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|Modern Masters (MMA)||Uncommon|
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Counter target spell with converted mana cost 2.
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Spell Snare Discussion
6 days ago
Hey there! Cool deck you have here! I've been casually trying to find a way to cast Cruel Ultimatum in Modern for a little bit now, but have never found a good way. I never even considered Spellweaver Helix! I would highly recommend adding 4 copies of Serum Visions, both as a way to filter your draws and a strong sorcery to get off of Spellweaver Helix. I also suggest adding in more Mana Leaks and potentially more Inquisition of Kozileks and/or Thoughtseizes as more disruption, perhaps over Countersquall, Spell Snare, and maybe something like Mystical Teachings, a Remand, an Augur of Bolas, etc. Sweet deck idea, though!
6 days ago
I want to talk a deck out of this article. It's Ryan Oventurf with grixis, somewhere between delver and control, and 2 things stand out: 1) it runs playsets of Lightning Bolt, Fatal Push, Spell Snare, Mana Leak AND Terminate, this makes sense to me as a meta call but is still insane.
This is insanity. I love it. Control opponents might throw a party though.
But surely, all creature decks in modern (humans, merfolk, eldrazi, elves, hate bears, goblins, company decks) become insane matchups.
1 week ago
Azorius Charm doesn't really do enough.
There are good budget cards you could easily replace it with.
And on the pricier side
Also, a big put X creature tokens on the field will be good too.
You have the right planeswalkers and your spells are in line with basic setup.
Not enough colored land. Not enough at all.
1 week ago
wanna share some thoughts on any control-decks matchup against humans. I started out loosing miserably and really without a chance against the deck, because between the thalia-sisters, Meddling Mage and Kitesail Freebooter, the amount of spot removal I mainboarded (in Grixis: 2push, 3 terminate, 4bolt), just didnt cut it anymore. They were able to blank enough of them to overload my removal. Wraths were sketchy too because of mage and jumper. They too often were gone, uncastable, or in the case of Anger of the Gods, too weak.The great thing is, this overlaoding also works the other way. Most of their hatebears (I think of humans as an agro hatebear deck actually) only block removal as long as they themselves survive. which means as long as we stay 1 removal spell ahead of their removal-removers (lol), we win. Snapcaster Mage helps as it can only be disabled by Meddling Mage.Also, all of the control-decks blue counterspells save maybe Spell Snare need to go, obviously. Cavern of Souls, (which by the way I still believe is bad for the format as a whole because it hates on counterspells which are underpowered to begin with) makes them a huge liability.Which means: take anything you can get. Even Collective Brutality passes as removal. As long as you can keep their critical mass down, it still trades 1-1 with a dork or 2-drop, gets rid of dead Spell Snares in case of Cavern of Souls and can help you power out turn 3 tasigur or angler.Also, Damnation should be revisited as a powerful sideboard option for all black control decks, but only in conjunction with a lot of other removal, because otherwise, Meddling Mageand Kitesail Freebooter will render it useless if you cant deal with them first.
Conclusion: with minimal tweaking of 1 mainboard slot and 1 sideboard slot, I changed the matchup from impossible to absolutely winnable. Its just a matter of passing a certain threshhold.
1 week ago
If you want to play things like walkers and big spells in the Esper Colors, you should probably go for a control shell.
The cards you should be looking into obtaining if that's the case (That aren't overly expensive moneywise), are:
Path to Exile is the best Removal spell in your colors, followed closely by Fatal Push. If you don't find them too expensive, play them (5-8 in a combination of the twon is my recomendation.) Besides those, Go for the Throat is good, but don't play more than 2. Blessed Alliance is a very flexible removal option. Condemn is also playable. It's really good against Death's Shadow, but otherwise mostly just a replacement for Path to Exile if you can't get enough of those.
As for counterspells. You've got a lot of decent options. 1-3 Mana Leak, 1-2 Negate (or Countersquall if you feel your manabase is consistant enough). 0-2 Remand and 0-1 Spell Snare. Other than those there is Deprive, which I don't particularly like, and Logic Knot which really takes Fetch-lands (like Flooded Strand and Polluted Delta) to be worthwhile.
Lingering Souls is a super consistant both as a block outlet, and a damage rack. I would run between 2-4 in almost every slow modenr deck that has black and white. But it's potential increases and decreases with how likely you are to get it into your graveyard by your own card effects. ( It gets better in decks with Collective Brutality and Liliana of the Veil). If you do decite to play Lingering Souls, Sorin, Solemn Visitor can be a great planeswalker.
Esper Charm is flexible card advantage. It's great.
As for what to cut from your current list, I feel like your very worst cards currently consist of:
Gideon, Champion of Justice, Sorin, Grim Nemesis, Tezzeret, Master of Metal, Diabolic Tutor, Quietus Spike, Icefall Regent, Angel of Condemnation, Aegis Angel, Followed Footsteps, Authority of the Consuls, and Dictate of Heliod.
3 weeks ago
Eiganjo Castle is a great way to protect your Geists from sweepers like Anger of the Gods while also allowing it to attack or block creatures without losing it.
With Opt over Serum Visions I think 2 Spell Snare could be excellent here since if you have both in hand on the draw you can keep up your blue mana for either one whereas before you had to choose between cantrip or leaving up a counter.
I also suggest 1 Desolate Lighthouse as a way to filter away bad draws late in the game.
Izzet Staticaster is also excellent in the SB against small creature decks like Tokens and Elves.
Celestial Colonnade is a great win con as well.
3 weeks ago
I've been having some decent success with cutting 3 Opt for another Think Twice (the fourth) and 2 Spell Snare. My list also cuts two Alliance for a Push and a Snap but I know how you feel about Alliance :) Either way, I think Snare is getting better with Storm and Tittyshift being top decks.
on BUG Midrange
3 weeks ago
Now that's a burn, son!
In any case, 20 lands seems really low for a midrange deck. Jund ran 22-24, and although they didn't have Serum Visions, 20 still seems low. Maindeck Countersqualls also look off to me, and I'm not sure how good Tireless Tracker is. Have you considered running a Cryptic Command as an additional 4-"drop"? can be hard to get by T4, but even T5 Cryptic Command can be a blowout. What about Spell Snare or Remand as tempo counterspells to propel you to your powerful lategame? How about Thought Scour as an additional way to fill your yard and pump your Tarmogoyfs?