|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
3 hours ago
Infinimage007, I haven't played the deck in a while since I'm a broke college student who had to sell my playset of Snapcaster Mage. When I did play it, it usually won if it could stick for a couple turns.
7 hours ago
Marcus_Licinius_Crassus Thank you for the input! Here is my thought about Harnessed Lightning over Roast (which was in the deck originally). I believe that lightning is able to kill bigger creatures at instant speed (including fliers) eventually. There are a lot of 1 and 2 power creatures running around and saving the energy is possible. To go along with this both Snapcaster Mage and Torrential Gearhulk can flash the spell back and possibly gain more energy. It kinda has the potential to play with itself. Plus fatcaster can actually recur this unlike Roast.
14 hours ago
I have a set of Snapcaster Mages that I am thinking about getting rid of. These are cards that I did play with so they are LP to MP. I can provide pictures. Asking 140$ shipped.
I also have a set of MP Steam Vents from RTR. Make me an offer if you are interested
15 hours ago
Interesting take on the list. I had never considered Steel Hellkite as a card at all. Based on my experience with blue tron, I have a couple of recommendations for you to consider.
I would like to go back to what someone above said about two Tolaria Wests. Does seem a bit much, especially when it is sorcery speed and you play 4 Expedition Maps. Not to mention the two blue can be much sometimes (in my experience). I would replace one Tolaria West with Minamo, School at Water's Edge since you play Sundering Titan. Another blue source that can't be destroyed by his ETB trigger. Personally I play one Ghost Quarter for mirror matches, and I don't like Tectonic Edge as it has the restriction of 4 lands.
2 Ugin, the Spirit Dragon seems like a lot. When he comes into play he should be able to wipe EVERYTHING they have on their side of the board. Meaning you don't need to worry about them attacking again before you can uptick him. Even if it takes him being minused 6 and your opponent Lightning Bolts in response, you probably needed him to even have a chance at winning the game. Two just seems like extreme overkill, not to mention almost a dead card if both are drawn. I would recommend playing a big beater. I personally chose Kozilek, the Great Distortion for his cast trigger. Others like Newlamog. Personally I am debating on putting in one Karn Liberated and one Ulamog, the Ceaseless Hunger to add in the exiling as part of my mainboard. I don't know if I want to do that since the meta has shifted to being aggressive and they're expensive. Something to consider for your deck though. You could also replace one Ugin with karn.
Solemn Simulacrum is definitely a good card in blue-tron. But another to consider is Thought-Knot Seer. It took me awhile to make the switch, but in the end I was glad too. Thought-Knot Seer interacts with your opponent, possibly foiling their plans. Yes they may get to draw a card, but probably 8 times out of ten the card you took will be better than the one they draw because of him. Also he is a 4/4 which is out of Lightning Bolt Range.
2 Snapcaster Mage seems like a lot. I don't even play one personally. Didn't think there was a strong need for it. I might go to one at some point, but possibly taking out one for something else could be beneficial.
Here's my deck if you want to take a look. I've updated it to be competitive in the aggressive and fast meta that modern is now. Let me know if you have anything to say about it.
1 day ago
Thanks for the commentTheTindell179, I just added some cards so that I have even more options to play
I get what you mean joshuaizac, but I have a bad habit of not being able to leave power on the table :/ (feeling the shame for just adding cards for Snapcaster Mage...). thanks for the comment and not judging me to much :P
2 days ago
Just a few suggestions as a fellow control mage myself. I have been playing jeskai control for just over a year now and based off of my experiences there's a few things that may help...
Spell Queller --> I have yet to experiment with this card, however, it has been played against me and it has done very very well against me. The ability to cancel a spell with a creature is very similar to the Restoration Angel effect, just for less mana and one less p/t. I think it's worth at least noting.
Vendilion Clique --> More. Between main and side, I see three being the best number. You either need them all the time or you never do, but an end step clique really allows you to set up for some fun plays the following turn.
Creatures and Finishers --> When running U/W, you actually have SEVERAL fun and very usable wincons in creatures. In fact, the only creatures that are really needed in a U/W control list is 2x Snapcaster Mage and 4x Wall of Omens. So definitely keep those in place. However, I do not understand the Kitchen Finks choice. While I understand it can stall and gain life, I would rather play Timely Reinforcements or Blessed Alliance in that slot. but...
all work as closers alongside your colonnades. I'd only pick one of those cards, and keep in mind that your own Supreme Verdicts will wreck all your creatures. Honestly, those may serve you better in the sideboard. With these closers, I'd only choose one of them, and probably only 2 of the chosen card. Mana can still be an issue, and given how much control you'll have of the board, you shouldn't have any issue finding those over time.
Also, for the sideboard, Ancestral Vision is amazing for the grindy matchups.
Sorry if I threw a lot at you. You don't need to change anything but hopefully you at least have more options now. Goodluck in your games!
2 days ago
i like the deck! +1
Nonetheless do I have a couple suggestions:I know (from real life talks) that you don't own all cards I am suggesting but still should you have 4x Celestial Colonnade and 4x Nahiri, the Harbinger. The are very difficult threats for your opponent to come by with.
I like the idea of the one of Timely Reinforcements in your main. How does it perform?
I like the one of of Cryptic Command. This seem to spice things up. Maybe even more copies would be playable?...
Let me know how it works and cut your sideboard by five cards. Just prioritize the cards concerning to your local mEta.
2 days ago
With so much card draw and mana from the 1-drop artifacts, I don't think that having so many of the Urza lands is necessary. Two of each one would do. That would give you room for three Snapcaster Mage and a land combination of Steam Vents, Hallowed Fountain, and Mana Confluence. Surprise blockers and timely flashback effects could give you the edge you need. You will need Arid Mesa anyway in order to fetch the 'Vents. The 'Confluence can be subbed by another 'Vents or another 'Fountain if you so desire.