Relative Strength of Spell Snare

Modern forum

Posted on April 23, 2015, 11:07 a.m. by BadumPsh

I've been tinkering with different counterspells for a while in Modern, and I can't form an opinion about Spell Snare. I know it's a good card, certainly. It counters various two-drops (even on the draw), counters some big threats in Modern (Dark Confidant, Tarmogoyf, Young Pyromancer, etc.), counters other cheap counterspells (Remand, Mana Leak), and is efficiently costed. So, I understand the power behind it. What I don't understand is why it ISN'T considered too narrow. A late game Spell Snare seems like a fairly awful draw, and I can only see it being Snapcaster'd in very specific situations. So can someone walk me through the reasoning? It seems far to specificly tailored to be played the way I see it played. Thanks!

TheAnnihilator says... #2

Subscribing to see the answers.

April 23, 2015 11:21 a.m.

Epochalyptik says... #3

Keep in mind that I am in no way a qualified authority on Modern; I'm answering based on my control experience and what I perceive the tempo of Modern to be.

Because Modern appears to be very reliant on 2-drop cards at most stages of the game, Spell Snare doesn't fall off quite as it might in, say, Standard (if it were legal, that is). It's also extremely flexible at the times when it's most relevant, so any fall-off later is largely justifiable, especially given how economical the spell is ( for a hard counter with a wide range of targets).

April 23, 2015 11:50 a.m.

Hjaltrohir says... #4

It isn't relevant usually in the later game but the decks that play it either have won or are going to win by the late game so it doesn't matter. Same with Mana Leak.

April 23, 2015 noon

NoPantsParade says... #5

It's not too narrow because it can so counter so many relevant spells like the ones you mentioned.

April 23, 2015 12:12 p.m.

GlistenerAgent says... #6

It's not like people are casting two-drops on turn 2 and never again. A topdecked Goyf on turn 10 will eat your Spell Snare just the same as the one they slammed on turn 2. Snare has a powerful target in every deck in the format, and having an incredibly tempo-efficient way to answer the best cards in the format leaves you with one or more mana to do other things. Control plays it because many two-mana spells are hard to deal with in play (Goyf, Ravager) and tempo or aggro-control decks play it because, well, tempo. Twin makes really good use of Snare.

April 23, 2015 12:26 p.m.

Slycne says... #7

Basically it's never a spell you want 4-of, but the upsides of say countering their Turn 2 play when you're on the draw is well worth the cost of it sometimes being a dead card.

April 23, 2015 12:30 p.m.

BadumPsh says... #8

Thakns, so far. This all makes more sense. So, how does everyone think it should be played? Naturally, it depends on the deck, but in the same way that you never run just one Tarmogoyf, I can assume that nobody is going to run four Spell Snare. So is it a one-of? A two-of? Sideboard? Mainboard?

April 23, 2015 1:08 p.m.

NoPantsParade says... #9

In my control deck, I found two to work best for me. It might just be a meta call. But 4 would probably be too many. I think it works best in the mainboard but it comes down to your meta.

April 23, 2015 1:14 p.m.

EmblemMan says... #10

Also keep in mind it isnt Force Spike which is situational as the game goes on this nust counters it if it costs 2 and thats it and thats relevant late game if they get a pyromancer or goyf or remand off the top.

April 23, 2015 1:14 p.m.

ChiefBell says... #11

It's non conditional for a start - which is fantastic. It will ALWAYS counter that 2-drop. And, as GlistenerAgent stated, Tarmogoyf doesn't stop existing after T2 - these spells are cast at all stages of the game. However, it is somewhat narrow so 1-2 copies is ideal. 3-4 is probably going to make you draw into copies when really you want something else.

April 23, 2015 1:19 p.m.

Aurii says... #12

2 copies have been good for me.

April 23, 2015 3:02 p.m.

bijschjdbcd says... #13

2, The card is gas.

April 23, 2015 6:30 p.m.

JexInfinite says... #14

It hits almost every deck, and effectively wastes their turn. Effective even on the draw. Running 2 feels right.

April 24, 2015 3:25 a.m.

People played 4 at a time when Bob and Goyf were popular in Jund decks (this is during Deathrite Shaman days), and Pod and Affinity were top dogs. Snare is a guaranteed four-of in those days. Now, you're fine with 2.

April 24, 2015 9:56 p.m.

This discussion has been closed