|Commander / EDH||Legal|
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|Promo Set||Mythic Rare|
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Creature — Human Wizard
Whenever Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to it's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
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Snapcaster Mage Discussion
2 hours ago
I got one with Bedlam Reveler.
I piloted izzet tempo with Thing in the Ice Flip. had a huge board, with snappy, swiftspear and a flipped TiTi. Opponent went Damnation and i had 0 cards in hand. 6 lands down. He follows up with Tarmogoyf and Dark Confidant. My hand and board are empty save the 6 lands.
His turn, drops Siege Rhino, goes to over 20 (22 I think). passes.
My turn. draw a bolt. Lightning Bolt, Snapcaster Mage, Mutagenic Growth in hand. Bolt snap bolt him to 16, TiTi flips, bounce Snapcaster Mage and his stuff. Mutagenic Growth on reveler, snap-growth again. Reveler is now an 11/12. swing for 18. GG.
3 hours ago
First of all, thanks you for your advice!!
Right now I am plaing this deck but you make me tempt me with Sphinx's Revelation
I was thinking on Meddling Mage, what do you think?
6 hours ago
I don't think Thing in the Ice Flip is a particularly good fit in this deck as it's currently built. You only play 16 cards that can trigger its ability (18 if we count the Snapcaster Mages). This means that you will need to draw about 22% of your instants/sorceries to flip him. I'm no expert on advanced probability, but using an extremely simplified model we can see that on average you will need to see about 13 cards out of your deck before hitting that threshold. With minimal card-draw (only source I see is Remand), this will equate to about 6 turns before you'd be able to flip Thing in the Ice Flip - and that's assuming your opponent isn't able to remove him by then.
I do like his ability to block smaller creatures and buy you time, but I think it might be wise to increase the density of instants and sorceries in your deck to better utilize him.
One suggestion would be trying a couple copies of Azorius Charm:
- It's never dead since you can always cycle it for another card (which helps you dig through your deck for a wincon or to find more spells to flip Thing in the Ice Flip).
- It's additional removal and also a pseudo Time Walk effect since your opponent may simply play the same creature you just bounced and then pass the turn back to you.
- It's lifelink mode is extremely potent when paired with Geist of Saint Traft. Suppose you're playing against some sort of aggressive deck like Burn or Zoo and they just sent the team in for a boat load of damage, anticipating killing you on the next turn. You untap, swing in with Geist and gain 6 life. Now suddenly, you've upset the racing clock and they might be dead to your next attack.
9 hours ago
Absolutely adore the idea of having a competitive modern deck running Doran, the Siege Tower, however, with that said, i believe your deck could use some changes if you wish to make it as good as possible. I am making the assumption that you want to make the deck as good as possible since it is sitting in the "competitive" category.
As i previously said, i love the idea of the deck, but it seems a little to cute to do well with such a high count of Tower Defense. I can not imagine a deck like this running more than 1-2 Tower Defense, seeing as it seems to be a dead card a couple times too often. I would definitely recommend adding cards such as Siege Rhino, Courser of Kruphix and Scavenging Ooze. The addition of Siege Rhino is fairly self-explanatory, oozes value. Courser of Kruphix gives some nice extra draw and consistency, plus it works like a charm together with Doran, the Siege Tower. Scavenging Ooze is just too good to pass up, considering the lifegain, the denial of both Snapcaster Mage and persist creature (Looking at you Abzan Company).
You might also want to look into adding more fetchlands for the tiny smidgen of increased consistency, although that's probably just the perfectionist me leaking out a little.
Wish you the best of luck with your brew!
1 day ago
2 days ago
The issue with demons is they are high cost, their effects while powerful have elements you cannot control, and generally they don't protect themselves or have stats which do.
Another thing you said made it seem like you planned to get multiple out at once. These cards only help you late game so getting multiple out is unrealistic. Control decks need their cards to scale better. A Snapcaster Mage can be Ambush Viper or a Cryptic Command at different points in the game. Or if you have to play a card just as a threat, does it beat Wurmcoil Engine, which is easier on mana, is a 6/6 who turns into 2 3/3s and is only vulnerable to Path.
Mono-black is also very greedy, and doesn't have access to manlands, which provide fixing and threats which are good at every point of the game. You can't even really justify Mutavault if you want to play something like Geth's Verdict. The draw is limited and sorcery speed or is just looting, so you have no way to pull ahead.
2 days ago
Just working on a new list. I've become very interested in a creature based control decks where many of my control spells come with bodies. The final push to finish this idea off came from Boza who pointed out that Delay feeds Wasteland Strangler. Apologies for format - am on phone. The decks actually on my profile. The esper one.
1x Esper Charm
4x Mana Leak
2x Marsh Flats
1x Spell Pierce
3x Spell Snare
1x Watery Grave
Delay, path, tidehollow sculler, spell queller and relic of progenitus all feed wasteland strangler and ulamog's nullifier.
Placed around this internal synergy is a package of counterspells and snapcaster mage.
2 days ago
Watch for Blood Moon and don't use Slaughter Pact and i don't understand why you use Ojutai's Command, I guess you get a second Snapcaster Mage Or a Jace, Vryn's Prodigy Flip it could be replaced with something better. You could use Griselbrand or Angel of Serenity. Tarmogoyf or Dark Confidant