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4 Cards Found

AI 🤖 Find me cards equivalent to: Deadlock Trap

Here are some similar colorless cards to Deadlock Trap:

  • Tumble Magnet — Taps artifacts or creatures, like Deadlock Trap.
  • Icy Manipulator — Taps any permanent.
  • Static Net — Exiles a nonland permanent, plus has an ability-ready theme.


Reason: All are artifacts and allow you to lock down or tap opposing permanents.

Results:

Deadlock Trap #204s Artifact

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 3
Power/Toughness: /
Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • A tapped planeswalker can be attacked or dealt damage as normal.
  • Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder text.
  • 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.
  • If the tapped creature somehow becomes untapped, it can attack and block as normal, but its abilities still can't be activated this turn.
  • 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.
  • 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.
  • 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.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • 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.
  • 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.
  • 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.
  • 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.)
  • 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}.
  • 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.
  • 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.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Tcgplayer 0.58 USD
    Cardmarket 0.62 EUR
    Cardkingdom 0.99 USD
    Manapool 0.34 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This artifact enters tapped. When this artifact enters, you get (two energy counters). , Pay : Tap target creature or planeswalker. Its activated abilities can't be activated this turn.

    Icy Manipulator #6 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Once a player announces that they're casting a spell or activating an ability, no player may take other actions until the spell or ability has been paid for. Notably, other players can't try to tap that player's permanents to stop them from paying {T} or to stop them from producing enough mana.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    , : Tap target artifact, creature, or land.

    Static Net #27 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Although all the cards in The Brothers' War that create Powerstone tokens create a tapped Powerstone token, entering the battlefield tapped isn't part of the token's definition. Notably, if you create a token that is a copy of a Powerstone token, the token copy won't enter the battlefield tapped.
  • Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to an exiled creature will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
  • If Static Net leaves the battlefield before its first ability resolves, the target permanent won't be exiled.
  • If a token is exiled, it ceases to exist. It won't be returned to the battlefield.
  • In a multiplayer game, if Static Net's owner leaves the game, the exiled card will return to the battlefield. Because the one-shot effect that returns the card isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.
  • Powerstone tokens are a kind of predefined token. Each one has the artifact subtype "Powerstone" and the ability "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell."
  • Static Net's first ability creates two one-shot effects: one that exiles the permanent when the ability resolves, and another that returns the exiled card to the battlefield immediately after Static Net leaves the battlefield.
  • You can use the {C} added by a Powerstone token on anything that isn't a nonartifact spell. This includes paying costs to activate abilities of both artifact and nonartifact permanents, paying ward costs, and so on.
  • Prices

    Seller Price
    Tcgplayer 0.06 USD / 0.13 USD
    Cardmarket 0.09 EUR / 0.09 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.07 USD
    Manapool 0.15 USD / 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. When this enchantment enters, you gain 2 life and create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")

    Tumble Magnet #233 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Once Tumble Magnet has run out of charge counters, it remains on the battlefield.
  • Prices

    Seller Price
    Tcgplayer 0.18 USD
    Cardmarket 0.05 EUR / 0.06 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.23 USD
    Manapool 0.15 USD / 0.25 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This artifact enters with three charge counters on it. , Remove a chargecounterfrom this artifact: Tap target artifact or creature.

    Deadlock Trap Artifact Normal - ~$0.63

    Icy Manipulator Artifact Normal

    Static Net Enchantment Normal - ~$0.18

    Tumble Magnet Artifact Normal - ~$0.22

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