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Thread: Bug Summoning Trap - Viable?

  1. #1

    Bug Summoning Trap - Viable?

    Counter Balance, Counter Spell, Daze, Force of Will, Spellstutter Sprite, they are all very commonly played cards in legacy that have been gettin all up in your stack, messing with your spells for as long as I can remember (you might be able to remember a time befor this but I sure as hell don't).

    So what I am suggesting is that Summoning Trap might be viable in legacy, not because its ability to cheat fatties into play, we have cards that do that for half the price, but because it is instant speed and can potentially come down for free.

    With the ability to manipulate the top of your deck I'm thinking that Summoning trap can take up as little as 5 slots in the deck.
    Summoning Trap dodges counter balance (you could even run a creature into the balance for a free trap)

    Dropping emrakul at instant speed helps to avoid things like CAB Jace or board sweep.

    Lim-Dul's Vault would probably be a wise choice to play, being able to put emrakul or friend ontop of you're deck at instant speed.

    I think the core of the deck would be something like:

    3 Lim-Dul's Vault
    4 Brianstorm
    4 Summoning Trap
    4 Force of Will

    1 Emrakul
    4 Tarmo
    4 Nimble Mongoose

  2. #2

    Re: Bug Summoning Trap - Viable?

    Ultimately, Summoning Trap's biggest problem is that it depends on your opponent to play counters. That means it's sideboard or metagame material, and not something you want to build a deck around.

  3. #3

    Re: Bug Summoning Trap - Viable?

    Quote Originally Posted by rufus View Post
    Ultimately, Summoning Trap's biggest problem is that it depends on your opponent to play counters. That means it's sideboard or metagame material, and not something you want to build a deck around.
    you can also hard cast it......

  4. #4
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    Re: Bug Summoning Trap - Viable?

    Yeah... for SIX Mana...

    If you're not playing against counterspells, then there's probably Combo or Aggro on the other side of the table - lets assume you get to hardcast the trap by turn 4 (meaning you did a good amount of ramping before), then you most certainly get overrun the next turn.

    I'd rather try Polymorph (or Proteus Staff) here.
    Last edited by AlterEgo; 07-14-2010 at 02:11 PM. Reason: addition

  5. #5

    Re: Bug Summoning Trap - Viable?

    Actually I like the idea of Polymorph

    What token generation would work well for the deck?

  6. #6

    Re: Bug Summoning Trap - Viable?

    Quote Originally Posted by SageOwl View Post
    Actually I like the idea of Polymorph

    What token generation would work well for the deck?
    Elspeth, Mishra's Factory, Mutavault, Blinkmoth Nexus.

  7. #7
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    Re: Bug Summoning Trap - Viable?

    Isochron Scepter with Raise the Alarm - and sone of the other usual Imprint suspects.

  8. #8
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    Re: Bug Summoning Trap - Viable?

    Quote Originally Posted by AlterEgo View Post
    Isochron Scepter with Raise the Alarm - and sone of the other usual Imprint suspects.
    So you autolose to Grip?
    Rules Advisor

  9. #9
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    Re: Bug Summoning Trap - Viable?

    Quote Originally Posted by heroicraptor View Post
    So you autolose to Grip?
    Don't forget Qasali Pridemage!

    Come on - if that was an argument, nobody would play Counterbalances, Sensei's Tops, Dreadnoughts or Survival...

  10. #10

    Re: Bug Summoning Trap - Viable?

    Quote Originally Posted by SageOwl View Post
    you can also hard cast it......
    True, but you're (effectively) looking at 3 accelerants to cast it T2, or 2 to cast it T3. At a cc of 6, it's basically got to be a 'win now' card to justify play in Legacy.

    I'm not sure that pulling Progenitus, or Iona, Shield of Emeria, or something like Terastodon that affects the board directly is going to be strong enough to win the game for you like that.

  11. #11
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    Re: Bug Summoning Trap - Viable?

    I'll be the first to say this. DoCT. Besides, due to things like Chalice and Trinisphere making random appearances when you shut your eyes (I once saw Trinisphere in a white deck), you must be careful about what you choose to rely on artifacts for. Even a shit green deck can pack Crumble or Grip. The main problem, aside from being unfinished, is that you're base blue-green. Really, you should be base black or red, you need the bait tactics for drawing out your opponents counters, thus making your Trap more viable. (Yes, red and black draw out Force like no other colors e.g. Burning Wish, Infernal Tutor, Abyssal Persecutor, and my personal favorite, Sirocco)

    Oh, and for the record, if you idiots stop putting Tarmogoyf in every friggin' deck idea you have, the card just might lose some value.

    And, yes, that needs to happen, I haven't seen a $100 creature since Juzam in '95.
    Remember that time you left for a few days and your girl stayed behind?

    I kept her company.

  12. #12

    Re: Bug Summoning Trap - Viable?

    Quote Originally Posted by KærvekTheMerciless View Post
    I'll be the first to say this. DoCT. Besides, due to things like Chalice and Trinisphere making random appearances when you shut your eyes (I once saw Trinisphere in a white deck), you must be careful about what you choose to rely on artifacts for. Even a shit green deck can pack Crumble or Grip. The main problem, aside from being unfinished, is that you're base blue-green. Really, you should be base black or red, you need the bait tactics for drawing out your opponents counters, thus making your Trap more viable. (Yes, red and black draw out Force like no other colors e.g. Burning Wish, Infernal Tutor, Abyssal Persecutor, and my personal favorite, Sirocco)

    Oh, and for the record, if you idiots stop putting Tarmogoyf in every friggin' deck idea you have, the card just might lose some value.

    And, yes, that needs to happen, I haven't seen a $100 creature since Juzam in '95.
    Firstly, thanks for calling us all idiots, we take what you have to say very seriously.

    Secondly, We have established that the trap isn't the best way to go and polymorph is much better when backed up by bitter blossom or some other sort of token maker. If idiots like you would learn to read, this world would be a much better place.

    Thirdly, Summoning trap only triggers if a creature is countered, if idiots like you learn how to read cards, the world would be a much better place.

    Lastly:

    Tarmogoyf
    Future Sight Singles
    Condition: NM/M
    Price: $49.99
    23 in stock

  13. #13
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    Re: Bug Summoning Trap - Viable?

    And, yes, that needs to happen, I haven't seen a $100 creature since Juzam in '95.
    Is NOT equal to saying that its worth 100$, he did not say that at all.
    More people able to read would make the world a better place

  14. #14

    Re: Bug Summoning Trap - Viable?

    Amazing thread! BTW, what does it mean "DoCT"?
    Quote Originally Posted by Skeggi View Post
    Lol. You're my hero .
    Was this even a real Skeggi's hero?

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    Re: Bug Summoning Trap - Viable?

    Quote Originally Posted by KærvekTheMerciless View Post
    Rage, e-child, rage.
    Pretend you've won, person who isn't welcome here, pretend you've won.
    But really, what is the point of playing cards to trick stuff into play? While you're waiting for the right conditions to occur, I'm bashing you for 3-10 damage a turn. SnT brings out Progenitus as early as turn 1. And SnT-Progenitus (or Dream Halls, whatever) isn't a top-tier deck. Why would Summoning Trap.dec be any better, since it requires countermagic AND a fatty on the top AND that you have trap in hand?
    Quote Originally Posted by TsumiBand View Post
    ... It feels like a bummer to spend so much time not talking about the game and more time arguing over whether Dega or Mardu is the better name for a three color deck you'll never see in Legacy.

  16. #16

    Re: Bug Summoning Trap - Viable?

    But really, what is the point of playing cards to trick stuff into play? While you're waiting for the right conditions to occur, I'm bashing you for 3-10 damage a turn. SnT brings out Progenitus as early as turn 1. And SnT-Progenitus (or Dream Halls, whatever) isn't a top-tier deck. Why would Summoning Trap.dec be any better, since it requires countermagic AND a fatty on the top AND that you have trap in hand?
    Ya its all true, I was fooling around with it and its no good, its just I saw playset trap in my binder and decided to try it. I'm just really looking for a deck to play so I'm kinda just shootin out ideas and hopping I hit something.

    Also I think that polymorph is going to be too fragile so I'm done here.


    Quote Originally Posted by KærvekTheMerciless View Post
    Rage, e-child, rage.
    Prove anything I said wrong and you might get taken a bit more seriously, until then go ahead and say I rage, you still got slapped in front of an audience.

  17. #17
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    Re: Bug Summoning Trap - Viable?

    Locked. The thread starter should come up with at least a draft decklist to work with. At least two of the thread responders should come up with better things to do with their time.
    YOU'RE GIVING ME A TIME MACHINE IN ORDER TO TREAT MY SLEEP DISORDER.

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