Draw a card and place it face down under the lead realm. When that realm is attacked, discard the card, noting its last digit. Attackers with a base level equal or less than this number are discarded immediately. (Def/3)
Copyrights:
TSR
Wizards of the Coast
Put this card in your deck only if you are a gambler. Any card that requires you to blindly throw away one of your own cards to give you a plus in battle is a dubious one at best. Set Traps might act as a deterrent to keep opponents away from your lead realm if you are playing a deck that is not battle oriented, though.
Set Traps works before a defender is chosen. Therefore, if the trap discards the attacker, the player does not get a spoils of victory since he did not defend his realm.
Note that attacking champions use only their base level when determining the result of Set Traps. For example, if Azalin (82/RL) attacks with the Loup-Garou (236/4th) ally already attached and the trap card has a last digit of 5, it affects only those attackers with a base level (champion only). Azalin survives the trap and the defender has to answer to the Loup-Garou.
You may be interested in building a deck using many similar cards, such as Lightning Glyph (68/AR), Curse Glyph (69/AR), Death Glyph (70/AR), Fire Trap (420/4th), and Leomund's Trap (391/4th). All those face down cards hidden under your realms will have many opponents looking elsewhere for their spoils.