Vapor Snag

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Common
Duel Decks: Ajani vs. Nicol Bolas (DDH) Common
New Phyrexia (NPH) Common

Combos Browse all

Vapor Snag

Instant

Return target creature to its owner's hand. Its controller loses 1 life.

Price & Acquistion Set Price Alerts

MM2

DDH

NPH

Ebay

Recent Decks

Vapor Snag Discussion

shadow63 on Why mill if you can exile?

4 days ago

You need more ways to defend yourself maybe some Vapor Snag style effects or something like Fatal Push or Dismember also you might wana use Sadistic Sacrament

Grubbernaut on Blue Wizard-Control

1 week ago

Divination seems worse than more Cryptic Commands in the majority of situations. Or, alternatively, could give Chart a Course a try! The downside is worth it, IMO. 3 for 2 is just too slow for modern.

I would probably cut Paragon of Gathering Mists altogether. It's slow and clunky, and losing a 4cmc creature to a 1cmc spell is tough for a draw-go deck. I would go up to 4 snappy-do.

Considering there's no big payoffs for big mana, either, I'd probably cut Nyxthos for two Mutavault. Lets you get Wizard's Retort online and is a nice, cheap, resilient beater. Alternatively, wedge in a couple of Walking Ballista as faux-removal.

Speaking of removal, you should grab some Vapor Snag; sb, some Echoing Truth for planeswalkers, tokens, or Ensnaring Bridge.

Grafdigger's Cage is a nonbo with Snap; you could consider Relic of Progenitus, Tormod's Crypt or Faerie Macabre as alternatives.

Lastly, this deck definitely wants Jace, the Mind Sculptor and, to support it, probably 8-10 fetchlands. Since you're playing the slow, long game, brainstorming or bouncing things is incredibly helpful.

I'd definitely go up to 4x Opt to smooth draws, too. The instant speed is always nice, since you can leave up counters.

Durkle on U-Control

1 week ago

Blue mages unite.

So there's a couple things you should consider when making a list like this. The biggest thing is: Why are we playing mono blue and not splashing a color? What does mono blue let us do that we couldn't otherwise do with a splash? Currently you don't have a very good answer to that question, honestly. You're not actively benefiting from only playing 1 color, you're just nerfing yourself by limiting your options to interact.

But.

There are a couple things you can do to make use of mono blue cards and mono islands. The first is making use of several copies of Disrupting Shoal. HIGHLY recommend this one. Excellent excellent card, but doesn't really have a home in modern. It fits best into this kind of shell naturally. Really catches people off guard.

The second thing is playing a couple copies of Vedalken Shackles. Honestly not the best suited card in modern right now (what with k commands and crazy fast clocks) but still a super solid card, at least deserves a place in the sideboard probably against goyf decks and such.

Tempest Djinn is also kind sweet as a finisher, but it's super unproven and probably too clunky.

..I'm about to just list off a bunch of random suggestions, feel free to ignore whichever ones you don't like.

I think Ancestral Visions is a trap in this deck. At least main. As a 4 of. At the end of the day, this is a tempo deck, and WILL struggle late game against decks that play more inherently powerful cards, so all this card is doing is trying to slow the bleeding. It's a very weak turn 1 play when you could be casting a delver or setting up with a serum visions or holding up spell snare, and it's an absolutely atrocious topdeck. I'd avoid this one in here. Just my own two cents.

Spreading Seas is a good card, but I don't like 4. They makes delvers harder to flip and you usually have to commit to tapping out on turn 2 to make the best use of them, which I personally don't like. Wouldn't be the worst thing ever to keep them, but its not like its filling the same role that it is in merfolk, where it gives your guys evasion and you can still be playing guys with vial while you tap out to cast spreading seas.

Psionic Blast is worth a consideration. Colorshifted Char is pretty sweet, and gives you some good interaction / game-ending potential. Alternatively I think even a Dismember or two would be kinda nice.

Embracing tempo, Vapor Snag is a card you probably want. It's like extra copies of remand but it's 1 mana, only works on creatures, and pings them instead of drawing. Super solid. Can also be used to save your own guys in a pinch.

Every creature you have right now is a wizard. You could consider trying Wizard's Retort and just getting to play the card Counterspell in modern. You might want to play a few more wizards to enable this plan, in which case you could consider playing Mutavault as a manland, and then stuff like maybe Nimble Obstructionist or even Baral, Chief of Compliance to give you a few more wizards. Baral is actually kinda sweet, he lets you cast Cryptic Command on turn 3, and then you even get to loot off of him.

Commandeer is absolutely hilarious in the sideboard. I know it looks like a weird edh staple or something, but try laughing at it when you steal a Karn and then exile their tron land with it. Absolutely silly card, definitely worth a slot or two imo.

Since you're playing fetches and stuff anyway to help enable JtMS, I feel like splashing a single Hallowed Fountain could actually be very nice. Gives you access to things like Stony Silence and Geist of Saint Traft postboard, which can give you a chance in your bad matchups. You could play Rest in Peace over relic as well.

And uh... I think that's all I've got. Hopefully there's some helpful stuff in there. Best of luck my blue brother

ballisticexperiment on Counter Productive Wizards

1 week ago

Yeah, Cryptic Command is pricey, but nothing else comes close to it's versatility. I think one of the major issues you may run into is even a budget aggro deck may be able to out-tempo you. Most of your good options will make the deck are fairly expensive. Things like Snapcaster Mage are very expensive, but allow you to flashback cryptics or Vapor Snag(which you should probably be running). If you are going to run 3 cmc counter spells run Dissolve, not cancel.

Other suggestions: Remand which is an awesome tempo card and Logic Knot.

I know some of the suggestions are expensive, but the deck as it stands is neat, but won't win often. You also need better threats. Delver of Secrets  Flip could work for you. It's front is a wizard, and it's back side is a 3/2 flyer.

Academy Journeymage is way too slow for modern. You have until about turn 4 to do something that has a significant impact on the board state. If you don't, you will probably lose.

Cipher cards are generally awful. Replace with something like Essence Flux or some other flicker effect to get additional value from your bouncing creatures.

Daarkest on The Proper Way to Exhume

1 week ago

eyes2sky Faerie Macabre is great. I could split and put some in the sideboard and some in the mainboard. Also, Vapor Snag could be a sideboard card put in against decks with big creatures. Same could be said for Ghastly Demise. I need help building a sideboard also, I never know what cards to put in.

eyes2sky on The Proper Way to Exhume

1 week ago

Lookin good! +1 I really think you need some spot removal though...maybe try Ghastly Demise? Might be a good fit here. Also, what if you bring your opponents big threat back with exume? Do you have a plan for that? Maybe something like Vapor Snag or Tormod's Crypt?

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