Spell Snare

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander 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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Spell Snare Discussion

SlimJim83 on Gideon Transcendent, Ally of Control

1 day ago

Funny you mention those cards because I'm thinking about adding then. Spell Snare is kind of meh, I don't hit it often enough to make a difference. Logic Knot replaces that.

I like the idea of chaining Sphinx's Revelation into the Elixir. It seems like a great way to make the game a complete pain in the... you know.

As for Narset, I'm on the fence with her. I already cut one, and I might SB the other. I'm also thinking about dropping the walls altogether in favor of more draw. I can never keep them on the board long enough and I can Think Twice or even Thrice for the same cost. What I think I'll do is swap in a couple more Think Twice and Elspeth.

Appreciate the continued feedback.

CharonSquared on jeskai delver

4 days ago

Humm, running four Cryptic Commands is a bit ambitious in a delver deck. I would recommend cutting two or three for some Mana Leaks and/or Spell Snares. Rest in Peace seems a bit odd ... I guess you could sideboard out your Snapcasters when you bring it in, but that weakens the deck quite a bit.

SecondDeath777 on Prepare Your Anus, Here Comes Arcanis

5 days ago

Like, this is, without exaggeration, the strongest EDH deck I have ever seen. Whether everyone gets stomped early, or you drag it out by leaving 10 cards in your deck and demolishing their hopes with the oddly satisfying bits of specific control like Dispel and Spell Snare, catching what you don't have a signed bullet for with Mana Leak on Isochron. Omnipotent is a fitting subtitle for our glowy OP buddy. A Telepathy wouldn't hurt, though.

JararoNatsu on No Fun Reactor

1 week ago

The one major issue I see with this deck is that there is no win condition, although you have already acknowledged that. If you don't want creature cards, something like Luminarch Ascension would work. If you're shutting down an opponent each turn (which you should be), then you can attack with smaller creatures each turn and be fine. If that's the case, creatures like Meddling Mage/Reflector Mage and Spell Queller are fun, especially if you play cards like Telepathy early on.

Another thing: Instead of having enchantments that pacify creatures and board wipes, ensure that as few creatures make it to the board in the first place, and exile/Unsummon away the ones who do. The whole point of the deck is to not let the opponent do anything, rather than respond to what they have already done.

I would advise against CMC 3 counterspells. You will want as many CMC 1 or 2 counterspells as you can, so you can counter as often as you can. Remand, Dispel, Spell Pierce, and Spell Snare are good for this very reason. Mana Leak is the basic bitch of counters, if you like that one as well. I really like Rune Snag because it scales with use.

People usually suggest Snapcaster Mage, but it's incredibly expensive. Consider it if you will.

Silence and exile like Detention Sphere would work well here, especially the former. Also, Path to Exile is a better option over Swords to Plowshares. Giving the opponent an extra land to cast with (which you would just counter the spell anyway) is much better of a trade than extra health.

10 Ways to lose a Friend does what you're trying to do very well, although it hasn't been updated in two years. Aside from the atrocious amount of money spent on it (mostly on lands), it can give you some good ideas.

SlimJim83 on [Budget] UW-control

1 week ago

I leaned a couple lessons from my foray into UW control. First, as nice as Dissolve looks, it's a sideboard at best. You would be better if replacing it with Spell Snare, which hits almost everything good in Modern. Second, get some copies of Path to Exile on top of the Condemns. You can usually only surprise them once with Condemn, after that they get really cagey. Path didn't depend the situation and can get rid of static effects long before you can play Detention Sphere. Third, get Supreme Verdict. A lot of decks in Modern are midrange and sweepers generally make you tap out, so they just Mana Leak you if you try to Wrath and you're facing a really bad board state and down a card to boot. Verdict is much better because it can't be countered.

Speaking of finishers, AEtherling is crazy. He's the best budget bomb in any blue based control deck. Great choice. I usually sideboard one and mainboard the other. Look at Elspeth, Knight-Errant, Gideon Jura, and Gideon, Ally of Zendikar. I recommend them over your current planeswalker because they come down much earlier. Jace is money, though. Keep him.

Manlands like Mutavault, Blinkmoth Nexus, or Faerie Conclave are great alternate win cons. They shorten games where AEtherling is on the bottom of the deck. The Conclave also taps for .

Here are some more good cards to play in this shell. Logic Knot, a delver tax Counterspell, Ojutai's Command, the best budget modal spell in the game (gets you back a Wall, too), and Blessed Alliance, another really great modal spell.

Lastly, the one thing that will kick this deck into overdrive is a set of fetch lands. It filters your lands out and thus improving your chances of hitting answers rather than lands. I keep getting land flooded when I play mine and these will definitely fix that. Speaking of filtering, Serum Visions is awesome.

I know I've said a lot and it seems like I'm coming down hard. I'm sorry is that's the impression, I love this deck. UW Control is exciting. It's the first deck I ever played so it had a special place in my heart. This archetype is really in a great spot right now. I think it can do well at a budget level. You have a lot of the right pieces so upgrading shouldn't be a problem. The mix seems right, too. Love the deck, may you always topdeck what you need.

HarbingerJK on U/W/R Control

1 week ago

I believe that match was standard at the time, but no reason why you can't make it modern. A few things to tweak: Mana Leak, Remand and Spell Snare are going to be some of the better options for counter spells than Syncopate or Dissolve.

Card draw you want to go with Serum Visions or Think Twice rather than Divination. Sphinx's Revelation isn't bad as a one-of or two-of.

Path to Exile is strictly better than Last Breath. You'll also want some boardwipes for the aggro and midrange decks, so Supreme Verdict or Wrath of God are best. But since you're running red Anger of the Gods or Slagstorm are solid too.

Lastly, your mana base is very slow. You don't want that many lands to come in tapped since you want mana open to play answers to threats. I'd say ditch the temples for some shock lands.

Not sure if you're looking to make this competitive or casual but I think you have a good start. Here's a link to my U/W deck if you want to check it out for ideas.



Also +1

TheRiddler on Grixis Tempo/Control

1 week ago

So if I were to go say -2 Thought Scour +2 Serum Visions, -2 Darkslick Shores +2 Creeping Tar Pit, -1 Tasigur and Gurmag +2 Spell Snare, and like -1 Terminate +1 other hard counter of some sort, would that be better? I'm just trying to get the mainboard figured out first.

On another note, I tested it tonight and had a lot of fun with it. Managing so many delve creatures wasn't super hard as games went late and I needed less mana held up allowing me to pump more lands into the guys. I still need practice delving and optimizing Tasigur's ability...

sylvannos on Grixis Tempo/Control

1 week ago

You need Serum Visions to set up your draws so you always have the maximum number of options available. The thing with Grixis is you're trying to 2-for-1 your opponent out of the game. You have to grind them down on cards, then capitalize on your more efficient spells to close the win. Part of that is hitting them early with Inquisition of Kozilek to ruin their early game, part of that is setting your draws up with Serum Visions. The best part about Serum Visions is it lets you play a lower land count for a control deck and never miss land drops. Serum Visions is actually stronger than Thought Scour in this deck.

Your lands look good. I'd toss in a singleton Desolate Lighthouse and single Urborg, Tomb of Yawgmoth. Shizo, Death's Storehouse and the other lands in that cycle I've also found put in a lot of work once your deck has 2 or more legendary creatures. I also think you need some manlands, especially Creeping Tar Pit. That way, you don't need so many win conditions and can use those extra spell slots on more utility and removal. You optimally need more fetch lands, but Scalding Tarns are expensive.

As for a sideboard, I would use this:

1x Anger of the Gods
1x Counterflux
1x Crumble to Dust/Blood Moon
1x Dispel
1x Engineered Explosives
1x Hibernation
1x Keranos, God of Storms
1x Damnation/Languish
1x Lost Legacy
1x Negate
1x Slaughter Pact/Spell Snare/Grim Lavamancer
1x Olivia Voldaren
1x Rakdos Charm
1x Spellskite
1x Vendilion Clique/Thoughtseize

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