Snapcaster Mage

Snapcaster Mage

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

Milliam_Shakespeare on Slave to the Grind (competitive mill)

4 hours ago

Four Visions of Beyond has provided more than enough draw so far. Mindcrank would be far too slow, even with Jace's Phantasm, which I dropped for Snapcaster Mage.

marcobou on Izzet aggro delver

13 hours ago

senseiFUBAR, I know exactly how modern works, actually, I won few tournaments at my local store with a deck that cost less to build than this deck and 10 times less than other modern deck, and, this weekend, I did 5-3 with this deck (mono green stompy) at GP Toronto. My fun is to do the best results with decks that don't cost me too much to build. Also, I live in Canada and cards cost more to buy than in USA. More, I like CONSTRUCTIVE comments, not comments saying that my deck is not good and that I absolutely need 75$ cards, most of the UR delver decks are playing 1 or 2 Snapcaster Mage and some builds are even playing without it. So, it is not true that I absolutely need it.

On a note a little bit more joyous, I like the suggestion of Sleight of Hand, I will probably look to buy some.

nickiru on Mind meld, serious discussion. What ...

15 hours ago

ManaTitheGuy hey that's a cool idea!

Searching for one is tricky. The one in particular I found brutal and am most interested in defeating with just sideboard had these cards:

Voidslime (kinda the revealing piece)

Mana Leak (duh)

Path to Exile

draw with:

Familiar's Ruse and Wall of Omens.


Snapcaster Mage

Cryptic Command


an assortment of nukes

that's all I can remember. Their win cons vary quite a lot. I have seen elspeth planeswalkers to just a lot of little critters to manlands and so on.

but I mean: what deck is this? I fight it and know what's in it mostly but like, can't find a deck list! and people where I'm from are [email protected] so like... Can't just ask and look.

JLenzen on Allies Remember Me

20 hours ago

Okay, prepare for a wall of text. You're wanting this to be competitive, so I'm going to be honest in my feedback.

  1. First if you haven't already, check out Modern Allies - Primer (Updated for BfZ!). This has become a kind of forum on tappedout for Modern Ally players, and there are a lot of deckbuilders on there who are happy to give feedback.
  2. Look at this list: I've been playing this kind of deck for over a year now, and have gotten good results with it at a competitive level.
  3. Your mana base is sub-optimal. If you want it to be competitive, you need 2-3 Cavern of Souls, 4 Flooded Strand, and a few Hallowed Fountain.
  4. Milling your opponent slowly throughout the game is an inefficient strategy. I realized this very early on, nearly every modern deck in play right now uses some form of graveyard recursion. Eternal Witness will get combo pieces, Snapcaster Mage will get spells, Lingering Souls will apply pressure, etc... A smart player will wait for you to fill their graveyard for them, then pick off your excavators.
  5. The deck is too slow as it is now. At best, you're going to be able to gain 8-16 life by the end of turn 3, and that's best case scenario. While 16 is enough to slow most modern aggro decks, that's assuming they have no interaction. One bolt on a cleric and that number drops to 7 at best. To win in modern with a non-interaction deck, you need to be able to win on turn 4 at least 50% of the time, and turn 5 about 75-80%. Anything less than that isn't going to be good enough.
  6. Bad cards: Turn Aside, Mitotic Manipulation, Sea Gate Loremaster, Expedition Envoy, Spellbook. You don't need to be saving one creature, tapping out turn 3 to MAYBE get a permanent is bad, you have no ramp to get to the Loremaster, and if you do resolve him he'll be killed on sight, Envoy does nothing for your game plan, spellbook is REALLY bad. When would you ever need to keep more than 7 cards?

This is only scratching the surface. Sorry for being harsh, I tend to give very honest feedback. The most important thing I can tell you is to sleeve it up, or get a program like cockatrice, and start testing. Nothing will reveal the competitive atmosphere better than actually playing the deck. Theory can only get you so far. Let me know if you have any questions, and good luck.

TheAlexGnan on Mind meld, serious discussion. What ...

21 hours ago

I'll take a different approach and tell you what I, as a control player, hate to face. This is not restricted to creatures, anti-counterspells etc.

Bloodghast is only dangerous if you have multiples, and its very easily blocked and does nothing when you're on the backfoot. You really have to build a deck around him to make him worthwhile (I did btw, Bloody Singleminded (Competitive)).

Most control decks (I am assuming you mean traditional control as in grixis/jeskai and to some extent rock/gbx) rely heavily on the graveyard with delve creatures and Jace, Vryn's Prodigy  Flip, Snapcaster Mage, Kolaghan's Command which means that graveyard hate is very effective against them, e.g. Rest in Peace, Leyline of the Void, Relic of Progenitus, Nihil Spellbomb and similar. Control decks can go around that though if the games goes too long.

The only creature that says "cant be countered" thats really worthwhile imo is Thrun, the Last Troll. All others may survive counters but die to Terminate etc or are too expensive. Trun is fantastic tho.

In terms of protection from x, black and/or red is best. There are creatures mainly in white with pro black/red and they can block Gurmag Angler and Tasigur, the Golden Fang for days and survive Lightning Bolt and Terminate.

Proteciton from blue does very little. Protection from instants is much better.

Another thing is planeswalkers because they kill controls gameplan to outvalue you in long games if they resolve and stick. Liliana of the Veil and Ajani Vengeant are good, but also some of the sorins.

Then there are cards that go wide and around removal as a result. the prime example is Lingering Souls, its the horror of every control deck because you can neither combat it with spot removal nor couterspells.

With those things in mind, you have a shot against every control deck. There is (sadly) pretty good hate against control decks.

Of course there are control decks that take a different approach to control your game, for example land denyal, but thats for another time and thread I guess.

Being too fast for control is always an option too.

senseiFUBAR on Izzet aggro delver

23 hours ago

marcobou Modern is a competitive format. If you want to play, you need to spend money. Also Serum Visions is only like 7 dollars right now. (If you ablsolutely need to cut serum visions, the best replacement card is Sleight of Hand.) The four Snapcaster Mages are basically required for any build, regardless so if you can't afford those you definitely can't afford this archetype.

Save up some money for a little while and buy the cards you need. You can probably save money by playing other blue fetches instead of Scalding Tarn and replace Blood Moon in the sideboard with Molten Rain. but that's about all I can see that you can cut without losing functionality. If you do decide to go straight U/R, you should probably cut thought scour since its not fueling delve.

Sticking with U/R, you want Abbot of Keral Keep and Electrolyze

nickiru on Mind meld, serious discussion. What ...

1 day ago

now we are talking:

Ghitu Encampment

Needle Spires

that would be great defense and offense. Heavy counter decks rely on Snapcaster Mage like dudes to peck you to death. First trike land critter would be cool.

so basically, if we go this method: a sideboard where you have first strike man lands, reanimating critters, and can't be countered critters combined is good. They have less removal then counters. but this is risky all in of itself

senseiFUBAR on Izzet aggro delver

1 day ago

Grixis is significantly better for delver than U/R. You get Tasigur/Gurmag Angler as delve threats and Terminate, Murderous Cut and Dismember as removal. Plus you get insane value cards like Kolaghan's Command to make you you don't just die late game. Also you need Snapcaster Mage. It's by far the best card in the deck. Also one maindeck dispel would be great in your deck (maybe even two). Other cards to consider are, Spell Snare Forked Bolt and Remand

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