Once set, a player has the opportunity to activate their trap card as soon as the trap conditions have been met
And Im not just talking about spells like Armageddon or Wrath of God, but spells that hit everything in play
The key terminology here is basic Energy, you need to get three different types of basic Energy on the card before you can even attack, locking out shortcuts like Aurora Energy
is a great card to make stronger boards while being more dependent on other cards but also more acceptable to disruptions
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Seedborn Muse Untap everything, every turn One of the hardest decisions you have to make in Commander is deciding when to attack and leave yourself with fewer defences