Spell Snare

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters Uncommon
Dissension Uncommon

Combos Browse all

Spell Snare

Instant

Counter target spell with converted mana cost 2.

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1.12 TIX $2.37 Foil

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Spell Snare Discussion

Squirrelbacon on Torrential Moon

1 day ago

Hello! I've been playing blue moon for nearly a year now and I have a few suggestions.

First off, even with card draw and scry, running 4 moons is a bad idea. Redundant moons don't really help you at all, especially in game one. There are very few main deck answers for a moon, if it is on the board it generally stays so drawing an extra really hurts more than helps. I'd recommend running Enigma Drake as a one of over it, as your graveyard will fill up fast.

Next, I feel your conterspell and removal suite to be a bit off balance. Lightning Bolt is great, but there is only so much it hits. To be honest, bolt is falling out of the meta. Death's Shadow, Thought-Knot Seer, Tarmogoyf and Arcbound Ravager don't care about bolt, however goyf and ravager care about Spell Snare, as does Snapcaster Mage, Dark Confidant, Scavenging Ooze and so much more. With that in mind, don't be afraid to run sorcery speed removal. Flame Slash, Roast and Serum Visions should at least be considered for the spells of the deck. Glimmer of Genius may also be worth a peek.

I think that the creatures are fine, I personally don't run them as I prefer more spells but they do their job.

Here's a link to my list if you want to look over it for reference!

Blue Moon

Everytime I've played with it I've done well... 4-1 several weeks, 3-2 is most common since I have many Death's Shadow players, burn players, and affinity at my LGS. A bit too fast paced for the deck.

Best of Luck!

IzzetGod on Delving under the RUG

2 weeks ago

MNes: How often do you find yourself using Traverse to go and get lands?

I'm definitely gonna get rid of the mainboard Blood Moon. The more I think about it, if I draw it and my hand is nothing but Shock Lands, it's a dead card.

Do you think running Disrupting Shoal, it's better to have it as a 2 or 3 of? I'm not that big of a fan of Spell Snare tbh. I don't think it counters that many cards that are important to deal with.

Also what do are your thoughts on the sideboard? Any things you would suggest to help combat our worst matchups?

zephyr_chang on Exalted weenie

2 weeks ago

My personal opinions on your deck:

16 creatures - I would max out on Noble Hierarch. She ramps and she provides exalted triggers. I would max out on Snapcaster Mage for recursion of spells as well. I would also play one more copy of Geist of Saint Traft as he is the best creature you want your Auras and Swords on. I would drop Silverblade Paladin entirely. So, 4 Hierarch, 4 Snap, 3 Geist, 3-4 Archangel, 2-3 Rafiq.

2 swords+2 sword tutors - Good, keep.

2 Utopia Sprawl - I would drop these. Seems too random? One more Hierarch should be able to help with ramp.

2 Aether Vial - I don't think these are played in 2s. Seems to me it's all 4 or nothing. I would go for nothing here because your deck is not particularly creature-heavy. Cut.

3 Auras - Auras are always risky in the format because of removal. The only deck that really plays Auras is Bogles. You could play a couple max but only if you increase your Geist count as mentioned earlier.

8 'counterspells' and 2 sweepers - The boardwipes can stay since you should be quite weak to aggro. However, the counterspells (other than Remand) look quite random. You could go with tried and tested counters such as Spell Snare or Mana Leak etc.? Some spot removals such as Path to Exile should also be included. If you drop the 2 Vials, 2 Utopia Sprawls and 1-2 Auras, you can make space for another 5 or so spells here.

23 LandsI would drop the Temples and the Maze straight away. I don't think they cut it here. I would play more on-color fetches with an appropriate number of basics and shocks. I think a singleton Academy Ruins and a number of Celestial Colonnade (although manlands have become worse with Fatal Push) should be fine. So, 3 Misty Rainforest, 4 Flooded Strand, 3 Windswept Heath, 1 Breeding Pool, 2 Hallowed Fountain, 2 Temple Garden, 2 Plains, 1 Island, 1 Forest (as many basics as you need to cast all the spells in your deck is fine), 1 Academy Ruins, 3 Celestial Colonnades.

These are just some suggestions. More importantly, you should test the deck out against other decks in the format and you will find out what works and what doesn't!

Sargeras on A Guide On How To Be Boring

2 weeks ago

LastRaven69

First off, thanks for the upvote! This deck is close to getting positive again!

With tron decks that play 4 Chalice of the Void being one of the best decks in the format, lantern is pretty dead online, and is no longer played at my LGS,

Recall might seem like an okay choice, but in reality, I already have better options. Because for recall to be any good, there needs to be a board of artifacts on the board, which means my opponents deck has been working great. The other issue with recall is that I need to top-deck it for it to be useful most of the time, and lantern usually does a good job of making sure that doesn't happen.

The other main reason I don't like it is because it is just a one turn deal, and affinity already scoops to wraths and Spell Snare on important threats.

However, Engineered Explosives and Stony Silence are great sideboard cards for game 2, since I can just play them and save them with cryptic if needed.

It honestly comes down to both metagame and sideboard slots, but I can definitely see where you are coming from!

deltacobra on Modern UG Infect

2 weeks ago

For counters Spell Pierce hits alot of modern pests you could also use Spell Snare or Dispel but since infect looks for a turn 3 kill the only decks that would have enough land to pay for the pierce would be ramp decks and tron. And while I'm thinking of tron Nature's Claim is definitely needs to be in the sideboard

Rigol on Zack C

2 weeks ago

Faithless Looting is VERY bad card for a control deck, because it's a card DISadvantage(it works as -1 cards in hand). Nahiri is already looting garbage. ;)
Don't you think that Electrolyze is too slow for "Shadow's format"? I didn't test it these days, so I don't know about it. If not you can ceep it =)
You also need a bit more counterspells I think, something like 1-2 Spell Snare 2-4 Remand (total).
You can also try Ancestral Vision if you have money for it. =)
I don't think Counterflux is good now. It's more of control metagame..
Rest in Peace hurts your own gameplan -- Nahiri's "loot" and snapcasters. I use Relic of Progenitus and Surgical Extraction.
Also I put 1 Spellskite in EVERY sideboard of EVERY my deck. It is very god against tonns of decks (burn, infect etc.) AND protects Nahiri.
Oh, but if you use Traft as a backup plan Electrolyze is less questionable.
Anger of the Gods is good against Dredge, Kitchen Finks decks and others.

Good luck on testings (and saving the format;) )

excasteal on UW kithkin

3 weeks ago

You most definitely need to be playing Hallowed Fountain since you can fetch it with any of your fetchlands, making any fetch fix for either of your colors. Additionally, Flooded Strand is the best fetchland for you to be playing, so if you are only running 4 fetches you should be running those instead of the mistys and the mesas. Ponder is also banned in modern, so maybe try Serum Visions to have a similar effect. Supreme Verdict is a superior Day of Judgment since you are in UW and have a solid enough manabase. Eldrazi Monument is likely to never be cast, and is also just bad for control anyways since you will slowly be diminishing your own board. If you really want an anthem, I'd suggest Always Watching since it will let you attack and still hang back on defense, which is very useful for a control deck. It doesn't give your creatures indestructible, so they will now play poorly with your board wipes, but again the monument is still pretty unplayable.

The deck overall has this awkward split between wanting to be aggro and wanting to be control. You are going wide on creatures yet playing board wipes; you are a control deck with 24 creatures and no cheap removal or counterspells. I'd try to streamline the deck and play an agro-control strategy. Cut the board wipes and add in cheap interraction, like Path to Exile (4x Path can easily replace the 2 board wipes and Oblivion Rings) and then add in some cheap countermagic in place of your Eldrazi Monuments. Remand, Mana Leak, Spell Snare, etc. are where you want to be here. Goldmeadow Harrier is also pretty inefficient, I'd say look into Figure of Destiny or even Goldmeadow Dodger for marginal evasion or Zealous Guardian because flash is generally more useful than the tap ability (though the latter two aren't a large step greater than the harrier). FoD is also great because you could grow him while holding up mana for control - remember, you can always activate his abilities at EoT (end of turn)! Aether Vial is another solid option if you want to mimic fish, but your cmc is all over the place so I wouldn't auto-jam it in.

Rednefed on Davy Jones' Lock Out

3 weeks ago

Spell Snare would be a bit much price wise for myself and my friend who built it (we pass on most cards over $1), but Unsummon seems just about right.

Thanks for your help. Any other advise on how to tweak this deck?

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