think this deck is a little broken. Like Chilly said, are you trying to win through damage or milling.

It's a Best Case Scenario type deal, and it's also very dependant on your opponent having a fetchland. I mean, if it works it's pretty cool, but I feel that it is very much dependent upon them having that fetchland in play.

I definitely think the blue can be removed from this deck all together, as I believe splashing white would increase the power of archive trap.

It's not that it's a bad idea, it's just that a lot of things have to fall into place for the big kill to take place.
I also think Quest for Pure Flame could be removed. Again, not a slight to the deck, but it's like a burn deck with hopes of being able to play archive trap. If you want to Mill, Mill...but if not, why not use cards to support your regular attack.

I'm all for creative decks and this is a neat combo, so it's ok for that. It just depends on what level of competition or how much you'll want to win on a percentage basis.

Just my .02, not intended to slam

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Posted 23 December 2009 at 16:56

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Ryanraze and Chilly282 arent very smart :D
This deck deals damage by milling cards with BloodChief Ascension, get BloodChief Ascension too 3 quest counters with lightning bolt and burst lightning, then use Archive Trap. Archive Trap and BloodChief Ascension alone will do 26 damage, gail 26 life, and mill 13 cards. btw, epic deck, and by my estimate, you estimate is quite a good estimate!

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Posted 05 May 2011 at 03:48

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