Rune Snag

Rune Snag

Instant

Counter target spell unless its controller pays plus an additional for each card named Rune Snag in each graveyard.

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Set Rarity
Ultimate Masters (UMA) Common
Coldsnap (CSP) Common

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Legality

Format Legality
Oathbreaker Legal
Limited Legal
1v1 Commander Legal
Legacy Legal
Pauper EDH Legal
Commander / EDH Legal
Canadian Highlander Legal
Highlander Legal
Modern Legal
Tiny Leaders Legal
2019-10-04 Legal
Custom Legal
Unformat Legal
Duel Commander Legal
Casual Legal
Leviathan Legal
Vintage Legal
Pauper Legal
Block Constructed Legal

Latest Decks as Commander

Rune Snag Discussion

Barbarian_Sun_Pope on Erayo, Soratami Filibuster

1 month ago

Glacial Fortress and Temple of Enlightenment are a nice budget replacements for Evolving Wilds depending on whether you want speed or scrying. Cancel is not a good replacement for Counterspell (there really isn't one if you think about it) because there are plenty of counters with the same converted mana cost that does more, i.e. Faerie Trickery//Dissipate, Disallow, Dissolve, Hinder (personal favorite), etc.. If you're looking for 2 mana counters I'd suggest Negate/Psychic Barrier (simple and to the point), Rune Snag (better with time), Remand, or Familiar's Ruse/Deprive. As far as a replacement for Shield Sphere goes, there are cheap defenders out there. While not at the same cost Wall of Omens and Wall of Denial does a fantastic job of keeping attackers at bay, you could also double up on Fog Bank with it's slightly bigger cousin Guard Gomazoa. Lightmine Field/Archangel of Tithes/Ghostly Prison also does a pretty good job of keeping attackers at bay. Hope this helps.

Valengeta on Shrine On

4 months ago

there's a lot of cards out there that destroy all enchantments in one swoop. Since this looks to me like a slow board build, you might as well be playing lots of counterspells and creature removal to hold off opposing plays while you steadily drop shrines. Also I would remove the White and Green shrines from your Mainboard and focus on Red, Blue and Black ones. Red damages your enemy so you can win, Black does that and disrupts his hand by making him discard, Blue keeps your hand fresh and searches for answers. Also, Mirror Gallery can compensate your legendary handicap.

So, to sumarize, you need counterspells like Mana Leak, Dispel, Spell Snare, Spell Pierce, Remand, Rune Snag or Negate.

You need mass removal like Pyroclasm, Slagstorm, Chain Reaction, Anger of the Gods, Ratchet Bomb, Engineered Explosives, Cyclonic Rift, Languish, Damnation or Ritual of Soot.

You need a stronger and more consistent mana base. Removing 2 colors will help you a lot. Dual lands, check lands, fetch lands and shock lands will do you wonders. Chromatic Sphere or Chromatic Star will help fill the gaps while refunding themselves instead of Pentad Prism.

Paradox Haze might work to trigger the Shrines an additional time and also in combo with Sanctum of All.

I understand this isn't a deck that's meant to be a tournament winner, but mostly to play on multiplayer with friends, but still, there's improvements to be made here that would make your build more frightning to others and fun for you. Hope I helped :)

Icbrgr on Fact or Fiction deck Idea …

7 months ago

I'm still brewing on my end.... but I figured I would share my discovery that Rune Snag/Logic Knot are pretty great to include in a shell/spellpackage when working with FoF...Think Twice is also good when pursuing combos.

If anyone is actually looking to be competitive with FoF though This card has potential to be bonkers... I checked/searched MTG Top8 just to see what the spikey players do with it and it seems dingusdingo was on the right track with FoF seeing most play/success in a simic shell with Ice-Fang Coatl, Uro, Titan of Nature's Wrath, and Wilderness Reclamation.... which seems pretty neat with none of them running Snapcaster Mage.

Barbarian_Sun_Pope on Curious Horseshoe Crab

9 months ago

There aren't a lot of straightforward replacements some of the cards here (particularly time walk) and some might be a little worse and you'll definitely lose some of the synergy, but that doesn't mean we can't keep the game plan. Also this is for the modern format (what used to be extended) and not the current standard. That being said:

Creatures

  • Horseshoe Crab/Thieving Magpie - Still modern legal/Surge Mare also works.
  • Thornwind Faeries - Prodigal Sorcerer.
  • Raven Familiar - Augury Owl/Sea Gate Oracle.
  • Rayne - No functional replacement that affects all your creatures/Monastery Siege might be able to serve a similar purpose of making it harder to target your permanents rather than discourage your opponent from targeting.

Enchantments

Counterspells. This one is a bit tricky as they moved away from the classic Counterspell and there's a lot of variety here and counters have changed a lot. So I'm just going to recommend a few to consider:

Spell Pierce, Negate, Muddle the Mixture, Remand, Archmage's Charm, Condescend, Deprive, Essence Capture, Force of Negation, Hinder, Rune Snag, Wizard's Retort, and Thassa's Intervention.

Well, that took a bit of time, but I hope this helps.

Caerwyn on 'The Popsicle' Mono Blue Tempo

1 year ago

The biggest flaw I see in this deck is the lack of consistency. For the most part, you want to focus on running many 4 copies of most cards (perhaps 2-3 if they have a higher mana cost).

Starting with cards that can win you the game:

Thing in the Ice  Flip, which you have one copy of, is a rather potent card that has strong synergy with the remainder of your deck. It comes down early, where it is a good blocker, and then clears way to attack for a large amount of damage fairly quickly. I'd consider running four copies of it.

Delver of Secrets  Flip is another great card in a spellslinging deck, being able to swing for 3 evasive damage on turn 2.

Frankly, that's about all you need in the way of creatures, unless you want to spring for the powerful, yet pricey Snapcaster Mage . The rest of your deck should be filled with cheap, easy-to-cast spells, so you can stall out the game and transform your Thing in the Ice.

To that end: 4x Opt is a must, as well as 4x Serum Visions for even further card draw. Rune Snag , Mana Leak , and Remand are all solid options for counters in Modern. Archmage's Charm and Cryptic Command are both good for having 2-3 copies of, though you don't want to run a full 4, since you would rather not draw them on turns 1 and 2. Vapor Snag and Unsummon are decent tempo cards, though they're a bit more effective in a deck with more creatures.

For cuts, I would get rid of any conditional counterspell or counterspell with a CMC of 3 or more, other than those outlined above, and any tempo card that does not cost 1. Then I would cut the creatures down to those outlined above.

Alternatively, you could go for a more midrange Blue deck with a greater reliance on creatures. I can provide some suggestions for that strategy, if that is the path you wish to go down.

JP-Romero on Delver of Tempo

1 year ago

If you are already using Thought Scour in your deck, consider running 4 copies of Rune Snag . I use it in my mono blue delver deck. I prefer it over Mana Leak since it can be less of a dead card in late game.

Also, for delver, Serum Visions is strictly better than Opt , as the 2 scry after the draw lets you prepare for flipping it on the next turn.

Also, for a delver deck, you need to run less creatures in order to make the flipping reliable. I have found 12 creatures to work for me.

Check out my take on JP's Izzet Delver (which I tore apart in favor for mono blue) for other suggestions, and a sample sideboard.

JKRice on Deep Blue

1 year ago

Don’t bother with Curious Obsession . Definitely put Delver of Secrets  Flip in, maybe taking the place of siren stormtamer or tempest djinn. I have played mono blue control before and I don’t think tempest djinn is worth it. Rune Snag would be a good cheap counterspell. If you have a god eternal kefnet, he should probably take the place of the djinn. It would maybe be better to play Opt than favorable winds.

hungry000 on Nicol Bolas, God - Pharaoh

1 year ago

Well, here's what I would do:

-all 15 creatures

-2 Sorin's Thirst

-2 Insult / Injury

-2 Kari Zev's Expertise

-4 Cancel


+4 Inquisition of Kozilek

+4 Fatal Push

+4 Lightning Bolt

+4 Opt

+4 Rune Snag

+1 Mana Leak

+4 Mission Briefing

opt. -2 Murder , +2 Terminate

opt. -2 Sweltering Suns , +2 Anger of the Gods

You can switch out Fatal Push and Lightning Bolt for some other removal spells if they don't fit in your budget (though they're actually pretty cheap atm), but they're a good investment if they do.

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