Spell Snare


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
Battlebond (BBD) Uncommon
Modern Masters (MMA) Uncommon
Dissension (DIS) Uncommon

Combos Browse all

Spell Snare


Counter target spell with converted mana cost 2.

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Spell Snare Discussion

TheAlexGnan on Flame On (Grixis Control)

2 weeks ago

jup its not bad, and its also worth mulliganing towards.

game 2 against Gx Tron (for me):

1) the dream hand is Fulminator or FoR + Surgical.

2) the next best thing is double ld effects (either 2 effects or one plus recursion)

3) a good keep is ld + pressure (t2 tasigur or YP)

4) A keep is ld + permission (leak into crypticor snap-leak.

5) t2 pressure + permission is a keep most of the time (and the best we can do g1).

everything else gets shipped asap :D

generally, a 7card keep has to be one of the above.

a 6card keep should do ine of the above, but the bar is lower.

a5card keep can still win if it has ld (sometimes a 5er with FoR +Surgical can still get there).

sometimes, just chaining permission (leak into cryptic into snap-cryptic e.g.) is good enough, but it generally looses to tron digging up too many threats with their eggs.

i sideboard:

IN: 3x Fulminator Mage, 3x Surgical Extraction, 1x Countersquall, 1x Disdainful Stroke

OUT: 2x Search for Azcanta  Flip, 2x Fatal Push, 1x Dismember, 1x Terminate, 2x Spell Snare.

there is anargument to be made for keeping Spell Snare in and boarding out 2x Lightning Bolt to catch their Sylvan Scrying. bolt races better, snare keeps them off tron more reliably.

in your list that would mean:

OUT: 2x push, 1x terminate, 1x snare, 2x bolt (or the second snare for a bolt)

IN: 3x Molten Rain, 2x Squall, 1x Disdainful.

i dont think Rakdos Charm is good enough because they can bring in a lot of non-artifact-threats (eldrazi, thragtusk etc).

to be honest, i came to the conclusion some time ago that just destroying a tron piece wasn't reliable enough to get an acceptable win%. tron is too good at reassembling the pieces. the ld really needed Surgical to shut the door on tron reliably. maybe your deck being a tad more aggressive helps with that problem :)

well, this is basically all the help i can give you from the deckbuilding side. the rest is in-game practice.

JKRice on Damnation

3 weeks ago

Seems like a fun deck. I’ve never seen that landlock before. I have a few suggestions.

1: your land count is kinda high. I would reccomend cutting 1-2 Darkslick Shores.

2: You definitely need more board pressure. Creeping Tar Pit and Liliana both take way too long. I would reccomend adding some Thought Scours and a delver like Tasigur, the Golden Fang, or something like Bitterblossom to build up a board presence while you lock the opponent down

3: not sure what your budget is, but if you can, definitely run Snapcaster Mage over Mission Briefing.

4: you don’t have enough early counter-Control so that you survive until the point where you can play Damnation and set be opponent all the way back. Some good choices for this are Spell Snare, Spell Pierce, and Mana Leak.

NapoleonBonaparte on brokendwarf

3 weeks ago

Going by tcgmarket pricing, here is what I have:


1x Sacred Foundry RAV $23.64

1x Assassin's Trophy GRN $18.46

1x Steam Vents GRN $9.75

1x Overgrown Tomb GRN $7.38

1x Keranos, God of Storms JOU $7.50

1x Abrupt Decay RTR $3.66

TOTAL = $70.39


2x Abrade HOU $2.01 ea

2x Alpine Moon M19 $0.64 ea

2x Chain Lightning BBD $0.57 ea

4x Daze NEM $1.61 ea

2x Monastery Swiftspear KTK $0.94 ea

4x Preordain M11 $3.36 ea

4x Soul-Scar Mage AKH $1.41 ea

1x Spell Snare MMA $2.50

4x Wizard's Lightning DOM $1.96 ea

TOTAL = $44.15

If you are interested in some other cards we can work up to add in the fetchlands. Otherwise you can prioritize what you would like from my end to make the trade more even!

brokendwarf on NapoleonBonaparte

3 weeks ago

I have the following things if you're interested. I'll message again with my interests if so:

SynergyBuild on Modern Sultai Control

4 weeks ago

Two more Spell Snares seem like they'd be good, perhaps for Logic Knots?

SynergyBuild on Golgari Midrange

4 weeks ago

I do have a few questions for you, to start, what are your opinions on Find / Finality from Guilds of Ravnica? It grinds hard and acts as a pump + Languish when necessary, few sweepers in these colors has also been sweet when not used as a sweeper, secondly, Duress in the board feels like a worse Collective Brutality, because of the 6 pieces of 1-drop hand-disruption mainboard, and the added lifegain and removal when necessary for the matchups you'd rather not go from 6-7/8 hand disruption cards.

I guess Spell Snare hits more of your deck then, however the added benefit I find it worth it more than not. Also, dropping the sideboarded Languish or Damnation was my idea for Find / Finality

JKRice on Kiln Fiend but with Thing in the Ice

1 month ago

I haven’t seen this type of deck before but it seems fun. There are just a few things I would change.

1: Thud is a more mana-efficient version of fling. Even though it isn’t an instant, in my opinion the mana efficiency is more important m, especially because most of the time it will just be used as a finisher.

2: I don’t really like Peek in the deck. Personally, I would prefer Quicken, which lets you play thud or a cantrip at instant speed, but the information peek it gives you about the opponent’s deck is always useful.

3: Lightning Bolt would be a very useful removal spell for the opponent’s board, even if it doesn’t draw you a card.

4: I think you should add in the remands. You have this listed as a tempo deck, but there isn’t very much control. Remand would change that.

5: I agree with grubbernaut about young pyromancer. I would consider adding two to the mainboard to give you extra board pressure

6: your manabase is fine, but a possible option could be Sulfur Falls.

7: Simian Spirit Guide is a possible way to get a turn one thing in the ice. However, since it is not a spell, it would be dead unless it was in your starting hand.

8: You run a lot of spicy four-ofs that could easily be cut for more control-ey cards. I think Repeal, Mana Leak, Spell Snare, and maybe even Mission Briefing or Snapcaster Mage could fit in somewhere. Obviously don’t put all of those in, they’re just possible choices.

9: I think Mutagenic Growth would be a better alternative to Gut Shot, as it grows your creatures so they deal more damage. Net damage is one more than gut shot.

10: Blood Moon is a REALLY good card, and I think you should consider putting one in the mainboard

BrandonJamesCAC on Not Your Grandma’s Sultai Midrange

1 month ago

Hey there, coming over to comment here. That other thread was getting foolish.

Cards I love in the deck

Kalitas, Traitor of Ghet

Abrupt Decay

Inquisition of Kozilek

Maelstrom Pulse

Jace, Unraveler of Secrets (I like this card more than most people)

Thoughtseize (Hate the card but I get it)

Fatal Push

Cards I think don't quite fit

The main one being

Grim Flayer - Reasoning is simple. Even though you've got planeswalkers, You aren't running Mishra's Bauble or some other random card type to trigger delirium. It's huge to have that piece outside of your Fetches, Dudes, Instants and Sorceries.

Also, Flayer just fizzles Tasigur, the Golden Fang

I would like to see that counter spell suite improved for reals.

I think Mana Leak is such a disappointing card.

In a build like this, as alluded to previously, you can't make Jund that's not Jund. So use more of what Jund doesn't have.



Spell Snare

All better.

Plus, I think Ashiok just blows (no offense)

BUT, what do I know?

Good Luck!

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