Vapor Snag


Format Legality
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
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


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

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Recent Decks

Vapor Snag Discussion

HomesickAli3n on Pauper UG

2 weeks ago

So I modified your list a bit, but I don't know if you want to see it. I'll offer some suggestions and leave a list at the bottom if you're interested in what it could look like.

  1. I'd cut Hooting Mandrills. You're deck seems more interested in getting Threshold online. This card is contrary to that strategy and I think you found your beatdown body in Arrogant Wurm, which is just strictly better with trample.

  2. After testing Rites of Refusal, I think it is just too cute and clunky. I found that this iteration of the deck doesn't run enough pure card advantage to justify "2-for-1"ing yourself. 8 counterspells may be enough anyway, but if you feel like you could use more, running Counterspell or Daze aren't bad options. They come with a little risk, not being mono U, but could be worth it.

  3. I think you can cut Werebear. Breaks my heart to suggest it, but it might be risky to over-saturate your deck with threshold creatures. He's more vulnerable than Nimble Mongoose in the early game and I've already mentioned that the Arrogant Wurm seems like your 4/4 of choice. You aren't an aggro deck so, rather than just throwing a ton of 4/4's in the opponent's face, the tempo deck's concern is laying down select threats in the early to mid game and protecting/disrupting your way to victory.

  4. I've found that with Careful Study and other looting effects, I'd rather have card advantage that gave me more to discard to cards like Waterfront Bouncer and Wild Mongrel. Accumulated Knowledge or Deep Analysis are good cards for stocking your hand to give strength to your discard engines.

  5. Merfolk Looter and Obsessive Search feel super good in conjunction. The looter offers another instant speed dicard outlet that isn't as mana hungry as Waterfront Bouncer and, when combined with madness, it reads "tap: draw a card." Obsessive Search offers increased value to your discard engines and helps you to dig for relevant cards.

  6. Consider Just the Wind. It's effectively a Vapor Snag in your deck which is a tempo staple in pauper. It can clear the way for attacks or save one of your own creatures while fizzling a removal spell.

  7. AEther Tradewinds is another card I was looking at. This can bounce back pesky non-creature that dodged one of your counterspells the first time. Once again, fizzles removal while tempoing your opponent. Also, never hurts to have Basking Rootwalla back in hand.

  8. Lastly, I toyed around with a mana base that is slightly slower but much more consistent. Ash Barrens and Thornwood Falls offer you fixing. Simic Growth Chamber does this as well and allows you the ability to cut back on lands (as one Growth chamber is effectively two lands on one card). Being able to bounce back a basic you no longer need to discard to one of your engines, all while hitting your land drop, is also not half bad.

Deck List: UG Madness Sample Deck

PS. Let me know if you have any sideboard questions.

TheBloopKing on UR Control/Burn (RELEASE THE TITI)

2 weeks ago

Deruvid turn 2 Bedlam Reveler is cool, but isn't the game plan. When its dropped turn 2, usually your sitting with 3 cards. Since you are drawing 3 cards, and a bunch of digging tactics, it wont be hard to get to titi or beat down your opponents. The real goal is dropping Titi and flipping it turn 3, which is possible with Simian Spirit Guide. I do find the guide does sit in the hand every so often so maybe a 3 off might work better. Im finding that Vapor Snag is very powerful for keeping creatures out of the way and providing extra damage. Everything in the deck is meant to get an Awoken Horror or Bedlam Reveler out

TheHelvault on Need removal!

2 weeks ago

Agreed, double blue isn't great to stall the game. Mana Leak is great for stalling the game (although it's not removal), but it gets worse later in the game. Journey to Nowhere is always good. I'd say the 4 Vapor Snag, 3 Journey to Nowhere, and 2-3 Mana Leak with extra copies in the sb as you see fit. 8 Creature removal spells mainboarded can slow down the deck too much

Dylan on Need removal!

2 weeks ago

Typically Blue White decks run Journey to Nowhere, Boomerang while it seems good is actually less good in practice, double blue is difficult to have consistently and many decks in the format are aggro centrist where bunching lands is meh ... Temporal Isolation can be quite good as a quasi removal spell

Since I don't see the decklist I would recommend Capsize as a one of as in longer games it makes a strong presence

Vapor Snag is more useful in tempo decks and doesn't provide much utility

BLEATH on Need removal!

2 weeks ago

Hello, let me tell you about my pauper list so far. It is a blue/white level up list using the 3 mana dude that puts 2 level counters on each creature with level up that you control. For non-creatures all I have right now are 4x Vapor Snags. I'm currently wondering what else I can use that might fit this list. 4x Boomerang to keep them off land while I level? 4x Journey to Nowhere? Let me know your thoughts. Thanks!

greySynapse on D's - Pauper Dimir Control ( NEED HELP )

3 weeks ago

I'd remove Bump in the Night to help your deck focus on protecting your creatures and getting more creatures into your deck altogether.

Damage from Psychic Venom can be ignored by low CMC decks like Burn and U/R Delver which can play off their other lands or MBC which mitigates life-loss with Gray Merchant of Asphodel.

I'd cut those 6 and bring in: 4th copy of Vapor Snag, 3 copies of Mutagenic Growth to protect your creatures from burn and get in for more damage, 2 copies of Elusive Spellfist which has a mini-prowess effect and becomes unblockable when you play any non-creature spell that turn.

Since you're playing U you have access to cards like: Preordain, Ponder, Brainstorm, Gush, and Daze to perform a variety of functions like helping you draw/filter cards.

UB gives you access to: Soul Manipulation (can be played as a 1-of or 2-of) and potentially Probe as a 1-of.

hungry000 on Bounce Pitch Ninjutsu

1 month ago

Ninja of the Deep Hours is a solid card draw ninja and Vapor Snag is a decent removal spell you could play. Sakashima's Student is a ninja version of Phantasmal Image that doesn't go away when targeted by anything, which is really good.

Gracco on You've never seen Infect done like this before.

1 month ago

Gitaxian Probe has been banned in Modern for quite a while now. It was in infect main deck before the ban and its ban is the reason for the decline of infect decks in the current meta. Drop the main board Duress for 4 more pump spells. Consider dropping the Phyrexian Crusader. the main reason to run UG instead of BG is because of the unblockable blue infect creature which is markedly better than the Plague Stinger and also because counter magic is more important than removal in the matchup when you run the 4 inkmoth and the 4 blue unblockable man. Honestly I would suggest playing UG instead of BG since the deck is still quite viable without the inclusion of Gitaxian Probe if you can learn to hold back things like Blossoming and Vines and always respect what could be in the opponent's hands. Running IoK and Thoughtseize could give you the advantage that Gitaxian Probe previously did but honestly it is the only thing I would play black for in the main board. Your maybe board now has a robust line up of cards that you could make into a viable side deck. I played Infect for a long time in Standard when it was originally legal and have played the deck a fair amount online and played against some very good infect players as well. A BUG version with discard, the unblockable blue infect man, and the pumps could be good. Honestly though, and i can not stress this enough, the unblockable blue guy is much more efficient than Plague Stinger. Some amount of things like Spell Pierce could be ran in the main deck then also which is what builds with blue usually choose to do. Infect is a deck that wants to be all in and efficient in their plan more and worry about the opponents field less. Only the opponents hand matters, usually. I have seen Vapor Snag see play main deck as well.

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