Snapcaster Mage


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Mythic Rare
Innistrad (ISD) Rare
Promo Set (000) Mythic Rare

Combos Browse all

Snapcaster Mage

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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Recent Decks

Snapcaster Mage Discussion

Snap157 on Wizards in Modern?

9 hours ago

I feel like Snapcaster Mage might need some love in here. Looks awesome!

DeRotto17 on Selesnyan Defiance

1 day ago

Nice deck! As a Selesnya fan myself, I agree with your metagame thoughts. As far as your deck goes, few things:

I would actually prefer having Dryad Militant in the maindeck over Loam Lion. The Lion doesn't benefit from the bonus that Wilt-Leaf Liege provides and Dryad Militant can be a real pain for decks that rely on their graveyard (ex. Snapcaster Mage).

Sunblade Elf isn't a terrible choice, but I would prefer his spot be given to a creature that can help you speed up the game a little. Green doesn't provide much of a flying presence so having a creature like Birds of Paradise I feel takes care of 2 issues: it allows you a flying presence on the battlefield to deal with threats you wouldn't normally be able to deal with, and it also allows you to slap a Rancor on it for a nice attacking option as well (aside from providing me mana of any color!). This comes in handy more than you think, and having a turn 2 Loxodon Smiter can really turn the tide in your favor early on.

Also Voice of Resurgence is a fantastic card and I would highly recommend it, especially over a placeholder like Watchwolf. I'd also recommend playtesting with a Gavony Township.

That's all I'll say for now, as any more comments will have your deck looking exactly like mine, haha.

redbird97 on Esper draw/go

1 day ago

Maybe drop lands to 22. Add 1 more Snapcaster Mage and 3 Torrential Gearhulk. Since money does not seem to be an issue with this deck, consider adding more Fatal Push, Path to Exile and of course my favorite Vraska's Contempt I like the concept though.

NivStormfront on Jeskia Wizards

1 day ago

Only issue I can see is that you could easily run out of instants and sorceries to cast. I recommend putting in a few more of those kinds of cards to get the best possible value out of Adeliz, the Cinder Wind and Snapcaster Mage. I recommend looking at Rift Bolt and Boros Charm.

GeeksterPlays on Jeskai Justice League (Superfriends)

3 days ago


I've been playing Jeskai Harbinger/Walkers/Control in Modern for over a year now, so I'd like to offer my advice on your list and the Modern Metagame in general.

This looks very light on actual answers to Modern's popular threats. It might be dependant on your meta of course, but with no Path to Exile, Lightning Bolt or Lightning Helix curving into Supreme Verdict or at least Settle the Wreckage I don't see you living very long against a lot of tier 1/2 decks. Jund, Aggro, Burn, Affinity and Metalcraft decks will be reporting their wins to the TO before you even see your first 'walker hit the table I expect.

You say you have "a lot of draw", but it's largely from the 'walkers and frankly anything over 2 mana is not good or consistent draw in Modern, and running 3 Serum Visions and 3 Opt is redundant; you're drawing into more draw and nothing else, so just stick with Opt as it's better being Instant speed. Ancestral Vision doesn't happen until T4 at the earliest and even then at the moment you're not really drawing into anything in your deck that is an 'answer' for popular Modern boardstates.

Counter magic is weak in Modern at the moment, and even the straight UW lists are running light on them. Most decks are running threats between 1-3 mana that can take you down quickly without you doing something to stop them; anyone who's faced a T1 Monastery Swiftspear followed by a T2 Lightning Bolt & Lava Spike & attack slapping them down to 10 life will tell you.

Removal and proactive threats of your own are where the format lies now. Cryptic Command is amazing of course, and look at Logic Knot, it's WAY batter than Disrupting Shoal which IMO is almost unplayable. Why risk needing the perfect mana-costing spell to discard and 2-for-1 yourself on purpose, or have to tap out to stop even a smaller threat when you can just delve away your fetchlands and stop them using only UU?

Remand in any kind of control deck is just bad, you want hard answers not tempo plays. Sadness ensues when you are forced to Remand a Tarmogoyf only to draw a land and then they replay their 2-drop 5/6 beater that same turn anyway.

I don't see what Narset Transcendent brings to the table, given that Modern right now is an insanely creature-heavy format, by the time you get her Emblem other decks will shrug and/or have killed you already anyway. Her -2 for Rebound is great if you have access to Supreme Verdict in the main, or even a Cryptic Command for bounce&draw twice in a row, but that's not likely to happen. Bringing her in from the sideboard for certain matchups I can get behind, for example UW would find it harder to deal with her resolved & ticking up while Jeskai or Jund would burn her out easily and still be able to attack you via a creature too.

Chandra, Torch of Defiance; I don't see anything in your list that you'd be using the 2 red mana in your own turn for, exiling the top card is pointless in what should be a reaction-heavy deck, and her -3 is not much more than an overcosted-Lightning Bolt after which she'll likely die to anything left anyway.

Oath of Jace is garbage. Search for Azcanta  Flip is where it's at, you want 2/3 of those so you can flip one and then cast another for double advantage. Card selection is better than mass-draw, and card filtering every turn is insane advantage over your opponent, plus the discard fuels your later-game Logic Knot as a 2-mana hard counter without tapping out.

Snapcaster Mage, IMO, is a must have for an controlling deck. His ability to re-use an Opt end step of T3, or have access to another Logic Knot T4 can put you so much further ahead.

21 land is NOT enough to be consistent. Control/midrange/superfriends etc. you want 23, minimum, probably 25. You're casting costs may curve out a 4, but you actually need at least 6 if you're gonna resolve a 'walker and then protect him/her as well, and that's if you even have low-costing removal available. You're also trying to get UU for counter on T2, but still wanting access to RR, UW and WW all on T4 as you've no way to know what 'walker you will be looking to cast. Some boring math to make a point; if you've taken a hand with at least some land, and used a Fetch twice before T4 you're down to around 14 lands left in your 48-card deck. Your odds of drawing further lands are now 1 every 3.5 card draws. Not exactly in your favour, especially when you're deck is revolving around 4-costing 'walkers.

I'd advise taking a look at something like mtgtop8 Modern decklists and asking yourself "what could I do on T1/T2/T3/T4 against this?". If the answer is nothing, or at least, nothing proactive or interactive, then you're not gonna have a good time.

I hope that my advice is useful, and please do feel free to check out my current decklist. I've been having a lot of success with it lately in a meta as divided as Tron, Metalcraft, Naya Burn, Eldrazi Taxes, Jund and Abzan Combo.

Jeskai Mind Sculpt

Murpy on How come Mill isn't a ...

1 week ago

Because you see it wrong. I don't want to be rude but the reason is outlined by many people, not just the Professor. If you think about it in terms of probability you are just as likely to mill bad cards that make them have more good cards in their deck as vice versa. Next, we have the graveyard issue. If we look at the top modern metagame, you see decks that use their graveyard very actively and would benefit massively from a mill player. Decks like this include Hollow One, Dredge, Living End, Goryo's Vengeance, Lantern Control, Mardu Pyromancer, and Death's Shadow, and to a lesser extent BGx decks and Snapcaster Mage decks like UWx control. Most modern decks use their graveyard to their benefit, with many decks actively milling themselves to gain an advantage. Milling them, until it kills them, is effectively just drawing cards. There is no deck that actively benefits from having an empty graveyard. Contrary to this, almost every deck has a form of self-inflicted damage. Examples of this include fetchlands, shocklands, Dark Confidant, Dismember, Street Wraith, painlands, Eidolon of the Great Revel, Thoughtseize, Spoils of the Vault, and more. These cards all become more dangerous when faced against a burn deck, because you are not able to use those resources as effectively as you would be without the threat of being burned out. Burn is also much faster than mill, exacerbating the problem. Let's now take a look at a card you are keen on, Destroy the Evidence. At 4 mana in modern, you have Jace, the Mind Sculptor, you have Gifts Ungiven, you have Scapeshift, and Bloodbraid Elf. At 5 mana you have Through the Breach and Ad Nauseam. 4 mana is generally considered a cutoff in modern, where any cards 4 mana or above have to have a massive impact on the game in order to be playable. This is because modern is a turn-4 format, where aggro and combo decks aim to win on turn 4 and any deck that isn't able to win on turn 4 consistently NEEDS to be able to disrupt effectively. 5 Mana cards in modern are cards that instantly win you the game. Through the breach puts in a griselbrand or Emrakul to win. Ad Nauseam allows you to draw your entire deck in concert with Angel's Grace or Phyrexian Unlife. Destroy the evidence is so abysmally slow and unimpactful. You destroying a land on turn 5 will almost never rob an opponent of any valuable resources, since spells in modern are so cheap. Your opponents are all playing cards that instantly win the game in the same mana cost. The mind drinker may even be worse (although probably not). That card doesn't even start milling until turn 6 at the earliest, which is likely longer than the average modern game. Both those cards are going to rot in your hand for the game, and then move on to either doing nothing because your opponent has 5 lands or chump blocking a 6/7 Tarmogoyf since you milled so much of their deck for them. The Mindcrank combo you described is much more legitimate than the other cards, but this issue is that removal in modern is rampant and the combo can't be played at instant speed and costs a lot of mana, abeit over multiple turns. It is certainly a synergy to build around, but the cards aren't powerful enough on their own and also don't work particularly well in a mill shell anyway. Fraying sanity is also an interesting new addition to modern mill. The issue with the card is that it costs 3 mana and doesn't immediately start milling your opponent, meaning you are tapping out on turn 3 doing nothing and hoping you aren't dead and can try to kill your opponent next turn, which is a lot to ask of your deck and your opponent's. Nemesis of Reason is 6 mana, and there are currently zero cards costing 6 mana or more in modern that are played without some sort of massive mana ramp. None of the other protection listed is at all viable in mill. They give your opponent removal targets and they slow down an already glacially slow "combo" archetype. Decks in modern are so fast, your 3 mana creatures that block a single creature and gain a few life aren't going to cut it. Surgical extraction effects are massively overrated, because most decks do not have a single card that is needed for their deck to work. Playing against a combo deck that uses specific cards and then surgicalling their Valakut, the Molten Pinnacle is great, but what happens when you're up against a burn or humans deck, where the only thing you can surgical is one of a sea of redudant spells within their deck.

Squirrelbacon on How come Mill isn't a ...

1 week ago

Mill is a really weird archetype to play... it's technically a combo deck but doesn't really feel like one, very similar to legacy burn. You need a critical mass of spells in order to win the game, you need them to curve out and then you need them to resolve.

Of course, you could simply win the game by riding the dream. I have been on the draw before than then in response to my fetch my opponent showed me 4 Archive Trap in his hand and I laughed! It can happen, but is very unlikely.

The biggest issue with mill isn't necessarily protection, as you have Hedron Crab and a few Snapcaster Mages or Jace's Phantasm, but I feel that the main issue is finishing games. The amount of times that I have beaten a mill deck with 10 or less cards in graveyard is insane (I have a few mill players from time to time in LGS) and this isn't uncommon with other players. It doesn't matter if you get close, all that matters is if you win or not and the deck simply struggles to deal with all 60 cards, many times more after sideboard.

One large issue I see with your analysis is how you assume that those 7, 8 or more cards you put into a graveyard from the library are relevant. Sure, sometimes you can mill important cards, sometimes you won't. That's beside the point. When you're playing a game of magic, there are few major concerns IMO.

  1. What is going on on the board
  2. How do I deal with the board/what do I need
  3. What do I have!

The third is the most important one, what is in my hand and how to I play out my hand. People keep starting hands for a reason. Sometimes it's a Tarmogoyf and a ton of discard, sometimes it's one land and 6 Lightning Bolts!, sometimes it's affinity and they do their thing. It is almost impossible to reliably deal with the library by itself, and to do so most of your cards in your deck have to be extremely narrow and specific on hitting the library... but if you can't beat an opening hand, what is the point in playing a deck? I may only need 7 cards to beat you with a zoo deck, or jund/k or even burn or tokens but mill often can't deal with those cards as well as cards you don't need to beat for 10 turns, or 20 turns, as I naturally draw them.

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