|Commander / EDH||Legal|
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|Modern Masters 2017 Edition||Mythic Rare|
|Promo Set||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
15 hours ago
I would have gone another route with the deck - more like a green-based ramp deck, and not really controlling at all. You would rather try jeskai control, and that's fine.
minor things on this deck as it is: Thing in the Ice Flip and Devastation Tide is really not friends - and it's even worse with Terminus. First of all, Thing in the Ice Flip takes some set-up. having 3 counters of it, and then bouncing it to hand is just annoying. but if you have just 1 counter left on it, and cast Terminus, you return all creatures to hand (and I'm assuming your opponent has more creatures than you, as you don't have very many), instead of bottom of library. That's not very funny with a bunch of Snapcaster Mages and Kitchen Finks.
Apart from that, I think you should exchange Telling Time for Think Twice. Telling time doesn't draw cards, it puts them. So it doesn't trigger miracle. A single think twice can be played outside your own turn two times (first draw in opponents turn in regard to miracling cards), and with the scrying you have available, it's pretty easy to set that up for a miracle).
1 day ago
if you wanted to lower the cost of the deck juat take out Force of Will Snapcaster Mage Pact of Negation Vendilion Clique Consecrated Sphinx Bitterblossom Demonic Tutor and Cryptic Command it'll lower the cost by $250+. and every single one of those cards is just good control that can be replaced by what you have or another card that isnt a staple in another format.
1 day ago
In the absence of Cryptic Command, consider Logic Knot as a catch all counterspell. With regard to card draw, is Sphinx's Revelation too far off budget? If not, then you can do away with even needing Snapcaster Mage, and instead win by chaining Elixir of Immortality into Sphinx's Revelation. Consider also Shadow of Doubt as another cheap cantrip - it helps against Expedition Map, Chord of Calling, Scapeshift, Sanctum of Ugin, and turns Ghost Quarter into Strip Mine. Most importantly, though, sniping an opposing fetchland early is game-ending.
Think Twice and Shadow of Doubt do fit this list better than Serum Visions, either providing card advantage or allowing you to keep up countermagic. Consider Elspeth, Sun's Champion over Narset Transcendent as a better win condition that dominates the board and has a built in wrath effect.
1 day ago
If you want a big blue-red deck that can use Dragons or other big things to finish your opponent, I would try Blue Moon. That's a control deck that's using cards like Blood Moon, Cryptic Command, Lightning Bolt, and Mana Leak to control the early game, then finishing people off with big things. Stormbreath Dragon would be a pretty good finisher in that case, because it's very hard to kill.
If you're thinking of going a bit faster, I would recommend a Delver deck. The namesake creature is Delver of Secrets Flip, and he can put a hurting on people if they don't deal with him. This deck would have lots of burn and counters and tempo plays like Vapor Snag, potentially Enigma Drake, and one of Bedlam Reveler or Cryptic Serpent as its top-end.
I will warn that there are a couple of expensive cards that are required to make this deck work well - Snapcaster Mage is a must have for competitive play, and there's no real way to get around that. Scalding Tarn and Steam Vents would also be very good, though they're not as critical in a 2-color manabase a lot of the time. Hope this was helpful.
2 days ago
It's personal preference on Snapcaster Mage, being able to flash back any spell in my grave for 2 mana is rather nice, being able to copy/abuse his etb makes my care package more reliable (a single counterspell can shift the balance of the game, Cyclonic Rift game winning, and a second Arachnogenesis is rage inducing and hilarious), and he has been used to chump giant damage without trample very often.
Low cmc useful goodstuffs shine in this deck and he is always a welcome topdeck when I start digging deep past turn 5.
Hope that clears some stuff up :)
2 days ago
Thanks AtomicEmpire! I wasn't running the 4th Snapcaster Mage until I saw Wafo's latest list and decided to throw in a 4th just to see what would happen. IMO it's amazing. It's almost never a dead draw and gives the deck another layer of versatility. It also increases the chances of Charm-Snap-Charm which can straight up end a game (and guarantee your opponent boards in graveyard hate lol).
I was doubtful as well but I would suggest trying it out and seeing what you think :)
2 days ago
Guftders, thanks for checking out the deck. Interesting with the Professor's version :) (resident expert blush :p )
I agree with most of what the professor says, except:
Smuggler's Copter. It is indeed a good card and there's a reason it was banned. However its card type becomes a major liability in Faeries. In my deck I run 0 artifacts, which renders most of the hate cards obsolete. So Copter would just have a big target on its back. In Modern it fails the Bolt test, plus there is Push, Kolaghan's Command and Abrupt Decay. This makes it worse, compared to all my other creatures that all have ETB effects. But make no mistake Copter is very good, so if you feel like people in your player circle aren't packing a lot of artifact hate, then maybe you're justified in running a playset.
Snapcaster Mage. I don't agree with it being a bad choice. At first I thought that the video was older than Fatal Push, at which point it would make more sense to me. Push is what made Faeries viable and Snapcaster is an all star along with Push. And hand disruption. And counterspells. And Collective Brutality.
Yep, you can splash a third color. White sideboard cards are amazing and Kommand is also amazing :) Though I'd argue the pain is greater than the gain. The manabase is already stretched thin with ~6 colorless lands, and 3 tapped. Fitting in a third color is doable but it hurts. With Push being a card I no longer have to play Path or Bolt. Intangible Virtue is hitting too few creatures. You need the BW Token strategy to really take advantage. And lastly, Kolaghan's Command. I can't say a bad thing about it. It is so good with Snapcaster that I almost want to splash red solely for that. My excuse is that it comes down to being a 2-for-1 which Cryptic already is. I will have to do with my creatures staying put in the graveyard and board in Ceremonious Rejection and Hurkyl's Recall vs. artifacts.
3 days ago
I would honestly cut a Snapcaster Mage. We have less cards that it can Snap than the other control decks in the format (Jeskai Nahiri and Grixis). Some cards that are bad with Snapcaster Mage are stuff like Think Twice, Sphinx's Revelation, and especially Logic Knot. That will free up space for another Serum Visions. People (me included) have started running four Serum Visions mainboard, and using Esper Charm for it's Mind Rot ability, as Think Twice and Serum Visions give us a lot of card advantage.
Otherwise I love love love the deck!