Root Snare


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Common

Combos Browse all

Root Snare


Prevent all combat damage that would be dealt this turn.

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Root Snare Discussion

ChrisKB on Mono Green Stompy

3 days ago

Hemppa the reason I have chosen Thunderherd Migration instead of more creature ramp cards such as Druid of the Cowl or Drover of the Mighty is because as a Red Aggro player before rotation (I know, Boooo, Hisssss), creature ramp isn't permanent. If i have any mana left open on your end of turn and a burn spell, you can be sure that ramp and potential blocker is disappearing. Thunderherd Migration will give me permanent ramp for the rest of the game.

Because I am used to being an aggro player I like to swing everything at combat and not leave blockers, Root Snare allows me to do this and entice my opponent to either do the same or at least commit more attackers than he would otherwise without the threat of losing any life points myself. This also helps against Life Gain decks which are big at the moment as it stops them just gaining back what i took off them the turn before negating the difference in combat damage between the two of us each turn.

Thinking about going up against control decks means i'll now probably add your suggestion of Nullhide Ferox to my sideboard because of it's hexproof but it's definitely not something i'd want main as it has too many downsides to me.

DragonKing90 my thinking behind having Gigantosaurus main and Carnage Tyrant sideboard was that Gigantosaurus gives me a better chance at getting Ghalta, Primal Hunger out as early as possible because of it's high power and toughness and lower cmc. As one of you previously stated Carnage Tyrant is great against control decks which is why it is in the sideboard currently, But I do see your point so will test the deck with both options properly before I come to a final decision.

I have chosen Kraul Harpooner over Drover of the Mighty because of my reason stated before about the ramp being easily removed and it doesn't become a 3/3 until it's use is finished anyway. Kraul Harpooner is chosen over Thorn Lieutenant because to me it is more useful to have the reach mainboard than the ability to pump a creature for 6 mana which would generally be my lowest priority to spend mana on anyway.

Hemppa on Mono Green Stompy

4 days ago

DragonKing90 Obviously I understand what he intended to do with Root Snare, but why would you care if the opponent attacks or not? Life is just a resource and if you don't happen to face a mirror match, your opponent deals averagely way less damage to you than you to him/her. And yes, additional ramp may occasionally work, but I can assure you that most of the time you'd just hope you had a creature in your hand instead of Thunderherd Migration. He already runs 24 forests so mana should't be a problem. I speak from my own experience, I have played stompy a lot. Of course you may do whatever you want, but you can check some past competitive stompy lists and notice that the only noncreature spells on main are Blossoming Defense. It's simply because it's the most effective gameplan and it works.

DragonKing90 on Mono Green Stompy

4 days ago

Hemppa: Root Snare does not at all go against his gameplan. it should be obvious he's not using it when he is attacking. the card is used when the opponent is attacking. having Llanowar Elves doesn't mean more ramp isn't useful. 8 ramp cards makes it much more likely he'll get at least 1 within the first few turns than just 4 would.

Boza on BG Draw/Mill

3 weeks ago

6 counters and 4 blinks will not give you enough time to mill the opponent with 4 corrosions. You have either get more mill effects, more control effects or both.

I would recommend fog effects like Root Snare that blank the whole attack and give you a whole free turn. Including any creatures that can attack is not a good idea as it dilutes your mill plan. So, from the current line up, Tatyova and Archeologist are the only ones that make the cut. Also consider the card River's Rebuke to disrupt the opponent's build up. Finally, you need some big card draw card that wins you the game instantly once you play it.

joaoguaxinim on Tatyova Simic Ramp

1 month ago

You could drop the blackbades and add two more compass so you can get more Maze of Ith effects. Also, I see that Scapeshift is in the maybeboard, but helps this strategy so much. And finally, you could use some fogs, Root Snare may help your matchs against aggro decks.

Hope it helps! :D

qwertyking on MonoBlue Mill

1 month ago

I would definitely up the amount of lands you have, 18 seems too low if you want to be able to drop Patient Rebuilding on 5. I would also cut the Wall of Mist and Homarid Explorer, as both are just very slow cards. I honestly think you could have more success by splashing green for fog effects like Root Snare and Haze of Pollen.

Brownkid09 on Land of the Lost - Fall of the Thran - M19

1 month ago

I don't think Path of Discovery works with Sylvan Awakening. The lands are already in play and just gain creature types and key words. Same thing goes for Mentor of the Meek and Sylvan Awakening.

I like the idea, but 9 sources to get off Sylvan Awakening+Fall of the Thran? Seems unlikely against control matchups. The agro matchup might be a toss, since you run Root Snare to hold them off. I just wish there was some life gain to help.

TheTrueSchmamook on Deck Mill Engaged - 40 Card Mill - M19

1 month ago

I totally have a version in MTG:A, but not when it comes to paper. I'm not going to dump x dollars into a set rotating out. I mean if I wanted to build a dirty modern version, sure I'll build something that can do it way faster, but not worth the money investment for me at the time.

I really dig Rashmi, Eternities Crafter and wish she was staying! She's in my MTG:Arena build.

The cards I use now are proving to be really strong in different match-ups.

I'd like to see how the decks run against each other.

Running things like Heroic Intervention, and Root Snare just don't do the do for me if I'm not playing against hyper aggro decks.

I can just control, and river's rebuke if stuff get's crazy.

That spell swindle to return extra mana to set up for the bigger combos earlier.

Wayward Swordtooth is in my other version and I'm contemplating on bringing him back.

Tishana, Voice of Thunder with Sylvan Awakening is just dirty, and I'm sure most people are like "...WTF..." when I turn my lands into creatures, slam Tishana, they mill the rest of the deck, and I just sit there with that 10 HP they couldn't finish.

Fraying Sanity I'm using in a different mill deck I've created for modern, and would love for that to stay too!

I'm also thinking of putting in Patient Rebuilding, but just not sure yet. I mean it fits so well, why wouldn't I want it with Psychic Corrosion?

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