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.)
Price & Acquistion Set Price Alerts
|TCGPlayer.com Price||Cardhoarder (MTGO) Price|
|$47.5||$57.31||$84.48||$140.21||18.24 TIX||17.97 TIX|
Snapcaster Mage Discussion
23 minutes ago
I have to agree with VampireArm and I'd also suggest B/W Tokens. Soul Sisters is more of a combo deck, while Tokens is more aggro/value. Deck lists here:
Part of the issue with your current list is that you have too many creatures that just die to Lightning Bolt and its partner, Snapcaster Mage. Spending 3 mana on a Vampire Nighthawk is really bad if your opponent can just spend 1 mana and immediately kill it with no other downsides.
A conventional rule for Modern is that if a creature costs more than 1 mana, it needs to either have 4 or more toughness (Deceiver Exarch, Restoration Angel, Tarmogoyf); OR do something amazing/have impact to the board state (Reveillark, Scavenging Ooze, Ranger of Eos); OR it should be resilient (Geist of Saint Traft, Kitchen Finks, Vengevine).
6 hours ago
8 hours ago
I would highly suggest an U/W/x deck such as esper or jeskai midrange/geist. Just avoid Cryptic Command and Vendilion Clique and limit the third color to a splash and you're good to go. The Snapcaster Mages hurt the wallet but the lands aren't horrible and the deck is very solid.
9 hours ago
I updated the sideboard to be strong anti-abzan and anti-burn. I also updated the mainboard to be without Snapcaster Mage and made the mana base more generic to delver. I am still changing the lands as I playtest, so those aren't finalized. The deck without Snapcaster Mage is somewhat weaker, but also a lot cheaper. It's still very playable though and should do very well.
I think this list could work for you. If Blood Moon is too expensive, then play 2 Monastery Siege instead. Spellskite can become 2 Dragon's Claw and 1 more counter if you want, but I don't recommend cutting him. He's really good against a lot of lower-tier decks. Those are the only budget swaps I'd recommend because everything else is basically required to do very well. This deck can certainly be made cheaper if needed, but this is for me the compromise between competitive and budget. I think this will serve you well and beat a lot of decks given the chance.
Now only one thing remains: Cut 1 card. The list is 61 cards at the time of writing and I am stumped on what to cut. Your choice if you know what to do, otherwise I can ask for help from higher powers that know what they're doing. 61 cards might be fine though.
One last thing: If you have a lot of tradable cards that you don't have any urgent plans for, you could use Pucatrade to trade for the cards you need. It's really easy to use and very available. You can even trade bulk commons and uncommons to get the cards you need. I have probably sent out around $20 in cards out of a single deckbuilders toolkit. It's easy. Here's an invite link and here's a starting guide to use.
Good luck and happy playing!
10 hours ago
Alright. This deck might be ok in theory, but there are a couple of problems I have with it. I might be totally wrong, so take from this comment what you will. Keep in mind that I am not insulting it, just doing some constructive criticism.
First and foremost, you have this deck set up as legacy, but it isn't legacy legal because of the Sol Ring. (The fact that this amazing card is banned makes me weep.)
In terms of the deck, I hate the fact that you have 4 enchantments who's sole purpose is to steal creatures, while you are running two Evacuations. Not only do they not work well together at all because of effect, the enchantments and the evacuation are about the same CMC, so on turn ~5, you are left with the choice of stealing a creature or bouncing them. Its just ugly.
You are running three memory lapses. And 3 counterspells. In mono blue. WHY??? What in heck would make a memory lapse better than a counterspell when all you have is blue mana?
You need more Capsizes. This deck seems exceedingly slow, and I think you are underestimating the power of a capsize. A capsize would be good if it said creature or artifact. But it doesn't; it says permanent. For six mana in the late game, you are bouncing their MVP every turn, and once they get the idea that you control their field and stop playing large creatures, you can start bouncing land! Suddenly, they're at a standstill. Speaking of which, Standstill would be a really good card in your deck.
What is your win condition? Really the only way I see for this deck to win is to play Guile on turn 6, start attacking on 7, and kill on 10. Unless you can draw another Guile on turn 7 or 8, or steal something good early on with control magic, this is pretty inefficient to say the least. Not only that but you only have 3 Guiles. MORE. Add a fourth guile... this is the keystone of your deck. I would recomend Snapcaster Mage which has the added effect of renewing your counterspells.Lastly, you are running quite a bit of draw, but you are running things like Jace's Ingenuity instead of Brainstorm. Your choice of one out of three cards is really almost as good as just three cards, but Brainstorm costs 5x less. I would consider adding Dig Through Time to get rid of unused counterspells (and unused Brainstorms...)
Again, this is my advice, take it or leave it. Cheers to you.
13 hours ago
Talked to my playgroup some, and while it hits the pips a bit and isn't as tricky for people playing Snapcaster Mage, it does provide something for Burning-Tree Emissary to hit off of her trigger, meaning a potential swing for 4-5 damage on turn 2. Willing to try this.
15 hours ago
Shipped with Pucatrade shipping guidelines: sleeved in a toploader with bubble protected envelope and tracking.
Goyf = 15,825 + 500pp = 16325
3x Snaps = 16380.
With a 55pp gap, I'm offering any card up to 200pp on my binder to comp the difference.
|Power / Toughness||2/1|
|Avg. draft pick||1.14|
|Avg. cube pick||3.24|
|Commander / EDH||Legal|
Printings View all
- Restoration Angel + Snapcaster Mage
- Snapcaster Mage + Traumatize
- Increasing Vengeance + Snapcaster Mage
- Devastating Summons + Increasing Vengeance + Snapcaster Mage
- Increasing Vengeance + Lightning Bolt + Snapcaster Mage
- Postmortem Lunge + Snapcaster Mage
- Cruel Ultimatum + Snapcaster Mage
- Snap + Snapcaster Mage
- Lightning Bolt + Snapcaster Mage
- Deadeye Navigator + Snapcaster Mage
- Snapcaster Mage + Splinter Twin
- Hidden Strings + Snapcaster Mage
- Snapcaster Mage + Tribal Flames
- Chain of Vapor + Snapcaster Mage
- Vendilion Clique + Snapcaster Mage
- Snapcaster Mage + Burning Inquiry + Liliana's Caress
- Riptide Laboratory + Snapcaster Mage
- Silence + Snapcaster Mage
- Quickling + Young Pyromancer + Snapcaster Mage
- Battlefield Thaumaturge + Goblin Electromancer + Snapcaster Mage
- Battlefield Thaumaturge + Snapcaster Mage
- Capsize + Snapcaster Mage
- Fog + Snapcaster Mage
- Snapcaster Mage + Visions of Beyond
- Reveillark + Snapcaster Mage
- Counterflux + Snapcaster Mage
- Lightning Bolt + Lightning Bolt + Snapcaster Mage
- Familiar's Ruse + Snapcaster Mage
- Cryptic Command + Snapcaster Mage
- Immortal Servitude + Snapcaster Mage
- Glimpse the Unthinkable + Snapcaster Mage
- Psychic Spiral + Snapcaster Mage + Sun Titan
- Faithless Looting + Snapcaster Mage
- Serum Visions + Snapcaster Mage
- Snapcaster Mage + Sphinx's Revelation
- Ojutai's Command + Snapcaster Mage
- Snapcaster Mage + Volrath's Stronghold
- Ojutai's Command + Snapcaster Mage + Wall of Omens
- Snapcaster Mage + Lightning Bolt
- Snapcaster Mage + Young Pyromancer
- Archive Trap + Ghost Quarter + Snapcaster Mage
- Ghost Quarter + Path to Exile + Snapcaster Mage
- Ghost Quarter + Ghost Quarter + Snapcaster Mage
- Archive Trap + Path to Exile + Snapcaster Mage
- Snapcaster Mage + Soul Manipulation