Snapcaster Mage

Snapcaster Mage



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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Price & Acquistion Set Price Alerts Price Cardhoarder (O) Price
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$51.69 $65.0 $325.0 $188.3 19.85 TIX 20.41 TIX

Snapcaster Mage Discussion

Femme_Fatale on Don't Blink. Blink and You Are Dead.

30 minutes ago

Merfolk is 4% of the meta. Twin is the worst match-up for Akroma because of their Terminates and Lightning Bolts and Snapcaster Mages. Akroma can easily be wrathed, and counterspelled, and she comes down a lot later than you would think, because her morph form makes her a prime removal target.

Trust me, I used to run Akroma back when right after the Pod ban and Junk became top deck. That was where Akroma shined the most, but even then I still removed her because she was too fragile and too easy to prevent.

TheAnnihilator on Είμαι άξιος - I Am Worthy

8 hours ago

Oust is interesting, since you an also Oust your own Snapcaster Mage. I'd like it a lot better at instant speed, but at sorcery speed I can't play it.

I never really knew why people played Condemn in the board, but now that you mention Infect, it makes a whole lot of sense. In fact, I may add a condemn to my board. But wouldn't Spellskite just be better?

gnarlicide on My observations on MtG TCG ...

9 hours ago

Dude, coming from a 30 year old father of 3 with a career and all that white picket fence sh*t:

Convincing your wife about buying cards is an art similar to hostage negotiations. For instance, spending 800 dollars on a playset of Tarmogoyf for a deck seems crazy at first to her. Then later you come home with actual cash from a tournament, things ease up a bit.

Along with that, having to convince her that it's more of an investment and a hobby neatly packaged into one. I did this by doing a local "buyout" of cards that I knew would gain significant value. You might have heard of it, Snapcaster Mage.

Then I sold them. With her along side me at a shop. I left with 500 bucks. And told her we were going on a date. Boom. I haven't had an issue since.

btreuther on Bant Tarmojutai Control

22 hours ago

Leyline of Sanctity is definitely a consideration. I find Kor Firewalkers to be really effective versus burn. I think I may actually sideboard 3 in my Azorius Ojutai Control build, which is really susceptible to burn. Paired with Kitchen Finks, it can get you stabilized early.

Honestly, I cannot see myself running a deck without at least 2 Snapcaster Mages. They really are that good. They shine in Jeskai builds to snap back burn spells, but can be pretty sweet in snapping back countermagic. It is a control player's dream to snap back a Cryptic Command.

nbarry223 on One of a Kind Control

1 day ago

against control, I gift for value.

is usually my package against control. No matter what they pick, I get at least 2 powerful cards. The first two give me more than one use out of my cards too, so it's an extremely powerful package in a control match.

infinitelennies on Professor Snapeshift

1 day ago

Ok three things:

1- I need cantrips. The deck functions on cantrips. If I went to 2 Electrolyze, 3 Remand, and 1 Repeal, that would be only 6 as opposed to 10. That's a big difference, especially since I feel like I have just enough cantrips as it is.

2- I've tested all of the two mana instant dig cards. I like Anticipate the best. Needing nothing but 1 more land comes up more than you'd think, plus it gets my sideboard cards after I've sideboarded.

3- There s a 0.0% chance I'm dropping $60 on another Snapcaster Mage.

Figag on Rocket Science

2 days ago

I totally agree with you - I hate Jace, Vryn's Prodigy  Flip. To be honest, I just hate the card so much that I don't want to play it.

Biases aside, I still don't like it. It is amazingly explosive - against combo it would be insane. But it would get removed every game. Since our main attacker (Bloodghast) is not worth the removal spell, Jace, Vryn's Prodigy  Flip would eat it LITERALLY every time. He will never flip against a deck that isn't combo or he won't be fast enough to be worth it. If I drop him turn 2, he will die to removal. If I drop him turn 3 holding Dispel, he won't flip until turn 4, but at that point we need to be looking towards winning and not setting up, so he's too late. If he flips turn 4 dropping a ghast and flashbacking a bolt into a tasigur, we have gained a lot of momentum, but we're still looking at a turn 6 win, which is slower than we want to be shooting for when trying to kill quickly.

Also, countermagic is such a small part of our deck that enemy removal just sorta happens. On the slim chance that he does flip, you win, but getting him to flip is a bit of a mana sink. We'll spend so many resources trying to keep him alive and play around him that when he does flip, we'll regain our position in the game, but we'll be so many beats behind that it won't be worth it.

Plus, I really don't want to play it. His -3 is quite desirable, but Snapcaster Mage does it so much better and I've found 2 Snapcaster Mage to be plenty in my testing - I definitely don't want 8 and Jace is much worse than Snappy in here. Despite being more powerful when we get to use him, snappy is immune to removal. Also, Jace doesn't have any amazing interaction with Kolaghan's Command, which is one of the most fun things to do with Snapcaster Mage.

On a side note, why the heck is Jace, Vryn's Prodigy  Flip worth more than Snapcaster Mage? Anyone else confused by this? Jace is not worth it. I'd rather have snappy any day.

FAMOUSWATERMELON on " Shall See No Evil "

2 days ago

Alright, so...

LANDS: you need to fix your mana base quite a bit and make it larger. If you were to keep everything else exactly the same, I would say 25 lands is probably appropriate, but with my suggestions you can bring it down to 24. As for the lands themselves, this needs 4x Hallowed Fountain, 1-2x Celestial Colonnade, and 4x Glacial Fortress, taking out most of or all the Temple of Enlightenment and adjusting the basics accordingly. This will allow the deck to function quicker and not have any mana problems early in the game.

INSTANTS/SORCERIES: Counterspell-wise, you need cheaper ones and more efficient ones. Cryptic Command should be in here as a 3 or 4-of, Remand and Mana Leak should both get a couple copies each, and a one-of Spell Snare would work fine. Take out the Swift Silences, Render Silents, and a couple Silences. Restore the Peace is also pretty terrible, if you really want to run mass removal, play Supreme Verdict, it's much better. Also bump the paths to 4, that card is amazing. Finally, get some card draw here in the form of Sphinx's Revelation and a few Think Twice.

CREATURES: Take out all the Drogskol Reaver, Gwafa Hazid, Profiteer, and one or two Council of the Absolute, replacing with 4-of Snapcaster Mage and possibly a Vendilion Clique. Wurmcoil Engine is also a great finisher if you want to try him.

ENCHANTMENTS: I would knock the Nevermore by one or two. Also, Telepathy might be great here.

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