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
4 hours ago
I play Grixis Delver in Modern, with moderate success in my metagame. I found that 3 Terminate and 1 Murderous Cut were a good combination of the two. While Terminate can go straight in for the kill without Delve, Murderous Cut can get around opposing Spell Snare. And you definitely want to trade the Izzet Charm for a second Spell Snare. It is definitely worth it.
I also found that if you are running a full playset of Thought Scour, you definitely want to abuse the power of Delve. You are only running only 4 Delve cards, but I run 6 and I never run out of cards in my graveyard for good targets for Snapcaster Mage. I run 1 Murderous Cut, 2 Gurmag Angler and 3 Tasigur, the Golden Fang.
I am well knowledgeable of Modern Grixis Delver, and I would be happy to answer any questions you might have.
Hope this helps!
11 hours ago
Primal Command is incredible. Like, super awesome. You'd think it's bad in blue mirrors, but it's actually really powerful.
16 hours ago
The problem with cards like Corpseweft or Necromancer's Stockpile are that they are to reliant on costs for competitive modern. You need cards with automatic effects that don't use up a lot of your mana. You need mana open to use kill spells or even other creatures that hit hard for very little effort.
The reason I chose the stuff I did was because they aren't too reliant on using mana in order to get to your goal of killing the opponent. That's why cards like Vendilion Clique and Snapcaster Mage are so good in modern because they are basically a 2 for 1 spell without having to pay the costs for the second effect.
My advice, if you wanted to go competitive, use cards that don't require a whole lot of effort for a possible chance of killing the opponent. No one in competitive modern runs cards that slow you down because that would hurt too much in the end game. They usually use cards that are just powerhouses on their own without having to add other cards just in order to make it work. I'm not trying to hurt you, all I'm trying to do is help.
23 hours ago
How about using Dimir Charm, it kills an early goyf, Snapcaster Mage, Goblin Guide, splinter twin creatures (Pestermite), Spellskite, Monastary Swiftspear (it just cant go over power 2 in response), counters some sorceries and most exciting for me sets up the card you are going to remove with Nightveil Specter or Ashiok, Nightmare Weaver.
About Telling Time vs. Anticipate, the only diferece is that time lets you keep one on top and in hand, while anticipate just lets you keep one. so the question is, does this deck look for more specific cards or does it have enough card that can be useful in diffrent scenarios and would want to keep two.
1 day ago
1 day ago
1 day ago
The reason most Draw-Go lists play 4x Think Twice along side 4x Esper Charm is so you can use the Mind Rot mode on Esper Charm. Esper Charm has a lot of utility, but you need the draw power from Think Twice to be able to utilize it. I like 4x Think Twice here.
1 day ago
to fit the suggestions other people have made i would recommend cutting 1x Shadow of Doubt, its a fine low opportunity cost card that can have a very high upside but having 2x starts to get clunky. 1x Mystical Teachings can replace this. I would also cut 2x White Sun's Zenith because its really not what you want for your finisher. It requires you to tap low to get a strong effect and that leaves you vulnerable to countermagic or other bad things for you. 2x Snapcaster Mage can replace this. I would also cut 4x Think Twice for 2x Tasigur, the Golden Fang and 2x Gurmag Angler. You have enough draw power in Esper Charm that you don''t really need think twice..
|Power / Toughness||2/1|
|Avg. draft pick||1.14|
|Avg. cube pick||3.21|
|Commander / EDH||Legal|
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