Snapcaster Mage

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Snapcaster Mage

Creature — Human Wizard

Flash

When 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.)

Price & Acquistion Set Price Alerts

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Snapcaster Mage Discussion

drsnailtrail on Wizard rush attempt

12 hours ago

Trust me, as a guy who played an adeliz deck all last meta, the cards necessary to make this a good deck have long since rotated out. The deck was best with 18-19 lands, Soul Scar Mage and Spellweaver Eternal. Unfortunately, the deck sjmply isnt effective or competitive anymore, nor is it near fast enough anymore. The good news is that the deck has gotten better in Modern with pieces like Stormchaser Mage and Young Pyromancer. Not to mention you can play Snapcaster Mage

Liquidbeaver on Argent Moon: Liquimetal Control

3 days ago

After playtesting I settled on Opt in place of 2x Electrolyze and 2x MB counterspells. While Serum Visions and Sleight of Hand worked great, being instant speed ended up being imperative for Thing in the Ice  Flip and buffing Crackling Drake just a bit more during combat.

Dropped another Mission Briefing, and I'm liking it as a 2-of. The requirement can be detrimental in the very early game, and I think Briefing would just be better period if I had more burn spells. However, I don't think I will ever take it out, as I don't think Snapcaster Mage as a 2-of would be better in this case.

Switching to a more proactive build definitely helped the speed of the deck quite a bit, but it made the exact MB counterspells I chose much more important. Playtesting again on Friday, and going to switch the Mana Leaks out for Remands and try that again. Going to try to get a 4th in, but I'm not sure what to cut. Maybe the Unsubstantiate?

Ral, Izzet Viceroy as a 1-of in the MB, and Keranos, God of Storms as a 1-of in the side has been working well so far. For games where I need the big creature removal and a finisher I leave Ral in, when Ral gets removed too easily I switch him for Keranos, and in longer games I have both in the MB.

18-19 lands seems to be the sweet spot. I tried 20 and felt flooded almost every single game. This is a lot of the reason behind just the 2x Drake, and a 1-of Ral/Keranos at a time, because any more of them and they would be stranded in my hand. With the pace the deck forces the game to play at, casting Drakes around T6 and Ral/Keranos around 7 or 8 has worked just fine.

Wandering Fumarole got cut. If I had 22 lands or something ETBT would be fine, but not at 18-19.

Psychorave on Glimpse Beyond the Fraying Mind

1 week ago

It's enjoyable to see the thought of throwing in white to Mill. I have been trying to throw the idea in myself for a while now. My main deck is Mill and always has been. One card I found great with Archive Trap is Mission Briefing. Unlike Snapcaster Mage. You can cast cards for their alternative cost. Only downfall is it's two Blue. I look forward to seeing the directions you take with this deck.

sylvannos on When to buy into ultimate ...

1 week ago

You want to buy after the set is released and people are still drafting it. A lot of the time prices on Masters sets drop as people sell chase cards for immediate cash to buy more packs/draft. Prices go back up shortly afterward, so this window is tight.

@APPLE01DOJ: On the night of prerelease, I traded a Nykthos, Shrine to Nyx and some other chase rares out of Theros for a playset of Snapcaster Mages lol.

TheSurgeon on Esper Salt Mill

1 week ago

Pyromancer999- Great suggestions!
I've had 2x Snapcaster Mage here before. It did what it was supposed to, it just didn't do it well enough to justify another $80 increase to the price of the overall deck.

My perspective is: yes, Snappy opens up gy resources, but also essentially doubles that spell's cost. It just isn't right for this build, IMO. There's simply no room for it.

As far as Trapmaker's Snare. I have a deck (unlisted), that's built around that silly little combo. For this particular strategy. To be honest, both Snare and Archive Trap seem to only take up real estate in-hand, while I either wait for them to search thier library, or uh.. hope their stupid enough to search their library after a Ghost Quarter, or Path to Exile, I don't like hope.. While I play a heavy psychological game at the table, I don't like to leave much to chance when it comes to the cards I'm playing.

While Field of Ruin guarantees a search, it also makes me pay to do it, and then another to then search with Snare simply not resource efficient, in my experience.

Great minds think alike! I appreciate the feedback, as always! Again, it's all meta specific; What works for me, may not for you!

Go forth, and conquer!

Pyromancer999 on Esper Salt Mill

1 week ago

Idk if this has been said yet but doesnt Snapcaster Mage seem like a snap 4-of here??

Liquidbeaver on Argent Moon: Liquimetal Control

2 weeks ago

Pheardemons: I like a lot of your suggestions, but I am going to try switching stuff little by little, because I think a mix of cards I am running and cards you are suggesting will be the right middleground.

Because of Liquimetal and Scepter the deck plays at a weird pace. If I go too far towards one end end of the spectrum where I have no creatures I need harder control to make up for not having blockers/attackers, and the deck relies even more on the few wincons to stick.

If I go more aggro, then the control becomes weaker and the Coating/Scepter become huge liabilities instead of little ones. So far, a good mix of threats that must be answered has worked out best, even if it messes with the raw tempo of the deck to do it.

Having 0 power is a valid criticism of Spellskite, but I think it needs to stay in the 75 for a few reasons. It can protect my few artifacts, it can redirect burn aimed at me or a planeswalker (one of my hardest matchups), it can soak up auras and pump spells that opponents cast, it doesn't get bounced by TiTi flipping, and it chump blocks a huge majority of the creatures in the format without dying. I would be okay with it being in the SB for the exact reasons you said though, if I play a deck that has no interaction or combos off, it is a dead card.

Thing in the Ice  Flip I think is something vital to the deck. Being able to chump until it flips, and then getting rid of all other creatures on the battlefield, killing all the tokens, and getting around indestructible and hexproof is huge. Quite a few times I've won games against Humans and Stompy purely on TiTi, Bolts, and a counterspell or two. The fact that it flips so steadily while I am just do my thing and interact is a huge benefit. I think I could easily operate on a creaturebase of just TiTi and Spellskite (or Young Pyromancer) in the MB, and if they bring in more creature removal just for that, they are playing to the impact of just 5 of my cards, which aren't my only wincons if I add Keranos/Ral/Jace, they are just secondary ones.

Shrapnel Blast was an addition to act as more of a mainboard Roast, but with the potential for a lot more reach. It also helps quite a bit to limit the drawbacks of running Coating/Scepter, as they can both have a huge impact if I draw supplemental spells at a good time, or they can be terrible if I don't. Since I don't run Faithless Looting or anything besides Mission Briefing/Izzet Charmto pitch those away, I wanted to get more use out of them. Even just adding 1 to the mainboard did a lot for limiting the liability of running Coating and Scepter. Since I'm not willing to remove those two cards, I wanted to make sure I always had something to do with them. MB Spellskite also helps to reduce the negative aspect of those pet cards, as blocking with a Spellskite in an instance where it would die, then saccing to Blast at either a */5 creature, or sending 5 at a player/planeswalker can be huge.

Mission Briefing going down to 3x is probably something worth doing regardless. As cool as it is to Scry a bit, and then recast something from my GY, there are a number of times I drew into multiples where I rather have just had interaction in my hand. 2x would probably be too few since I don't run Snapcaster Mage, but I think 3 may be just right.

Thanks for suggesting Sweltering Suns, I didn't know about that card. I am going to pay attention to how often the exile clause on Anger of the Gods would actually matter (Finks, Dredge?). Right away I think 2x Anger/1x Sweltering would have no negative impact on me, and I can spend some time seeing if I want to switch to the full 3x Sweltering.

I ran different combinations of Blood Moon for a while, and 3 total always felt great, where 4 total felt like I was always drawing multiples, or I would have 2x in the side and never want to bring in more than 1. I think an extra 1 in the SB, in conjunction with some Damping Sphere like you suggested, would be a great way of covering all my bases without overcommitting.

I think I've been thinking of my MB bounce and SB bounce in the wrong way. I want to be able to have the most impact, and hit the highest number of things with my MB spells, and use the SB to refine it if needed. 2x Echoing Truth in the MB, and having 1-2 Expel from Orazca/Boomerangin the SB would be a much better way of making sure my Game 1 potential is highest. Expel/Boomerang in the MB isn't as effective in games where I don't know if I will even land 10 permanents, or if I need to be worried about multiples of permanents coming out.

How do you think Grafdigger's Cage compares to Relic of Progenitus/Tormod's Crypt? Those two were my first thoughts when I was thinking of adding more Dredge and GY hate (besides wanting a second Surgical Extraction in the side), but I completely forgot about the Cage.

I've avoided cards like Pithing Needle for a long time because of my limited knowledge of what cards in other decks I should be worried about, and the sheer card pool that Modern has. I think Sorcerous Spyglass is a great alternative to that for me. I think that would also compliment having Clique as well, as I can choose which one to cast based on boardstate.

Negate is a great suggestion for the SB. I've had a number of games where I wanted to board out Remand against low CMC decks, or board out Mana Leak against big mana decks, but had nothing in the SB to switch it with. Getting it imprinted is also really cool, as it can protect me and itself on every turn.

Thanks again for your perspective on the deck and the general meta! It is very helpful early on in the deck creation like this.

Liquidbeaver on Argent Moon: Liquimetal Control

2 weeks ago

Pheardemons: I like a lot of your suggestions, but I am going to try switching stuff little by little, because I think a mix of cards I am running and cards you are suggesting will be the right middleground.

Because of Liquimetal and Scepter the deck plays at a weird pace. If I go too far towards one end end of the spectrum where I have no creatures I need harder control to make up for not having blockers/attackers, and the deck relies even more on the few wincons to stick.

If I go more aggro, then the control becomes weaker and the Coating/Scepter become huge liabilities instead of little ones. So far, a good mix of threats that must be answered has worked out best, even if it messes with the raw tempo of the deck to do it.

Having 0 power is a valid criticism of Spellskite, but I think it needs to stay in the 75 for a few reasons. It can protect my few artifacts, it can redirect burn aimed at me or a planeswalker (one of my hardest matchups), it can soak up auras and pump spells that opponents cast, it doesn't get bounced by TiTi flipping, and it chump blocks a huge majority of the creatures in the format without dying. I would be okay with it being in the SB for the exact reasons you said though, if I play a deck that has no interaction or combos off, it is a dead card.

Thing in the Ice  Flip I think is something vital to the deck. Being able to chump until it flips, and then getting rid of all other creatures on the battlefield, killing all the tokens, and getting around indestructible and hexproof is huge. Quite a few times I've won games against Humans and Stompy purely on TiTi, Bolts, and a counterspell or two. The fact that it flips so steadily while I am just my thing and interacting is a huge benefit I think. I think I could easily operate on a creaturebase of just TiTi and Spellskite (or Young Pyromancer in the MB, and if they bring in more creature removal just for that, they are playing to the impact of just 5 of my cards.

Shrapnel Blast was an addition to act as more of a mainboard Roast, but with the potential for a lot more reach. It also helps quite a bit to limit the drawbacks of running Coating/Scepter, as they can both have a huge impact if I draw supplemental spells at a good time, or they can be terrible if I don't. Since I don't run Faithless Looting or anything besides Mission Briefing/Izzet Charm to pitch those away, I wanted to get more use out of them. Even just adding 1 to the mainboard did a lot for limiting the liability of running Coating and Scepter, two things that I'm not willing to remove, so I want to make sure I always had something to do with them. MB Spellskite also helps that negative aspect of those pet cards, as blocking with a Spellskite in an instance where it would die, then saccing to Blast to either the */5 creature, or sending 5 at a player/planeswalker can be huge.

Mission Briefing going down to 3x is probably something worth doing regardless. As cool as it is to Scry a bit, and then recast something from my GY, there are a number of times I drew into multiples where I rather have just had interaction in my hand. 2x would probably be too few since I don't run Snapcaster Mage, but I think 3 may be just right.

Thanks for suggesting Sweltering Suns, I didn't know about that card. I am going to pay attention to how often the exile clause on Anger of the Gods would actually matter (Finks, Dredge?). Right away I think 2x Anger/1x Sweltering would have no negative impact on me, and I can spend some time seeing if I want to switch to the full 3x Sweltering.

I ran different combinations of Blood Moon for a while, and 3 total always felt great, where 4 total felt like I was always drawing multiples, or I would have 2x in the side and never want to bring in more than 1. I think an extra 1 in the SB, in conjunction with some Damping Sphere like you suggested, would be a great way of covering all my bases without overcommitting.

I think I've been thinking of my MB bounce and SB bounce in the wrong way. I want to be able to have the most impact, and hit the highest number of things with my MB spells, and use the SB to refine it if needed. 2x Echoing Truth in the MB, and having 1-2 Expel from Orazca/Boomerang in the SB would be a much better way of making sure my Game 1 potential is highest. Expel/Boomerang in the MB isn't as effective in games where I don't know if I will even land 10 permanents, or if I need to be worried about multiples of permanents coming out.

How do you think Grafdigger's Cage compares to Relic of Progenitus/Tormod's Crypt? Those two were my first thoughts when I was thinking of adding more Dredge and GY hate (besides wanting a second Surgical Extraction in the side), but I completely forgot about the Cage.

I've avoided cards like Pithing Needle for a long time because of my limited knowledge of what cards in other decks I should be worried about, and the sheer card pool that Modern has. I think Sorcerous Spyglass is a great alternative to that for me. I think that would also compliment having Clique as well, as I can choose which one to cast based on boardstate.

Negate is a great suggestion for the SB. I've had a number of games where I wanted to board out Remand or against low CMC decks, or board out Mana Leak against big mana decks, but had nothing in the SB to switch it with. Getting it imprinted is also really cool, as it can protect me and itself on every turn.

Thanks again for your perspective on the deck and the general meta! It is very helpful early on in the deck creation like this.

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