Vapor Snag


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual 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


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

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Vapor Snag Discussion

Grubbernaut on Mono-Bluehuehue

9 hours ago

Seems a bit removal light; maybe some of these?

Vapor Snag


Cyclonic Rift


CuzImYourLastHope on Is this a good modern budget deck?

21 hours ago

xyr0s Thx for your advise. I exchanged Unsummon for Vapor Snag, dropped 2 lands and added 3 Serum Visions (deck now 61 cards) and replaced 2 Silence with 2 Isochron Scepter. Do you think i should run 4 Isochron Scepters in main? Any other suggestions and is the sideboard acceptable?

xyr0s on Is this a good modern budget deck?

2 days ago

You could exchange Unsummon for Vapor Snag. Also, since your cards are low-cost anyway, you could drop 3 lands, and have 3 Opt/Serum Visions instead.

Silence is not quite as good as you'd think. Great card for sideboard, but too many matches where it doesn't do enough. You could add an Isochron Scepter for silence - then it's a lot better.

xyr0s on

4 days ago

Dewdrop Spy seems to be simply too weak - it doesn't generate any card advantage, it just lets you look at one card. How about Nimble Obstructionist instead? The problem about levelling creatures in a tempo deck, is that you have to spend mana in your own turn. Take Transcendent Master as an example - it's going to take a lot of mana (6, to be exact), before that really is anything better than the standard fare for 3/3 creatures in modern. You could also consider Reflector Mage in that slot.

mmmm.... looking a bit longer at it: Levelling is actually almost the greatest anti-tempo you can find. First of all, redundant copies are just that - redundant. You can't level more than one Lighthouse Chronologist or whatever, in the scope of a normal game. Second, removal is a real issue, since you lose quite a bit of tempo if you have to Vapor Snag a creature back to your own hand (against some decks, that happens quite a lot - grixis control, for example). And lose even more, if a creature is levelled, and then removed as you declare the last level-counter on the stack. You need some other kind of protection, and fewer creatures to protect, perhaps. That could be something like Gods Willing.

Time of Heroes is not all that great, either. Due to the cost of both playing AND levelling a creature, before it gets any bonus from Time of Heroes, you will have fewer creatures to receive the bonus... and that reduces the utility of the enchantment.

TheVectornaut on First magic deck, Angel control, please help

1 week ago

Your practice hands showed the fundamental weakness of running a high concentration of high CMC bombs. Control generally offsets this by running many bounce spells, counterspells, and other tricks. Rather than fighting for board control, you simply deny the opponent of threats until the late game. I'd consider adding more cards in the vein of Mana Leak, Vapor Snag, and Remand. If you really want it to be more creature focused, GW midrange humans/angels is a possible archetype to look into. Otherwise, you'll have to rely on other means like the walls and taxes you already have. It might be helpful to find cheaper alternatives so that you can start controlling the game earlier than turn 3. For taxes, there's Mausoleum Wanderer, Judge's Familiar, and Thalia, Guardian of Thraben. For defense, there's Fog Bank, Order of the Stars, and Wall of Omens. Some angels that fit a control angle are Archangel of Tithes, Chancellor of the Annex, and Angelic Arbiter. To close out the game, Avacyn, Angel of Hope, Iona, Shield of Emeria, and the Bruna/Gisela meld are common picks. Finally, having some way to restock on life and cards can be very useful and Sphinx's Revelation fills this role nicely.

stealthvampyre on Need Help with a Casual ...

1 week ago

So I recently picked up 4 Jhoira of the Ghitu and I'm wanting to build a suspend deck. I have 4 each of Fury Charm, Jhoira's Timebug and Clockspinning. So getting the counters off wont be an issue. I guess my question is what's a good strategy with this type of deck. I'm used to playing mono black so this is a lot different from what I'm used too. I was thinking about using cards like Shock Lightning Bolt Vapor Snag Mana Leak Cancel to stall my opponent and Lotus Bloom to get Jhoira out and stuff suspended fairly quick.. Also my finishers are going to be Worldspine Wurm for singles and Worldfire with Gut Shot and Lich's Mirror for multiplayer so I can wipe the board, drop everyone down to 1 health and gut shot myself with lich's mirror out so I can start over with 7 cards and 20 health.. Easy pickings after that. lol... Anyways, I guess my question is should I go for a creature route or put more control cards in this deck?? All feedback is welcomed. Hopefully I'm on the right track with this.

xyr0s on Temur Merflerk

1 week ago

2: Nah, it's still 2 mana to activate scepter (you get the mana back, but you can't activate without having the mana to begin with). It's not a problem with Manamorphose played in your own turn, but with any other instants, you can't keep mana up and build your army at the same time, at least not until you are long into the game.

The 16 slots you have as "instants", I would use for:

And then Master of the Pearl Trident instead of Merfolk Sovereign and Kumena, Tyrant of Orazca, so a full set of that one. Not sure I would play Jori En, Ruin Diver in a deck with Aether Vial, since vial doesn't cast creatures (it puts them instead). I've sometimes played Sygg, River Cutthroat in roughly the same role.

I tried a lower creature count merfolk deck about a year ago (20 creatures, or maybe 22), because I really liked a more tempo/control playing style, but after I had played a lot of games, found that the strongest line of play was when I drew merfolk, a vial, 3 lands, and nothing else. I think the reason was not just speed, but also that the strongest synergy for merfolk creatures is with other merfolk creatures, and not with spells (ok - vial and spreading seas are exceptions). But then again, that was in monoblue, before all these fancy new green merfolk showed up.

Grubbernaut on Control Mill

1 week ago

Nice deck! Radiant Fountain is a tough fit with so much colored mana in the deck; I'd probably sub in some budget dual lands like Dismal Backwater. 4x Desert is a lot, too; maybe a 1x or 2x?

I'd also go with a fourth Fraying Sanity. The effects stack, and they're just so good.

Vapor Snag seems better than Unsummon since you'll sometimes win with Thing in the Ice  Flip by damage, too.


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