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Deadlock Trap

Deadlock Trap

{3}
Artifact

This artifact enters tapped.

When this artifact enters, you get {E}{E} (two energy counters).

{T}, Pay {E}: Tap target creature or planeswalker. Its activated abilities can't be activated this turn.

Illustrated by Jason Rainville

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#204s
RarityRare
ReleasedSep 30, 2016
EDHREC rank#19,405

Prices

USD foil$0.78
EUR foil€0.60
Rulings (16)
  • After a planeswalker enters the battlefield, the active player receives priority and may activate an ability of that planeswalker before any player can activate Deadlock Trap's last ability.

    Sep 20, 2016 · Wizards of the Coast
  • Players may respond to Deadlock Trap's last ability by activating an ability of the target permanent if that ability's timing permissions allow it.

    Sep 20, 2016 · Wizards of the Coast
  • If the tapped creature somehow becomes untapped, it can attack and block as normal, but its abilities still can't be activated this turn.

    Sep 20, 2016 · Wizards of the Coast
  • Once a player has announced an ability, Deadlock Trap can't be used to undo it. The last ability must be activated before that player activates that ability.

    Sep 20, 2016 · Wizards of the Coast
  • A tapped planeswalker can be attacked or dealt damage as normal.

    Sep 20, 2016 · Wizards of the Coast
  • Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder text.

    Sep 20, 2016 · Wizards of the Coast
  • There are many important moments in the story, but the most crucial—called "story spotlights"—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.

    Jan 19, 2018 · Wizards of the Coast
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

    Jun 7, 2024 · Wizards of the Coast
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

    Jun 7, 2024 · Wizards of the Coast
  • {E} is the energy symbol. It represents one energy counter.

    Jun 7, 2024 · Wizards of the Coast
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

    Jun 7, 2024 · Wizards of the Coast
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

    Jun 7, 2024 · Wizards of the Coast
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

    Jun 7, 2024 · Wizards of the Coast
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

    Jun 7, 2024 · Wizards of the Coast
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

    Jun 7, 2024 · Wizards of the Coast
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

    Jun 7, 2024 · Wizards of the Coast

Printings (2)

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