Selective Snare

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Selective Snare

Sorcery

Return X target creatures of the creature type of your choice to their owner's hand.

multimedia on Izzet Prismari Copy Storm

3 years ago

Hey, well done on a budget for your first Commander deck. I'm having fun with Veyran with Kalamax, the Stormsire .

You have 111 cards which is too many. Cards to consider cutting to get to 100 cards:


Some budget cards to consider adding:

Buyback is the reason that Reiterate can be a infinite combo with Geyser. After copying Geyser with Reiterate you resolve the copy of Geyser first and then resolve the original Reiterate which puts it back into your hand. While the original Geyser is still on the stack cast Reiterate again to copy the original Geyser and repeat. Can make infinite storm count for Grapeshot , infinite cast of instant for Guttersnipe / Ral, Storm Conduit or infinite mana for Jaya's Immolating Inferno as win conditions.

If interested I offer more advice including cuts to consider. Good luck with your deck.

TheMadRocketeer on Jalira

3 years ago

Good Sweepers To Maybe Bring In:

Good Control To Maybe Bring In:

Good Creature Steal To Maybe Bring In:

Thoughts?

MrFuzzykenz on All Hail Our Lord and Savior, Cthulu

3 years ago

Love the deck theme idea! Just want to say you have it listed that you have two copies of Selective Snare.

I'm going to say right off the bat that Meteorite, Diabolic Tutor, Bridge from Below, Laboratory Maniac don't belong in your deck because they are just bad cards. Although Laboratory Maniac is a fun alternative win condition, your deck simply doesn't have the mill power to achieve this and even if you did you have a greater chance of milling that him; because he's odd cost you can't use your commander to bring him back.

I am confused as to why you're discarding for graveyard strength when the only thing that benefits from having things in your graveyard is Apocalypse Demon. I want to point out that your commander Gyruda, Doom of Depths ability can only return a creature card of even mana cost from the four cards that everyone milled. So you won't be able to return anything that's already in your graveyard.

One other point I want to make is that taking the top four card from your library and things like taking putting the top card of your library {example: Deranged Assistant }into your graveyard don't count as drawing cards so Oneirophage and Chasm Skulker won't trigger.

Lastly after play testing your deck a couple times the biggest weakness this deck has is the fact that your commander is 6 mana below I'll suggest some budget mana rocks, because the faster you have you commander online the faster your deck and do kraken things ^-^ but all of these mana rocks will be better than Meteorite which is very bad.

Good Luck on your deck! Hope that was helpful!

Everflowing Chalice, Hedron Archive, Star Compass, Prophetic Prism, Prismatic Lens, Mind Stone, Worn Powerstone, Spinning Wheel, Silumgar Monument, Manalith, Mana Geode, Fountain of Ichor, Drake-Skull Cameo, Dimir Cluestone, Dimir Keyrune, Darksteel Ingot

Doritoboy100 on Deck help Oko+Simic guild+simic mutology …

4 years ago

Hello all, I have been playing with the Oko structure deck, that I updated using Affinity For MTG's youtube video, and just bought the Simic Mutology structure deck as well as the Simic Guild Kit, as well as some booster pack cards. I'm trying to combine them into a 75 card deck, with 15 cards I know to take out for 60. Based off the cards in these 3 decks I'd like to build the deck around a constant flow of powerful monsters through the +1/+1 counters, as well as overloading on mana and drawing a lot. Some of the main points of damage right now are Oko who can just turn everything into a base 10/10 and distribute lots of +1/+1s, vorel who can double somethings counters, zegana who gives trample, galloping lizrog which can take all the +1/+1s and double them onto himself, nylea's forerunner for trample, progenitors mimic and miming slime to make clones, and wild born preserver for reach and his +1/+1s. But I also have things like coiling oracle/fathom mage to draw a lot, and gyre sage/maraleaf pixie for tons of mana. So I'd like to just find a good strategy in this mess lol.

The total card list of everything I will have is: (stuff with "x" seems important to me) Creatures: 1 Oko, the Tricksterx, 1 Vorel of the Hull Cladex, 1 Zegana, Utopian Speakerx, 1 Momir Vig, Simic Visionaryx, 2 Cloudfin Raptor, 4 Coiling Oraclex, 1 Cytoplast Root-Kin, 1 Elusive Krasis, 4 Faerie Vandalx, 1 Fathom Magex, 1 Frilled Mysticx, 1 Galloping Lizrogx, 1 Gyre Sagex, 4 Keeper of Fablesx, 3 Maraleaf Pixiex, 1 Nimbus Swimmer, 1 Nylea's Forerunnerx, 3 Paradise Druid, 2 Plaxmantax, 1 Progenitor Mimicx, 1 Protean Hulkx, 3 Spectral Sailorx, 4 Sphinx of Foresight, 2 Surveilling Sprite, 1 Trygon Predator, 2 Vigean Graftmage, 3 Vigean Hydropon, 1 Wildborn Preserverx, 2 Zameck Guildmagex,

Instants: 1 Applied Biomancyx, 1 Disdainful Strokex, 1 Gift of Strengthx, 2 Oko's Hospitalityx, 3 Optx, 1 Prying Eyes, 1 Quenchx, 1 Radical Ideax, 2 Rapid Hybridization, 1 Return of the Wildspeakerx, 1 Voidslime,

Sorcery: 2 Flash Foliagex, 1 Maximize Altitudex, 1 Miming Slimex, 1 Selective Snarex, 2 Shielding Plaxx, 1 Urban Evolutionx,

Enchantments: 3 Charmed Sleepx, 3 Frogifyx, 2 Setessan Trainingx,

Artifacts: 2 Simic Signet,

Land: 4 Simic Growth Chamberx, 4 Simic Guildgate, 4 Thornwood Fallsx, X Forestx, X Islandx

Thanks!

RZKS on Emry’s Superfiends

4 years ago

Also, if you want something to deal with Field of the Dead I would advise you to use Selective Snare , or maybe Flood of Tears

multimedia on

4 years ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

DrLama on MagicalHacker - List of All 2-Card Infinite Combos

4 years ago

one-card combo:
Recruiter of the Guard / Imperial Recruiter
- cast whichever recruiter, search up Spellseeker into Withdraw .
- Bounce Spellseeker and Recruiter, recast both, search up Chain of Vapor and Trophy Mage .
- Cast Trophy Mage into Basalt Monolith .
- Cast Chain of Vapor on Trophy Mage and Recruiter, recast Trophy Mage into Rings of Brighthearth .
- Rings of Brighthearth + Basalt Monolith makes infinite mana, then recast Recruiter (for 1 colored mana) into Walking Ballista to kill.

That costs 30 mana, with 8 slots -- If you can use white cards, you can replace Withdraw with Momentary Blink to save 3 mana (most of flashback cost paid with infinite colorless mana), or replace Withdraw with Ephemerate to save 7 mana (at the cost of a turn), or replace both Withdraw and Chain of Vapor with Ephemerate and Momentary Blink to save 9 mana (21 mana instead of 30) if Chain of Vapor isn't already generating 2+ mana with fast-mana artifacts ( Mana Vault and such). Other replacements for Withdraw include Saving Grasp , Selective Snare , Scapegoat . Only Scapegoat saves mana, just 1 -- use Chain first, then Scapegoat, saccing Spellseeker. But that's worse than Chain then Momentary Blink.

I'm sure there's a way to do this without Spellseeker, going Recruiter into Mistmeadow Witch , or Recruiter into Recruiter into Planar Guide , possibly using cards like Brago, King Eternal , Felidar Guardian / Flickerwisp , but I haven't worked those out yet. Maybe it's possible without blue.

BraxTune on The Last Hurrah of Ixalan(Lootfolk)

4 years ago

With so many strategies to do combat with it's been slow putting a sideboard together. So far I have a full set of Negate and 2x Sorcerous Spyglass . I considered Selective Snare but haven't come against any tribal decks worth being fearful of yet.

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