Soul Snare

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Commander Anthology (CM1) Uncommon
MTG: Commander (CMD) Uncommon

Combos Browse all

Soul Snare

Enchantment

, Sacrifice Soul Snare: Exile target creature that's attacking you or a planeswalker you control.

Soul Snare Discussion

Demarge on U/W Control

1 week ago

ok, casual format it is then (you can manually change the format in the deck edit pretty much at the top, being tagged in the wrong format also makes the suggestion system not work properly), my questions were more to figure out what I can suggest for upgrades and less actual questions to build as I have U/W control (what I got edition).

For a bit of a power boost both Narset, Parter of Veils and Ashiok, Dream Render dig you over halfway down to recast that same approach, Fact or Fiction will dig you even deeper and most casual groups no one has any clue how to make a good pile. Ponder is a beast of a cantrip compared to Opt in digging for that 2nd sun.

Now if you're in casual and it's multiplayer, Soul Snare can do wonders in keeping people from attacking you. you have the depute, but why not just have the Detention Sphere so you don't board wipe it?

Speaking of board wipes Planar Cleansing will destroy everything and Day of Judgment is 1 mana cheaper, sure you have a kind of chance to bounce a moat back to your hand or gain some life off the other board wipes, but wiping everything or being lower cmc are overal just better.

now more counterspells are rather strong, Spell Pierce and Dispell can directly protect your approach, but just a simple Mana Leak , Dovin's Veto , or Syncopate can greatly aid you in stopping some non creature things you don't want to happen Dismiss can also be rather spicy as it's just the 2 most common choices of Cryptic Command locked together.

Patolea on Queen Marchesa: Politics, Aikido, and Control

1 month ago

Older20 It's better use Second Sunrise or Faith's Reward .

MahBoi100 Like Jack the Ripper, let's go by parts:

The first three cards are removal spells, we are not trying to control the board, we are trying to conduct towards a result that benefits us.

I really like the idea of Varchild, you strengthens your opponents while protecting yourself.

Scheming is nice and dangerous at the same time.

Crown didn't create any value for your own.

Mathas attract to much attention.

Flash is CMC 6, that's too heavy, but it's a alternative to Word of Seizing , a card that saw a lot of play in this deck in the past.

You blowed my mind with Master Warcraft , excellent card for the aikido strategy.

Disharmony is like a fog of one creature or a removal spell, since you can get and block another attacking creature with it, both of the effects has better options in magic.

Jabari's Influence it's a alternative to Word of Seizing , a card that saw a lot of play in this deck in the past.

Soul Snare I like the reason behind the use of this card. Nice!

Boros Fury-Shield Man, this card is aewsome, it's better than Delirium and Backlash .

Encircling Fissure you usually don't have creatures to abuse of this, but it's a nice fog, can enter in the place of other.

Treacherous and mindclaw are heavy, cmc 5, and a shot in the dark.

Coveted act likes the monarch itself, a second monarch for 6 manas.

MahBoi100 on Queen Marchesa: Politics, Aikido, and Control

1 month ago

Hi! I'm relatively new to this aikido style of control/pillow fort. I've already learned a bit from everyone's comments already, so thank you guys! :)

I've made a list of cards that I imagine fits the archetype but that I haven't seen in most lists. I would really appreciate if i could get your experienced opinions on them. Thank you all in advance :)

Oblation / Chaos Warp - Removal spells that double up as a way to rescue your own permanents. Also sweetens the pill for your opponent when you remove their things - at least they get something.

Spectral Grasp - Prevents a creature from attacking you like the Vows do, but unlike the Vows, Spectral Grasp also makes them unable to block your creatures.

Varchild, Betrayer of Kjeldor - Gives your opponents 1/1s that can't attack you or block,incentivizing them to hit each other with them. When Varchild eventually bites the dust you even get all the survivor tokens that have, well, survived.

Scheming Symmetry - A cheap Imperial Seal that lets you cooperate with an opponent.

Crown of Doom - Incentivizes your opponents to attack each other and can't be returned to you.

Mathas, Fiend Seeker - Rewards you and your opponents for killing creatures that don't belong to you.

Flash Conscription - Seems to fit aikido quite nicely if I've come to understand the term correctly. Steals an opponent's creature at instant speed to block, and it even gets a lifelink-effect if you payed white. Does cost 6 mana though...

Master Warcraft - Its uses include making opponents' creatures kill each other, assuring your survival one combat step if an opponent is threatening and letting your creatures slip past clogged up boards for lethal damage.

Disharmony - Steals an attacking creature to let you block with it.

Jabari's Influence - Gain permanent control of a creature that attacked you. Its drawbacks is that it costs 5 and only works on nonblack and nonartifact creatures which limits its uses, in addition to shrinking its power slightly. Still feels pretty on theme.

Soul Snare - Similar to Gossamer Chains in the way that you make it clear for your opponents that attacking someone else is in their best interest.

Boros Fury-Shield - A narrower Deflecting Palm that costs 1 more mana. Still fits the theme nicely I think.

Encircling Fissure - One sided fog. Can punish an opponent for being overly aggressive with their creatures. Can also help out an opponent in a pinch to make them owe you a favour later on.

Treacherous Urge - Can steal an opponent's creature from their hand and hit them with it. It's also a instant, so you can use it in response to someone attacking you.

Mindclaw Shaman - Quite similar to Treacherous Urge , but hits instants and sorceries instead.

Coveted Jewel - Provides you or the one who steals it from you with ramp and cards. Everyone wants in on that good stuff, right? I imagine that this could get tossed around a bit, but maybe 6 mana is a bit much, even if you get 3 of them back right away...

Lotramus on Vampiric Crusade

1 month ago

I see the ramp now. The cluestones and outpost don't fit well in my opinion I'd replace them with something like Lingering Souls or remove them completely. I understand Darksteel Ingot .
I'd consider adding Path to Exile , something like Soul Snare (idk the good cards), Oblivion Ring , Darkness or Deafening Clarion instead of Rakdos Cluestone , Veinfire Borderpost , Gatekeeper of Malakir (hard to cast with 3 black) or Syphon Mind .
Good ones to add from your maybeboard could be Blood Artist , Adanto Vanguard instead of e.g. Falkenrath Marauders , Gatekeeper of Malakir .
I'd also replace the ETB tapped lands Urborg Volcano , etc. with basic lands, the tapped lands are slow.

graycattt on Tuvasa the Voltron

3 months ago

I've made a number of recent updates here.

Cut:

  • Hanna, Ship's Navigator - I've got a few other ways to recur enchantments, and she's just way to slow. I've never had her survive until my next turn to actually use her.
  • Fountain Watch - I prefer Sterling Grove since I can sac it if I need to stick some auras on an enchantment creature.
  • Ashes of the Abhorrent - not really relevant in my meta.
  • Vanishing - I absolutely love this card and may end up putting it back in. But flickering ward has been doing way more work for me, and there's been a number of times where leaving up is a pain.
  • Paradoxical Outcome - with so many draw engines already the card draw was irrelevant, and I've never actually been in a situation where I was able to use it to save some permanents. Also I have ways to get them back from the graveyard.
  • Wilderness Reclamation - I added it when Sigarda's Aid was still in there, but I don't think either really add anything.
  • Authority of the Consuls - I've found it to be very minimal benefit
  • Dawn's Reflection - While a great EDH ramp card, I already have the exact same function in Market Festival , and it felt like I have enough ramp without it.
  • Soul Snare - I kinda liked the idea of the threat on the battlefield for a similar effect to Ghostly Prison , but I think it's just too weak of a card.

Added:

  • Yavimaya Enchantress - I cut this long ago and I'm not entirely sure why... but she's back in now.
  • Enchanted Evening - Haven't had a chance to cast it yet, but I can see this doing some outrageous things here. Makes any permanent, including lands: trigger card draw from enchantresses, buf Yavimaya Enchantress / Ancestral Mask / Tuvasa the Sunlit . It also makes everything protected by Privileged Position .
  • Mystic Remora - not gonna lie, I mainly added it because I love the art. But I think it can be a pretty powerful card here depending on the matchup. And the cumulative upkeep is essentially free in EDH.
  • Privileged Position - I had this in here already at one point but cut it because of the high CMC. But I think I've got enough ramp at this point to make it well worth having.
  • Blind Obedience - Not sure if this is a keeper yet, but there is a Breya combo deck in my local meta.
  • Mirari's Wake - Ramp! This card is insane, not sure why I didn't have it in here from the start.
  • Omniscience - Not sure if it's a keeper because of the super high CMC, but it does seem like pretty much a game ender as long as there's a card draw engine on the battlefield.
  • Earthcraft + Squirrel Nest - I just couldn't help myself, I want infinite squirrels! Earthcraft is also relevant on it's own with all the land enchantments. I may end up cutting Squirrel Nest , as I'm not sure I like infinite combos in EDH, but that's not happening until I have a chance to use!

sriah001 on Uril ramp/control

8 months ago

Thanks hkhssweiss ! So I have noticed in 3-4 player EDH, if I can't draw enough mana ramp and Uril Auras in time, the board state could very well have a few 10/10 fatties and 30 artifact tokens all pumped with +X/+X. I also consistently run out of cards in hand around turn 8. I either have a opening hand full of mana ramp and lands, or some lands and great auras, but for those times when I can't win early game, I need to Day of Judgment or Constant Mists. Even if I get Uril souped up, my opponents find way to bounce/sacrifice/prevent any creatures to attack.

I am trying to find the balance of: play enough ramp/aura draw cards so then I can swing before anyone has a chance, therefore I don't need to reset the board VS take a few more turns to draw for those game-winning cards, but in trade draw a wrath that may control the board to justify my taking a few more turns. I have lost to tokens/fatties damage after swinging with Uril at one person and not able to kill ALL players, so I have found that I need some way to survive another turn and keep Uril on the field.

I am planning to buy Sylvan Library (on my SCG shopping cart), and Hunter's Insight definitely syncs with Uril swinging ANYTIME (or even a turn 1 Serra Ascendant, which I have Aura'd up turn 3-5 and won.

Sage's Reverie is conditional like Daybreak Coronet, but for , I get some card draw out of it and vanilla "+X/+X damage". At most I have seen Uril with 4-5 enchantments and I already can kill someone at that point, so I don't know if it's the best 4 mana for (at most in my situation) 4-5 cards.

Every time I think about adding the enchantresses, I can't think of what I would take out. Manalith is already covered by Darksteel Ingot, Eldrazi Conscription is win more, Boros Garrison, Selesnya Sanctuary, and Gruul Turf bounce a land, but they still produce 1 more than Rith's Grove, so maybe I'll lose the Rith's. Acidic Slime is great with the deathtouch and destroy x, so it's a good blocker AND can take back an Aura Graft'ed mana reflection.

Blessing of the Nephilim and Ethereal Armor are great vanilla damage boosters. Blessing adds a guaranteed +3/+3, while Ethereal on it's own gives +1/+1 and first strike, but will need 2 other attached auras to add the +3/+3 that Blessing gives. Now Uril isn't swinging with only an Ethereal armor, so as long as Uril has 2 other enchantments, we get the equivalent damage, AND first strike. Having both on Uril would total +9/+9 for Uril for only , but without a trample Rancor or Shield of the Oversoul, I'm not swinging for lethal yet nor getting damage past blockers.

What I do want to consider is adding in more cards that give extra combat phases like Aggravated Assault. Maybe Seize the Day or World at War since they have flashback/rebound, or Combat Celebrant since it's only , but it has to survive a turn on the field.

I recently mainboarded Sigarda, Host of Herons since I hate sacrificing an indestructible Uril, and I can always Aura up Sigarda and swing, but I may consider swapping sigarda out for Tajuru Preserver since it's cheaper for the same 'prevent sacrificing' effect and can be cast early game, but I lose a hexproof flying swinger.

I also mainboarded Pariah as an alt way to prevent/redirect damage. I slap it on an opponent's indestructible or fat creature and now they have to either destroy the aura or remove their own creature before being able to deal damage to me. I know I could run creatures that "when damage is dealt to it, do X", but I would have to have both of those cards on hand to get the benefit, and unless I made it indestructible, it's only giving me utility 1 turn. Ghostly Prison also deters tokens/weenies from swinging at me since the opponent can't pay for all of them, and mana-strapped opponents with large creatures may want to save their mana and instead swing at the other opponent. I kept an opponent from swinging his fatty at me with my Soul Snare and I had a Moment's Peace in hand for the next turn after I popped soul snare.

Any thoughts on cards I can cut/replace?

Spirits on Kick Ass Kitty Kats

9 months ago

Hi foxes101,

Do you have a specific budget in mind, Under $40, Under $50?

I do have a $50 budget Mirri, Weatherlight Duelist which is a cat-only tribal deck, Mirri, Little Kid Aggro $50 EDH. Might find some interesting budget ideas in there.

I also have a non-budget Arahbo, Roar of the World, it's still a work-in-process, Arahbo, Xenagos... for Cats EDH

Riptide Replicator seems really awful, it requires for a cat, so your hoping it's at least 5/5 or more, which means the initial cost is =5 + = . That's a terrible conversion. I understand you want to build your board position since your cats pump each other, but Riptide Replicator is not the way to go.

Stir the Pride is way too high a CMC for it's modular (or Entwine) abilities. I would take that one out.

Bloodline Shaman I assume is trying to help the draw, which in turn kind-of helps the Bonehoard as well, so let's go with that for now, but is an Elf, not a cat. Creative budget drawing at least.

Qasali Slingers is a nice control for Artifacts and Enchantments, plus hes a 3/5 reach.

Balan, Wandering Knight might consider, but with only 13 equipment targets, understand why he's not in there.

Jazal Goldmane might be a bit better, because he's 4/4 first strike, but he can pump all the horde of cats.

Beastmaster Ascension feels like 100% necessary in this, to pump all your 1/1 token cats. I think this will be a primary goal for winning in this budget format.

Hunter's Insight is a better draw then some of the "janky" draw mechanics in budget, to a lesser degreeSoul's Majesty / Hunter's Prowess also work but are Sorcery and susceptible to instant removal.

Skyhunter Skirmisher has build in evasion and double strike (cat) if you can get him an Equipment or 2. Rancor?

Crown of Vigor is not every exciting a 1-shot +1/+1, with a static +1/+1 for 1 creature, not fantastic.

Mask of Memory might help with the draw as well.

Hungry Lynx, originally I thought this guy would be amazing, but all he does is create problems (deathtouch rats), and I've never had him successfully pump my cats before being removed. I took him out, mechanic didn't work.

Uktabi Wildcats, this guy only worthwhile if you have 5 Forest, remember, Tranquil Expanse / Selesnya Sanctuary are not forest unless they say "Forest" on them, so with a max size of 11, he's rarely going to be a 5, so no other abilities, not worth the CMC .

Do you not find you get board-wiped and that is the end? I would run at least a couple protections, like Make a Stand or Rootborn Defenses or Dusk (recur all power 2 - 19 targets right now).

Soul Snare is another janky type Condemn, always Oblivion Ring.

Whitemane Lion combos infinite with lost of , but enablers might not work in the budget. There is Infinite creature (several) enablers, Infinite Ramp enablers, etc. Him and Fleetfoot Panther run the show. Could be an interesting way to get some combo going, not sure how combos are viewed in your budget pod.

Lost Leonin can also put some infect pressure on people, but without support (like Silverblade Paladin/Ajani, Caller of the Pride/that white enchantment that gives 1 creature double strike/etc to make him a single hit kill. He's still a 2 hit-Eminence win-con though. Unless no infect allowed, he will eliminate players just with Eminence on occasion. If you can Grappling Hook him or enable doublestrike elsewise (like Raksha Golden Cub). Often he comes out early enough. It's my initial strategy in my Arahbo, Roar of the World but I use mass-creature tutor.

+1.

enpc on Just Stay Dead

10 months ago

StopShot: Sorry about the delayed response. I appreciate the thought that went into the comment and wanted to respond in kind.

So to start off (and I will bounce around with your suggestions to group them by function a bit) I will cover Kami of False Hope. I run Spore Frog as a bit of a niche card, but generally I don't deal much with combat decks. It's in there on the odd chance that I do, but most of my meta is full of infinite combo and I don't want to take up extra card spaces for a card which isn't going to add much value 99% of the time. Generally I can win faster than most beatdown decks can assemble and if I see them coming I can either use Yisan, GSZ, Chord or any other creature tutor to get frog. On the topic of Maze of Ith, I'm not overly a fan of the card personally. It's ok but I play a lot of combo and agin don't play against beatdown decks. It's ok in pillowfort lists, but I would rather a land that taps for mana. In this light, Urban Burgeoning isn't great, but if I ran it I would prioritise it on lands like Mikokoro, Center of the Sea or Gaea's Cradle. Don't get me worng, it's not a bad interaction, but it just feels like a lot of effort for not much value. And I would much rather find Skullclamp with Open the Armory. Divine Presence and Ensnaring Bridge kind if fit into the same category here, it's a lot of combat step prvention where my play group doesn't need it and more than that, most combo decks will have either an out that doesn't require attacking or an out that ends up with me having no permanents on the board, only to connect next turn.

There is always an issue with playing pillowfort cards in that they are proactive cards, but they only really stop an opponent from doing stuff to you. This means that you're expending resources on cards that don't in turn actively slow opponents down the way true stax would, which is not a plce you want to be in, For more casual play this is fine, but for games which the deck is designed for it is just a waste of turns and resources.

Authority of the Consuls is an interesting card. it is good at shuitting down a few combos, but it feels a bit too niche in this particular build. If this was a more staxcy build it would probably be quite at home here, however as a singleton stax card I would prefer Blind Obedience as I can use it as a combo outlet as well.

On the point of wraths, it's the same kind of thing as with Kami of False Hope. I don't want to clutter up my hand with a bunch of removal (especially redundant removal) that also puts me back a heap. I would rather run a bunch of cheap, single point removal which I can use to deal with key threats than to clear the board (whcih can lead to an opponent comboing out of the blue). Because sometimes stax cards are better in play, shutting down my opponent. And I like Wrath of God because it's a cheap catch all. Cards like Slaughter the Strong and Citywide Bust are nice because of their cost, however they miss a lot of key creatures. In more competitive games, the majority of creatures you see are a lot smaller (because larger creatures generally have prohibitive mana costs) and if you're going to the effort of wrathing you would rather just hit everything. I used to run Rout before I ran Wrath of God and while it is more expensive than Day of Judgment I think it would be my next goto, especially since it has instant speed mode which is in a lot of ways more valuable than just a second wrath.

For spot removal, you're right in that swords and path play centre stage. I have tried to run primarily instant speed removal to deal with other combo decks/being able to wait to the last second to break free and combo out myself. Darksteel Mutation isn't bad but my problem with it is slot space. I run Song of the Dryads which is basically a better version under most circumstances (as it hits more). If I needed more removal, mutation is the kind of card which could work its way into the deck however I do need to be careful not to flood the deck with removal (for the same reason as with pillowfort cards). Soul Snare and Condemn are both cheap to cast, however they only work when a creature is attacking. That is enough of a drawback to not run them.

I used to run Qasali Pridemage but in this list I cut it for Caustic Caterpillar. While you need to have 2 open for caterpillar, you can fetch it on turn one with Yisan, the Wanderer Bard which is super good. Don't get me wrong though, if I ever need more artifact/enchantment removal, it will be the first card to go back in. Seal of Cleansing and Seal of Primordium are less good versions of pridemage (creatures are easy to find) and Thrashing Brontodon/Sylvok Replica, while good, are too expensive as you spend 4 mana total to remove something.

I've seen the Scroll Rack + Land Tax combo before and have considered it in the past, but ultimately passed up on it. My problem with the combo is that neither of the pieces provide the card advantage the deck needs separately and while together they are quite strong, the deck lacks the ability to assemble said combo. On top of that, any artifact/enchantment tutors are better suited getting me direct win con lines rather than assembling value pieces. And while I can shuffle my deck with fetch lands, it's still not as consistent as you might think. Blinkmoth Nexus + Mask of Memory is a cute little package, however I have tried to focus on raw card advantage (i.e. cards that outright draw cards). And the value engines I do run are based off individual cards which add enough to the deck outside of those loops. Mirri's Guile has caught my attention on occasion, however ultimately I decided against it since it doesn't actually provide card advantage. And Sylvan Library and Sensei's Divining Top are bother better.

I hope this explains the card choices in the deck and while I have avoided running certain pieces. Don't get me wrong, the cards you have suggested aren't bad and some of the cards and card combos you've mentioned I might commandeer for some other decks (I like the Mask of Memory + Blinkmoth Nexus loop for canadian highlander) however for this particluar list and given my playgroup I have to be very specific on choices. But I appreciate the suggestions, they always force me to evaluate the deck and the particular choices I have made for it.

Grandmaster5327: I'm glad you like the list. The core of the deck isn't too expensive (minus the Phyrexian Altar) however a lot of the cost is sunk in the mana base and some specific cards (Survival of the Fittest, Mana Crypt, etc.). If you replaced these with some omre budget options, the overall price could be brought down much lower. While I haven't specifically put together a budget list, I am confident that you could get the deck down to the $300-$400 mark, which is a 5-6 fold reduction in price.

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