The term "hand trap" describes a card activated from its user's hand in response to an opponent's actions
If youre drafting, and a card says venture into the dungeon, replace that text with all the options from the Nth level of each dungeon, where N is the number of times you believe your deck can reasonably venture into the dungeon
We also see Wizards of the [blank], one of many cards that can be customized with stickers for varying effectiveness
When you do, choose one -* Remove X counters from target permanent, where X is the mana value of the exiled card.* Target creature an opponent controls gets -X/-X until end of turn, where X is the mana value of the exiled card
Granted, Option cards are immune to the Jamming effect (Meaning only Misty Sevens and Cherrymon's Mist can negate them) but you see that so rarely, you don't really need to worry about that