i would love to see the 1 in a million starting hand that has four of these right off the bat.. keep dreaming or quit stacking your deck
Posted By:
poopooparty
(10/2/2009 6:09:22 PM)
I think Path to Exile has a new friend. The opponent is either milled for 13, or PtE's drawback passes them by.
Posted By:
RobinHood3000
(10/3/2009 4:15:46 PM)
Ok I'm not looking in the right place for an answer, so I just have to post it here; What is its converted mana cost?
Posted By:
banjoe
(10/10/2009 7:17:43 AM)
i love that with the 0 mana cost you can use this in any deck its the perfect answer for any harbinge situation
Posted By:
lickthemoose
(10/11/2009 4:14:52 AM)
I already have this card in a non-blue deck. It works pretty nice too!
Posted By:
DarkJetta
(10/14/2009 8:29:55 PM)
Something else you could do to make the chances of playing the card is put Trapmaker's Snare in the deck. That way, if you have two mana, they search, you play Trapmaker's then pull out Archive Trap and play it. It's even more effective if you already have an Archive Trap in your hand.
Posted By:
DServ
(10/18/2009 6:54:12 PM)
Go blue/white, turn 6 traumatize (or when you have 6 mana), then PtE, then archive trap for the win. Simple, but deadly!
Posted By:
OD97
(10/25/2009 9:04:55 PM)
W00t! We got the Rulings texts back!
Posted By:
Qazior
(10/29/2009 11:42:18 AM)
Banjoe, it's 5.
Anyone concerned with getting the reduced cost activated should look at the rulings. Try Aven Mindcensor and Maralen of the Mornsong! I search for Archive Trap, mill you 13. Repeat three times. You lose!!
Posted By:
Selez
(11/11/2009 12:34:36 PM)
I have 4 of these in a UBw mill deck (splashed white for Path, O-Ring, Day of Judgement SB and Wall of Denial), and I have to say, it works so well with Path. First game when the opponent might not know what they're up against, they'll probably have no qualms about searching for a land when path'd. BANG, 13 cards gone for each trap in your hand. Keep in mind that Trapmaker's Snare is also blue, only costs 2 mana, and is instant speed, so it's *almost* like having 8 (in terms of probability) if you include 4 in a deck. In the second and possibly third game, they'll be so cautious that they won't search for a land unless they absolutely need it for a play on the next turn - same goes for fetching. Just the fear of the archive trap can slow the game dramatically down for them. Then again, one Thought Hem and no more archive traps for you!
Posted By:
JaxsonBateman
(11/14/2009 8:47:34 AM)