Lamp is a consumable snare that paralyzes a totem for ten seconds and makes it shine brightly.
The Visitor carries ten Lamp cards as the control half of its Quench Moth strategy. Playing one immobilizes a target totem for ten seconds and causes it to glow.
The artificial light would strengthen nearby Quench Moths while preventing the victim from escaping their swarm. The Visitor never draws one because its rage at Carl's cloak overrides deck play.
Donut considers the snares excellent loot and collects all ten after the fight.
A glowing trap card casting a bright cage around a paralyzed summoned creature.
Lamp gives Donut a reusable disable effect and demonstrates deliberate card synergy in the Visitor's deck.