Alchemy: Innistrad Spellbook Cards Arms Scavenger Spellbook Boots of Speed Cliffhaven Kitesail Colossus Hammer Dueling Rapier Spare Dagger Tormentor's Helm Goldvein Pick Jousting Lance Mask of Immolation Mirror Shield Relic Axe Rogue's Gloves Scavenged Blade Shield of the Realm Ceremonial Knife A little more interesting, at least some of these can be somewhat impactful in a game
Unlike Stun decks, you have to choose the right time to spring your Traps, too early won't be very effective, too late means certain doom but using them at the right time will be very rewarding
If youre new to Magic: The Gathering entirely and youre a fan of pre-2005 Doctor Who, this will be a great place to start
Others are highly situational, being "tech'd" in to beat a certain deck, or outright useless in most matchups
Consider what they discard, what they create, and how well they help the rest of your deck do what it already does best
Wow, he actually used different attributes