Image courtesy of Scryfall.com
Whiplash Trap and the Subtle Art of Enchantments and Artifacts
Blue magic loves to bend time, space, and the math of what your opponent can do next. Whiplash Trap, a Commander 2020 instant with the quiet elegance of a well-timed counterspell, fits neatly into decks that lean into enchantments and artifacts as engines. This common instant costs {3}{U}{U}, a respectable price tag in a color that prizes card advantage and tempo. But the real flavor comes with the alternative cost and the ability to snap back two of your opponent’s creatures at instant speed. If you ever wanted to see a spell that punishes wide boards while rewarding careful timing, you’ve found a perfect example 🧙♂️🔥.
What the card does, exactly
Whiplash Trap is built as a trap card for the blue mage in all of us. Its Oracle text reads: “If an opponent had two or more creatures enter the battlefield under their control this turn, you may pay {U} rather than pay this spell's mana cost. Return two target creatures to their owners' hands.” In other words, it’s a two-step operation wrapped in a single card: meet the threshold for a discounted cost, then bounce two creatures. The duality here is what makes it sing in multiplayer formats like Commander, where seeing multiple ETB events from opponents is far more common than in one-on-one play. And yes, the effect can net you a swing in tempo by removing key attackers or problematic creatures before they action-resolve their own big turns ⚔️💎.
At five mana total, the base commitment is a fair tempo play, especially in blue mirrors or control-heavy boards. But the real edge is the alternate cost. If your memory is a little foggy about what counted toward “two or more creatures entering the battlefield,” you’re not alone—this condition tracks all enters under an opponent’s control during that turn, regardless of source. A token swarm from a second opponent, a creature reanimation spell, or a token-producing enchantment can all push you into discount territory. When you can cast Whiplash Trap for a single blue mana, you’ve unlocked a strong tempo line: you deny two bodies, buy a window, and preserve your own life total while reshaping the battlefield 🧙♂️🎲.
Enchantments and artifacts: how they shape the math
Enchantment and artifact ecosystems are where Whiplash Trap truly shines. Many of these permanent types generate or modify ETB events, and that creates predictable (or shockingly chaotic) opportunities for Whiplash Trap to shine. Think of artifacts and enchantments that either produce creatures on entering or cause additional ETB triggers for existing creatures. A classic example is a world where a token engine or a doubling effect lays waste to the assumptions of “two enters.” In practice, you’d be looking at boards where a mere two creatures entering is trivial to achieve, especially in Commander where players frequently swing with multiple attackers or tidal waves of tokens.
- ETB-rich boards: If an opponent has a setup that tends to flood the board with creatures entering the battlefield in a single turn (think token generators, token-creating auras, or ETB-enhancing effects that your opponents lean on), Whiplash Trap’s discounted cost can trigger reliably. Then you get to choose two targets and send them home, which can dramatically alter the board’s balance before combat damage resolves. 🧙♂️
- Doubling and copy effects: Artifacts like Panharmonicon (an infamous artifact that doubles ETB triggers for creatures) can push the total number of entering creatures higher than you’d expect in a given turn. If two or more creatures have already entered due to those effects, you’re likely eligible to flash in for {U} and bounce two blockers or threats, effectively turning an opposing board presence into a pair of cards in hand ⚡.
- Acknowledging the risk of a wide board: On the flip side, if you’re playing a blue control deck and your own side has just produced two or more enters (for example, through your own token generation or a synergy piece), Whiplash Trap might still be a valuable catch to remove two of theirs—especially if you’re light on mana but heavy on planning. The discounted cost rewards you for being patient and reading the turn order. 🔄
Practical lines and deck-building notes
When you’re building around enchantments and artifacts, consider Whiplash Trap as a flexible harassment tool rather than a pure counterspell. Here are a few practical lines to keep in mind:
- Tempo-first approach: Hold the trap for a turn where your opponent is likely to push a big board state. If you suspect two or more creatures will enter this turn, save a mana and cast for {U} after the threshold is met, bouncing two of their best attackers or value pieces. The emotional payoff is satisfying—watch a heated boardstate shrink in real time 🧙♂️🔥.
- Target selection matters: Two creatures is the maximum target pool. Favor two creatures that represent the biggest immediate threat or the largest backup plan, especially if they escape your graveyard nap. Sometimes, removing two utility engines behind a problematic enchantment chain is more valuable than nuking a single large creature.
- Synergy with other counterplay: Use Whiplash Trap in concert with other bounce effects or control spells. Repeatedly returning creatures to hands can stall a game into favorable late positions, allowing you to pivot toward card advantage or win-con threats you’ve prepared in hand or library.
From a lore and art perspective, Whiplash Trap sits at an intersection of precision danger and playful misdirection. The imagery—a calculated, almost surgical blue snare—parallels the card’s mechanical elegance: you pay a bit of mana now to yank two attackers away later, stifling momentum while maintaining your own strategic posture. The flavor text (where present) is a nod to blue’s mastery of timing and control, and the card’s simple typography masks a deeper tactical potential. It’s the kind of card that feels underfunded in a casual game, but in the right moment, it becomes a cornerstone of blue-based tempo or control shells ⚔️🎨.
“In a world of big boards and flashy plays, the quiet two-for-one is aConfidence booster for blue’s long game.”
For collectors, Whiplash Trap’s Commander 2020 printing sits in the common slot, but its utility in EDH builds makes it a perennial favorite. It’s not a flashy rare, but it’s a reliable tool in the blue mage’s kit, especially in metas where enchantments and artifacts increasingly populate the battlefield. The card’s art, crafted by Zoltan Boros & Gabor Szikszai, captures a sense of impending snapback that fans will recognize from countless late-night tabletop sessions. And yes, the price on popular marketplaces remains accessible, a testament to its practical value rather than mere collectability 💎.
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Whiplash Trap
If an opponent had two or more creatures enter the battlefield under their control this turn, you may pay {U} rather than pay this spell's mana cost.
Return two target creatures to their owners' hands.
ID: 0d828c7c-4e55-40be-a96f-48101e407aef
Oracle ID: 1bd26692-c030-4493-883e-2d26b3a1d025
Multiverse IDs: 482755
TCGPlayer ID: 212367
Cardmarket ID: 453813
Colors: U
Color Identity: U
Keywords:
Rarity: Common
Released: 2020-04-17
Artist: Zoltan Boros & Gabor Szikszai
Frame: 2015
Border: black
EDHRec Rank: 14952
Penny Rank: 10224
Set: Commander 2020 (c20)
Collector #: 127
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — not_legal
- Timeless — not_legal
- Gladiator — not_legal
- Pioneer — not_legal
- Modern — legal
- Legacy — legal
- Pauper — legal
- Vintage — legal
- Penny — legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — not_legal
- Alchemy — not_legal
- Paupercommander — legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — legal
Prices
- USD: 0.18
- EUR: 0.09
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