|(Subtype for instant/sorcery spells)|
15% 25% 15% 25% 20%
Traps may be cast as for their regular mana cost, but also have an alternative cost should specific events occur. Usually, traps have abilities that undo whatever has made their alternative cost possible; for instance, a Trap that was enabled by two lands entering the battlefield under an opponent's control would destroy two lands.
Instant - Trap
If an opponent had two or more creatures enter the battlefield under his or her control this turn, you may pay rather than pay Whiplash Trap’s mana cost.
Return two target creatures to their owner's hand.
- Mark Rosewater (September 14, 2009). "Achieving Zendikar, Part II". magicthegathering.com. Wizards of the Coast.
- Tom LaPille (September 11, 2009). "You Just Fell For The Trap". magicthegathering.com. Wizards of the Coast.
- Magic Arcana (November 9, 2009). "A Trap's Inspiration". magicthegathering.com. Wizards of the Coast.