|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Mythic Rare|
|Promo Set (000)||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 its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
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Snapcaster Mage Discussion
10 hours ago
You're basically playing U/R Delver. Cut your creatures down to:
Then, switch a few of your spells around:
You also won't need so many lands. The ones you have are also kind of a problem because a lot of them always come into play tapped. Modern tends to have fewer turns than other formats, so you having lands that can never enter play untapped will lose you a lot of games. Any lands that do enter the battlefield tapped need to do something really good to warrant this. Therefore, I'd change:
-4x Swiftwater Cliffs
-4x Izzet Boilerworks
-0-1x Halimar Depths
+4x Wandering Fumarole OR Sulfur Falls OR Steam Vents OR Shivan Reef OR Spirebluff Canal
+1x Desolate Lighthouse
+1-2x Island (depending on if you cut Halimar Depths)
You have more blue cards than red in your deck, so you'll want to play more blue lands than red ones if you can't get a hold on any dual lands.
You may find Turn / Burn to be a bit heavy on the mana requirement. Consider replacing these with low-cost counter cards, such as Dispel, Negate, Spell Snare, Spell Pierce, Squelch, Chart a Course, or Remand. If you do cut Turn / Burn for one of these other cards, remember to cut another Mountain or two and replace them with Islands. Otherwise, you'll have too many games where you can't cast anything despite having 90,2183,989 bajillionzillion lands in play.
Lastly, you'll need a sideboard. These are the cards that are useful for your deck, but only against specific kinds of threats. You're allowed to swap cards in and out of your deck between games after the first in a match (tournaments are best 2-out-of-3).
An example sideboard would look like:
2x Mizzium Meddler (for Boggles)
1x Counterflux (stops control and midrange)
1x AEtherize (you'll want these against aggro decks and tokens)
These four just get moved to your sideboard from your main since you only want them in specific situations2x Abrade (vs. Affinity)
3x Ceremonious Rejection (vs. Tron, Affinity, and Eldrazi)
1x Dispel (vs. Burn and control decks)
1x Magma Spray (stops Kitchen Finks and Dredge)
3x Tormod's Crypt/Relic of Progenitus/Grafdigger's Cage (you bring these in against any graveyard bullshit shenanigans)
2x Spell Pierce
(These last three are for beating Control, Combo, and Midrange decks, along with Burn)
From here, you should have a decent deck to take to your local shop to play with, but there's still some things you'll need:
- Serum Visions is beast mode in Delver because it's one of the most consistent ways to flip Delver of Secrets Flip in Modern. They're a 4-of, but fluctuate between $2 and $8, depending on the market. They're pretty cheap right now due to being reprinted in Eternal Masters, but they've definitely been higher. You should be playing these over Peek and if they're within your budget right now, go get them.
- Snapcaster Mage is a card that cranks up the power level of your deck. End of your opponent's turn Lightning Bolt -> Snapcaster Mage -> Lightning Bolt -> untap -> attack has ended a lot of games in Modern.
- Scalding Tarn + Steam Vents will fix almost all of your mana problems. You can play off-color fetchlands as long as they're blue and you have Steam Vents (such as Flooded Strand). Not only can you save on your life total by fetching up basic lands, this also opens up the option for a 3rd. color or maindeck Blood Moons. Fetch lands also act as fuel for Grim Lavamancers and Jace, Vryn's Prodigy Flip.
- Speaking of which, Jace, Vryn's Prodigy Flip functions as the 5th. through 8th. copies of Snapcaster Mage. He can also be somewhat of a "budget" option, although he works best when you're playing both cards.
- Sword of Fire and Ice and the other swords in the cycle can go a long way. An Insectile Aberration is nothing to fuck around with. An Insectile Aberration with +2/+2 and protection from 2 different colors will end the game.
- You'll also want Remands (likely 2 or more) at some point, but it's not high on the priority of cards to get. They act like Time Walks when your opponent taps out to play something and misses a land drop. This buys you time to lay down the beats with your small critters.
- Ancestral Vision is also a solid pick. You're looking to stall the game out long enough to kill your opponent with 3/2s and 1/1s, why not refill your hand halfway through the game?
Hope this helps! I'm sure I'm missing something that experienced Delver players can recommend.
18 hours ago
also, almost all of your equipment rely on having other equipment attached to the same creature at the same time. 3 out of 5 of them actually, because double damage and double strike doesnt mean anything when the creature only has 1 power. the Trepanation Blade will just be helping any opponent who runs a graveyard based strategy such as delirium or dredge. it'll even help grixis shadow play their delve creatures faster, and storm decks aim to give all their instant/sorceries in the grave flashback anyway. it also gives more options to anyone with a Snapcaster Mage as well as help an opponent pump their Tarmogoyf.
1 day ago
Oloro_Magic Sorry for the long reply time, I hadn't been checking in regularly. I find the control match is heavily draw dependent. Most of the time I'm winning because I stuck a Snapcaster Mage after an EoT Gigadrowse, or I've been lucky enough to get my T2 Thing in the Ice Flip. I personally don't run a Vendilion Clique, though I likely should. But there are same games where I dont really interact with them, and they can just ult a planeswalker, or hold up infinite counter magic and beat me to death with a snapcaster.
2 days ago
Other note able sideboard options:
Pithing Needle catches a lot of cards and turns them off
Spellskite is a lightning rod for all sorts of removal spells and can keep your creatures/you safe.
Dismember is costly on your health, but it allows you to kill off big, indestructible creatures.
2 days ago
I feel like thing better fits my shell so i want to replace young pyro. My initial thought was to find something with a good ETB affect so it can gain value with Thing in the Ice Flip. Of course Snapcaster Mage is the obvious choice, but I just cant afford him,
entity provides a snap like affect, and as a 2/2 prowes flyer could be a clock.
Nimble Obstructionist on the other hand gives us an additional control affect and another good clock.
I would run either one as a 3 of and up delver back to 4!
Also any advice on my list would be appreciated, i feel like its pretty solid with my budget restraints but it can always be improved
3 days ago
I would play Remand since it synergies with Snapcaster Mage also Opt over Serum Visions, since instant speed is important in a control deck. I would stay away from cards like dismember, and stick with white's already useful tools. Path to Exile is good, but you can also use Condemn, Oust. Tezzeret the Seeker lets you tutor combo pieces, and is much better than either planeswalker in the deck.
5 days ago
Cool commander and theme - nice list!
Some cards that came to mind that might be helpful to test:
- Chaos Warp
- Traumatize (to complement Psychic Spiral)
- Thing in the Ice Flip
- Bedlam Reveler
- Aberrant Researcher Flip
- Docent of Perfection Flip
- Delver of Secrets Flip
- Young Pyromancer
- Dualcaster Mage
- Past in Flames
- Snapcaster Mage (if your budget cap goes up)
- Arjun, the Shifting Flame
- Baral, Chief of Compliance
6 days ago
Oh I play a very similar deck except it has Bedlam Reveler , Chief of Compliance, Guttersnipe & Snapcaster MageYou don't play Guttersnipe until you can protect him with counterspells or bounce him back into your hand. The redundancy of the spells with Snapcaster really help as well.
Guttersnipe is Back! is the deck