It's a Trap
review by Jeff Hansen
[click here to view card]

Another unique Light Side Used or Lost Interrupt, this one has a mediocre destiny of 3. As a Used Interrupt, it cancels Sniper and Blasted Droid. This is very nice, as it protects your valuable characters - especially Undercover spies - from those deadly cards. As a Lost Interrupt, this cards may cancel any battle just initiated at a site for 3 Force, and this function is immune to Sense! Dictating when and where you choose to engage in battle is quite a powerful ability. Obviously, this is a great way to prevent a horrifically damaging beatdown on the ground, but are there any tricky uses for this card? Initiating a battle where you don't want to, but then canceling it can be effective under certain circumstances. Doing this could decoy important "if a battle was just initiated" interrupts out of the opponent's hand which could then be locked down. Burning useful cards out of the opponent's hand tends to be advantageous, but this alone doesn't warrant burning a useful card out of your own hand. Initiating and canceling with It's A Trap! would allow you to make use of Move Along..., Careful Planning, Draw Their Fire, First Strike, etc. without the danger of taking heavy battle damage or attrition. The "fake" battle against Speeder Bikes and other "react" decks would pull the opponent's forces out of position, which would lessen the opponent's Force drains the following turn. It's A Trap! is worth stocking in a deck simply for its straightforward, highly defensive uses, but under some circumstances may be utilized to accommodate ulterior goals in a game. This one's a keeper.