Spell Snare

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders 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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Cardhoarder (MTGO) -33%

1.33 TIX $2.37 Foil

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Spell Snare Discussion

Pieguy396 on I have Esper, I have a Delver, Uh, Esper Delver

9 hours ago

I haven't seen an Esper Delver list before! +1 from me!

I'd like to suggest Remand (more countermagic is rarely bad, and Delver is such a tempo-oriented deck), Spell Snare (same) Azorius Charm (versatility is great; maybe a 1-of, and maybe even replace Rest for the Weary in the side with them), Geist of Saint Traft (solid threat if you can back him up with removal), and maybe even Vapor Snag (tempo play). Also, Leyline of the Void instead of Nihil Spellbomb in the sideboard?

May I ask you to check out my Jeskai Delver deck (Delving into America)? Thanks in advance!

Daquartzinator on Esper Control

5 days ago

I don't have any specific numbers for cards, but I would say:

Decrease/Remove:Blessed Alliance

Esper Charm

Negate

Logic Knot

Add/Increase:

Fatal Push

Inquisition of Kozilek

Path to Exile

Snapcaster Mage

Remand

Mana Leak

Spell Snare

biorose671 on Sultai Good-Stuff.

1 week ago

On the topic of Delve vs Delirium, I believe it's going to be on a combo play style and meta. For me, I never been to a GP in my life so I don't see myself playing outside of my local meta due to the fact that I'm not sure if planning for a 1-2 week vacay for a GP in my area is possible for what I currently do with my life. Therefore, I build my deck to at least keep its head up with my LGS. My deck is somewhat of a homebrew so I keeping up with meta decks is hard, but thats what I like about it, I put work into my deck and I learned to love its short comings without copying and pasting a winning deck. Yes, Fatal Push is a bitch of a card in Modern, but so are the other color drop instances that see heavy modern play Path to Exile, Lightning Bolt, Spell Snare, Stubborn Denial, Blossoming Defense<- (I know it's not a removal but it's a very underrated card, I pulled a few fast ones against LOT of creature removal with this card) If Push is bothering your deck and literally the ONLY thing you are going against, then you adjust accordingly. Oh, yeah don't get me wrong Push smacks my deck in the face and then some, but I also retaliate back with pressure of my own. Honestly what hurts more than a Fatal Push is a turn 1 thoughtseize/IoK

ogorek on Tipping the scale

1 week ago

What's with the awkward 1 of's? Seems like getting rid of Chain of Vapor, Counterspell, and Spell Snare would give you room to add anything you want, such as 3 Chain of Vapors, or 3 Counterspells same with Spell Snare having a one of is pretty unreliable. I'm not an expert especially in Legacy, but it just seems weird.

LeaPlath on Budget UR Delver

1 week ago

Piglord98 Remand replaces itself while generally Time Walking your opponent. Unsubstantiate has some uses, but is a bad counterspell or a bad bounce spell in a format with decent counterspells and decent bounce spells. Putting yourself down a card like that, in a deck that wants to be chaining spells together is weak.

Spell Pierce and Spell Snare have lost value with all the DS decks running about, meaning a counter for cmc 2 is less hot.

For spells, play Bolt, Vapor Snag, Lava Spike, Remand, Thought Scour, Serums are your base.

This is a list from last year that might give you some ideas. While you are obviously more heavily blue for Cryptic, the concept of "spam instants/sorceries" for a full graveyard like Bedlam is the same.

InnerFlame on Affinity Sideboard

1 week ago

Hey everyone, recently I've been working on a Affinity deck and have put the full 75 together; however, recently I've been pondering the sodeboard strategy in Affinity. So, put together a short primer focusing just on a Affinity sideboard.

An affinity deck wins games on its own and really, there aren't very many cards that shut the deck down. There's Stony Silence and kataki, war's mage, recently Harsh Mentor, but the latter doesn't seem to pop up too much yet. On top of that, affinity packs galavanic blast main board to deal with the creatures. I'm sure I'm missing one or two others, but other than the said, removal is really the only other threat (perhaps the biggest of all). The point of the removal in turn becomes to slow Affinity down to the point where the other deck can go off. With that thinking, that they're simply trying to slow you down mosty, why not create a sodeboard that really just stops their deck to the point where removal won't help? The problem with that theory seems to be that it's hard to hit that much of the meta with three cards. I've noticed that most, if not all, affinity decks run a very generalized reactive sideboard for this reason. Cards such as counters, removal, board wipe, and discard, enchantment and artifact removal. All of which don't shut down one deck, but improvise and buy time against any deck instead of completely shutting down one. Even worse, the sideboards typically run so few of each to combat so much meta, that there's really no consistency with drawing what you sideboard. The later is probably due to just how well the deck runs. Could this not be improved though? Surely affinity can gain consistency and completely shut down major threats within the meta, without sacrificing to much of the flexibility of the sideboard. So, here are my thoughts on some cards that I think should be staples in every sideboard and the number to which they should be played. Let me know what you all think.

Slots 1&2: Spellskite seems to be to slow for Affinity at first, but when you're thinking about what you would put spellskite up against, it's not that bad. The most obvious is bogles. It steals the auras which actually makes it the pretty fast. Other than that it stops infect by stealing their pumps, stops burn by eating two spells which is crucial against burn who empties their hand fast, and eats any removal to protect the goods. It also pumps Cranial Plating and arcbound ravanger. It's not the most important card as it only shuts down two or three decks and bogles and infect are fringe at this point, and for this reason it's a 2 of for alright consistency since without it you might not face those matchups anyways.

Slots 3-5: Blood Moon is a 3 of because of how much of the meta it can shut down at this point. With the inclusion of fetches and shocks in recent years, many decks are only running maybe two or three basics at this point. And the biggest, or one of the biggest problems for Affinity? Jund. It can completely stop jund when on the play. And jund is packed with a ton of ant affinty cards. It also shuts down tron, death's shadow, collected company, storm on the draw, valakut, infect, and a lot of control. It can win games and there's a reason there's a deck built around it. At three of, th chances of drawing are near the best. Four could just give a dead draw.

Slots 6&7: Chalice of the Void also shuts down a lot of the top meta right now. Casting on turn two can land a chalice for 1 and will completely shut down burn, deaths shadow, and storm. While it takes othe the effectiveness of Signal Pest, it's probably getting sided out anyways with how easy both decks can kill it. Outside of that, it stops a ton of removal and counters at that point against Affinity. Ceremonious Rejection? Spell Snare? You know the rest. Again, I know I'm missing a lot of what the card hits. It also pumps the artifact synergy within the deck. Against all these decks Affinity does do well against, so the card is a two of as it will probably win the game against a lot of decks, but you could win without it.

Slot 8: Engineered Explosives may not appear that great, and it's number of slots reflect that; however, it can cripple a deck such as shadow who went all in on the shadow, auras, collected company, tokens, and merfolk. Again, sure I'm missing more. This is more of a good against a general population that can cripple a deck and pumps for artifact synergy. The problem is that the mana cost can be sketchy as you likely are going to only be able to cast it as 1 but two isn't out of the question, and it's a card that you could win without. All of which lead to the card being included but only as a one of.

Slots 9&10: there is no specific card here, rather two graveyard hate. I prefer a split between Graffdigger's Cage and Rest in Peace here as Rest in Peace stops arcbound ravanger, doesn't offer artifact synergy, and doesn't always stop collected company. Graffdigger's Cage doesn't stop delve and Tarmogoyf. Making them two copies wouldn't be bad, but graveyard hate is necessity which both do well in slightly different ways. At two, the chances are higher of drawing the one I see most decks run.

Slots 11&12: Hurkyl's Recall in the mirror, whoever has the most artifact hate will win and recall is a big one that can cause devastating results to Affinity. It also works against many other decks that will grind the game out. These re the two big ones for affinity but aren't the only artifact hate as reflected in slots 12 and 13.

Slots 13: Here's where I run Wear / Tear. Since I already have Hurkyl's Recall, I stray away from ancient grudge here in favor of the anti Stony Silence option the card gives you. It cost the same amount and you still pack deadly hate against the mirror while having the same amount of cards as your opponent will have Stony Silence. Coincidentally, also hits cards like Ensnaring Bridge and other control. Here's where the sideboard becomes more reactive, but doesn't give up consistency. Maybe consider running one more or a copy of Ancient Grudge.

Slots 14&15: the last two slots are a toss up to your local meta in my opinion, and can be two separate cards, however I'd lean towards keeping the two cards the same for consistency if you can. My immediate suggestion is Thoughtseize as it gets rid of key combo cards, creatures, and removal that might hurt your speed or ability. Two would be fine to run with. Outside of two Thoughtseize you can look at additional Etched Champion, a Whipflare, Spell Pierce which I'm not keen on because it requires you to keep mana and slow the deck, Dismember, or Dispatch. I'm a fan of dispatch since it exiles any creature, but I'm not too sold on the latter with Galvanic Blast and Thoughtseize.

Let me know what you think about this sideboard primer of affinity. I'm interested to see the community's response to some of the changes I've made to the sideboard, mainly cutting variety for consistency and power.

tclaw12 on Selling at 80% TCG Mid

1 week ago

Hey guys, I'm selling out of paper because I only play online. I'll provide free shipping in a toploader/PWE or tracked bubble mailer for orders over $40, or add $3.

All cards are from the set listed and are NM unless listed otherwise. These cards can also be found in my binder. Pics available upon request.

I will also be willing to lower the price further for buying whole playsets/multiple cards, so make an offer! Paypal only.

Anyways, here is what I have -

LANDS

1x Boseiju, Who Shelters All - $14

4x Flooded Strand - $21.25ea

5x Flooded Strand - $12.25ea

4x Polluted Delta - $27ea

2x Polluted Delta - 15.75ea

5x Wooded Foothills $14.5ea

4x Windswept Heath $10.5ea

2x Marsh Flats $26.25ea

3x Hallowed Fountain $12ea

3x Watery Grave - $12ea

1x Steam Vents - $13

2x Steam Vents LP - 11.5ea

2x Temple Garden - $11ea

2x Sacred Foundry LP - $11.5ea

2x Overgrown Tomb $10.75ea

1x Blood Crypt - $10.75

1x Breeding Pool - $15

1x Godless Shrine $10.75

1x Stomping Ground - $14.25

4x Gemstone Mine - $5.75ea

4x Darkslick Shores $9.25ea

1x Mystic Gate - $16.5

1x Sunken Ruins - $13.75

1x Twilight Mire - $27.5

1x Urborg, Tomb of Yawgmoth - $12

4x Tectonic Edge - $4/playset

0-1 CMC

8x Serum Visions - $8/playset

4x Ancestral Vision - $46.5ea

4x Path to Exile - $7.5ea

4x Angel's Grace - $5.75ea

4x Preordain - $5/playset

4x Sleight of Hand - $6.5ea

4x Spell Snare - $6ea

4x Inquisition of Kozilek - $5.25ea

4x Fatal Push - $7.25ea

4x Lightning Bolt - $7.75/playset

1x Surgical Extraction - $17.5ea

3x Spoils of the Vault - $10/set

2x Slaughter Pact - $6ea

1x Slaughter Pact LP - $5

2-3 CMC

4x Stoneforge Mystic $13ea

4x Wall of Omens - $5/playset

4x Snapcaster Mage - $38ea

2x Rest in Peace - $6ea

2x Stony Silence - $5ea

1x Life from the Loam - $16

1x Spellskite - $14.75

4x Phyrexian Unlife 7/playset

4x Simian Spirit Guide - $6.5ea

2x Vendilion Clique - $24.5ea

1x Crucible of Worlds - $52

4+ CMC

4x Supreme Verdict 4.75ea

4x Cryptic Command - $26.5ea

2x Jace, Architect of Thought - $4/set

1x Damnation - $30

1x Damnation LP - $28

1x Kalitas, Traitor of Ghet - $12.5

1x Huntmaster of the Fells - $8

2x Baneslayer Angel - $6ea

1x Teferi, Mage of Zhalfir - $10.5

1x Tooth and Nail - $14.75

tumorman73 on Sultai Eternal Command

1 week ago

if you having trouble with burn then sideboard Dispel for the 1 mana bolt or helix counter or run some more Spell Snares in the sideboard

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