Stasis Snare

Legality

Format Legality
Pre-release Legal
Limited Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar Uncommon
Promo Set Uncommon

Combos Browse all

Stasis Snare

Enchantment

Flash (You may cast this spell at any time you could cast an instant.)

When Stasis Snare enters the battlefield, exile target creature an opponent controls until Stasis Snare leaves the battlefield. (That creature returns under its owner's control.)

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Stasis Snare Discussion

monkeynutts85 on My AmonCat Deck

1 day ago

I test this against a few different decks.

I found waste + mirror pool hurt me and didn't see worth any use.

Also the lack of evasion meant removal stopped some of the board presence I wanted. I never used Ajani with any purpose either.

I found adding some evasion worked like 3 Blossoming Defense & 2 Stasis Snare & 1 Immolating Glare helped a lot.

Stasis Snare dealt with any creature threat that could block or stop my pace. It's cheaper than Cast Out and more reactive. Also It stops Gideon becoming a nightmare in games.....Plus it stops vehicles at instant speed as well, + the tapped creature becomes redundant for that turn too.Blossoming and immolating are for the obvious.

I cut out 1 Anoited and 2 Ajani's & the 4 feral prowlers

The only other change if you didn't want to remove the creature is to change it for Thraben Inspector....early blocker + clue + card draw. The best one off in standard.

averagenovice74 on Amonkhet God of Zombies

1 day ago

I see where you are going and it's pretty cool. My only suggestion is that a swap of Dispel with Disallow SB/MB. You really have only 3 strong answers to protecting your win cons of liliana and T.S.G. with being Negate main board. Dispel doesn't catch cards like Cast Out, Never//Return, Ruinous Path, Stasis Snare or even hand disruption like Transgress the Mind or Lay Bare the Heart. You might snag them with a Censor but you have a stronger backup with Disallow so why risk it?

+1 though.

yinterno on Boros Bashers

2 days ago

Removed 4x Thraben Inspector, 2x Stasis Snare, 1x Chandra, Flamecaller. Added 2x Inventor's Apprentice, 2x Glory-Bound Initiate, and another Chandra, Torch of Defiance.

Did this to get ready for the rotation of the BfZ and Innistrad blocks. Waiting for Ixalan spoilers to look for better replacements and more than likely won't purchase this deck until after the introduction of Ixalan.

taiga277677 on Shenanigans were Foretold

4 days ago

Supreme Will places them on the bottom of the deck for 2nd ability, not graveyard. It is also a turn 3 play. Spontaneous Mutation will not work well unless, for example, you run cycling, and even then that doesnt make it a good turn 1-2 play (might as well make it straight up removal past that like Stasis Snare, Declaration in Stone or Cast Out.

1 drops are lacking in these colors tho, the good removal 1 drops are in black and red atm :/ only other things i see for turn 1 play is Reason / Believe, Oath of Nissa, Narnam Renegade with that 1/2 deathtouch body, sideboard stuff (Blossoming Defense can be an option tho to protect a creature or trade up).

I like the deck tho, just skeptical(?) about there being enough early game plays as your curve is stacking a lot on 3 drops. Why i recommended selfess, you would have more on 2 drop curve.

max2billion on Amoncats

1 week ago

I like it! I would cut some of the non cat creatures and add some removal and a powerful build around enchantment like Always Watching

Cast Out, Stasis Snare, Declaration in Stone all good options for removal. You could also consider Cartouche of Strength

Vaan on

1 week ago

Well, if you have enough pressure on the board the opponent either blocks your creatures or dies, you don't need to force a block. You can use conditional board wipes like Dawn and Retribution of the Meek if you REALLY feel like you need them, but i think you're gonna be fine running just some spot removal, after all you're gonna be the aggro player in most matchups.

Going mono-white will pretty much lock you out of trample but the protection from a chosen color given by Brave the Elements makes your creatures unblockable by creatures of the chosen color, so you still have some on demand evasion.

The difficulties you're having while choosing how to build this deck come from having two themes (enchantments and knight tribal) with little overlap. Your enchantments don't care that your creatures are knights and your knights have no real synergy with the enchantments.

To keep the enchantment count without losing the pseudo-evasion Rancor gives you could try Gryff's Boon or Angelic Gift. There is no Lure effect in white but you could try using Stasis Snare or Journey to Nowhere. Keen Sense is another problem, it has nothing similar to it in white, mono white is really bad at drawing cards, but try Mentor of the Meek.

EpicDermis on Enchanting the Enchanter

1 week ago

This is Bean.

Budget Suggestions:

More expensive options, or later upgrades to the deck:

Navius on Copy 8 times

1 week ago

Thanks! The time is here 7.15pm right now. My english is terrible, lol.

I like the Dispatch

I thought about:Supreme Verdict for Fumigate, Silence for Rebuke, Detention Sphere for Stasis Snare

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