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Counter target spell with converted mana cost 2.
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Spell Snare Discussion
3 days ago
RingweMakil I'm currently trying the updated configuration with 2 Countersquall + 1 Logic Knot in the main and 1 Countersquall in the side. Non-creature spells are the deck's biggest concerns, with the exception of Primeval Titan and Ulamog, the Ceaseless Hunger. I don't count Thought-Knot Seer and Reality Smasher because they typically can't be countered. I'd like to add 1 more counter in the main, either 2nd Logic Knot, 1 Remand, or 1 Spell Snare.
Lost Legacy doesn't need any set up like Surgical Extraction. It's a clean answer (i.e. Primeval Titan). Surgical Extraction may still be fine as a 1 of, but I'm currently trying Wheel of Sun and Moon for Storm and other graveyard-based decks (i.e. Abzan Company and Living End). Nihil Spellbomb is another good option.
This configuration isn't set in stone, but the core is still intact. I'm just trying some new tech and a more balanced direction in the main.
3 days ago
lollyx From testing, I have found that 20 lands was the perfect amount for the deck. I have also tested Spell Snare, and found that 4 out of 5 times it was a dead card, so I removed it. As for Jace, Vryn's Prodigy Flip, I was going to replace it with Jace Beleren anyway, and I like the deck to have a lower curve so I don't get screwed out of mana by casting higher cost card and them being countered. Spellskite as proven itself to be strong in the deck as well, as well as Vapor Snag. As for Take Inventory, I can also cast it with Snapcaster Mage if needed, allowing it to reach even higher card draw, even though it is sorcery speed.
3 days ago
Well First of all' i have noticed something: 20 Land. Control usualy Need to never miss a land-drop until approximatively 7-10 Land in modern (to even unlock the snap cryptic bounce snap counter interaction). Instead of take inventory i also recomand Think Twice that at istant Speed give you almost the same ammount of draw (take inventory is 1+2+3+4=10 at sorcery Speed wich Can let you with not enought mana when needed. Think twice instead is 4x2=8 at istant Speed, basicly enemy eot). I'll Say -2 spellskite -1 jace -1 snap -3 vapor snag -4 take inventory+3 Island +3 Spell Snare +3/4 Think Twice and +1 Tamiyo, the Moon Sage
5 days ago
That is an interesting switch I hadn't thought of! I might have been more receptive to it before Gitaxian Probe got banned and we could play more cheap/free stuff, but it's a really close call. One downside I see is that in order to immediately extract value from TITI, you need to blast out 4 spells immediately after playing it, and bounce everything as it dies. Young Pyromancer on the other hand leaves behind bodies when you immediately extract value, for less than 4 spells.
It honestly sounds like a meta call to me. If your meta is jam-packed with Bolt-but-no-Push/Terminate decks, or heavy go-wide strategies like BW Tokens, TITI could be particularly strong.
@Red_X Typically I'm loathe to get rid of Tasigur because of just how many matchups it's effective in. Being able to rebuy cards with him is amazing in grindy matchups, he's Goyf-sized a lot of the time so he checks attackers well, and he's immune to Fatal Push and Lightning Bolt which give tons of percentage points against decks I run into locally (Burn, Esper Control, MonoBlack, 8-Rack, Jund). Bob not being a large clock in addition to a grind engine make them different enough that I'm not convinced it's a 1-to-1 swap, but Bob has a lot of potential.
I could see him going in a much lower to the ground proactive Tap-Out version of Grixis Delver perhaps? It might look like something with no Delve threats, but Bobs and Delvers, plus perhaps Young Pyromancer or TITI additionally, maybe one-mana discard spells and a particularly cheap spell suite, with Fatal Push, Spell Snare, and some Vapor Snag maybe? With no Delve threats you get to run Logic Knot safely which is very powerful, and maybe you add in Creeping Tar Pit for reach and closing power. I think Bob naturally shifts it to be a wholly different deck than my list, but it's got lots of merit and is worth exploring!
1 week ago
jeez.. well i guess in that regard i'm happy to be on grixis control. right now it looks like the single worst matchup Cheerios has. with Spell Snare, Lightning Bolt and Fatal Push we should be pretty well off game 1. g2 should be cool as well with Dispel (for Silence and Swan Song) and Engineered Explosives.
PS: for those pointing out that EE isnt great against Sram0s, it is, at second glance. because it shuts off Retract. which is often the only thing keeping them from fizzeling. they also cant really "restart" the process" after EE, as SaffronOlive puts it.
Welp, I'll have to face it some more to be definite on all the above anyways ;)
1 week ago
1 week ago
i've noticed that Thing in the Ice Flip and Young Pyromancer don't work well, one flips returning all non horrors and also is a big board presence, while the latter makes creature tokens that would be returned, i.e. erasing the tokens. go all in on either of them, so thing in the ice is still good without ruining your own board. Spell Snare could just be sideboard, since not every deck plays a 2 drop when you happen to have your 1 of in your hand. maybe try a Disallow, since it is so versatile. also sideboard Summary Dismissal could work, since it essentially kills all spells, also ruining any ability that may have popped up (e.g. Glen Elendra Archmage). Mishra's Bauble helps thin your deck (for consistency), and also gives you information of your next card, so you already know if your delvers will flip before your next upkeep. Also good cantrip, since it's 0 mana. +1 for the name lol
1 week ago
Compare it to the other usual suspects for delver. Delver of secrets costs 1 mana so it's a low mana investment. Young Pyromancer leaves tokens when he dies. Snapcaster Mage gives value upon ETB, so him dying is nearly irrelevant. Tasigur, the Golden Fang also has value potential before dying, and honestly a 4/5 for 1 mana is good enough where dying to removal isn't as relevant. Thing in the Ice Flip doesn't flip as consistently in game as you would hope. Especially without Gitaxian Probe. The 2-3 turn cost is too great for it to leave nothing behind.
Against Nahiri (not as popular of a deck right now) counterspells are about as good as hand disruption. Against combo sometimes counterspells are even better. Hand disruption is a tempo loss (you pay mana to 1-for-1 trade with a card your opponent put 0 mana into) which is a bad thing in a tempo deck. Fine in a control deck, but when you should be holding up Spell Snare, Lightning Bolt, and Thought Scour instead, it becomes less good. Especially because hand disruption is a super dead draw after turn 2.