Trap the Foes Before They Strike
Check for Traps offers a subtle yet crucial advantage in the unpredictable dungeons of Adventures in the Forgotten Realms. With a modest mana investment, this black sorcery peeks into your opponent’s hand and lets you snatch a nonland card from it, exiling it before it can do harm. This early intel-gathering disrupts your opponent’s plans and forces them to adjust on the fly. The extra sting comes from its conditional life drain—if you exile an instant or flash spell, your opponent loses 1 life, adding pressure for timing their plays carefully.
This card synergizes particularly well with decks that capitalize on hand disruption and tempo control. Pairing it with creatures that punish opponents for casting spells, such as Foulmire Knight, can amplify its impact. Check for Traps fits seamlessly into strategies that aim to dictate the flow of the game by stripping away key answers before they can be cast, making it a tactical tool for any player looking to outmaneuver their foes.
Card Details:
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Mana Cost: {1}{B}
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Card Type: Sorcery
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Subtypes: —
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Card Text / Rules Text (Printed): Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
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Power / Toughness: —
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Loyalty: —