
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Snap
Instant
Return target creature to its owner's hand. Untap up to two lands.

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amarthaler on
Pauper Izzet Assault?
2 weeks ago
Update!
Out: Lightning Bolt... Nivix Cyclops... Bloodwater Entity
In: Mutagenic Growth... Crackling Cyclops... Snap
SaberTech on
Mad World Rising
1 month ago
Thanks for the questions greyninja!
Grazilaxx is a remnant from an older, pre-banning of Dockside cEDH build for the deck. At that time in cEDH people were running Animar as more of a midrange deck because it wasn't fast enough for a turbo build to work well in the meta. I've kept it now that I run the deck as more of a Bracket 4 build and have to face off against more board wipes in the casual meta. It's mostly in the deck as another way of drawing cards to help recover but if an opponent would rather have me bounce back my creatures so that I can put more counters on Animar and get more ETB effects instead of drawing a card, then who am I to argue?
I've generally been pretty happy with Elvish Spirit Guide and Simian Spirit Guide. Like you pointed out, they help to increase the chances of a turn 2 Animar. There have also been times where I was digging through my deck with the help of something like Glimpse of Nature but have completely tapped out to do it. In those cases, having cards like the Guides, Lotus Petal, and Chrome Mox help to give free coloured mana that I might need to help close out the game. In cEDH the guides are a little more useful because they can pay for cards like Red Elemental Blast and Veil of Summer on their own but even in this build they can help to pay for a Wild Cantor or a Talisman so that I have blue mana up for counters to protect Walking Ballista. At 3 mana, the Guides can also be Neoformed into Ancestral Statue.
The 27 lands may not seem like a lot but some of the cEDH builds have even less. Animar doesn't really need many lands to go off considering the various cheap mana dorks and other ramp the deck provides. It is a bit tricky to go that low in lands and can require some aggressive mulligans to get a decent starting hand. While playing though, I've sometimes found that even just 27 lands can result in some mana flooding when I would really rather be drawing spells. The land count is something that you just have to experiment with for your own build to see where that sweet spot is for your own play style.
As for Utopia Sprawl, there are times where it has been a dead draw but it's not that often. Between the Dual Lands, Shock Lands, and Fetch lands in the deck it's not normally that difficult to get access to a land that counts as a forest on turn 1. Using Utopia Sprawl and Wild Growth as ramp synergizes well with Arbor Elf and can also net extra mana with the help of cards like Snap, Deceiver Exarch, and Peregrine Drake.
Crow_Umbra on Mono U commanders to a …
5 months ago
You could run Baral, Chief of Compliance and lean into counter spells, cheap removal, & spells that make creature tokens as a means of having a bit more board presence. Bounce spells like Snap could double as a means of protecting your commander or exerting board control.
multimedia on Brew my deck for me
5 months ago
Consider High Tide for ramp and/or with spells that can untap your Islands Turnabout, Frantic Search, Snap? Just Tide + Turnabout + you control 4 Islands could give you 10 mana turn 4. Mystic Sanctuary is a fantasic land that's an Island. Castle Vantress isn't an Island, but it's a good land for instant repeatable scry.
Consider Thought Vessel and/or Decanter of Endless Water? Mana rocks for ramp that can also potentially give you no max hand size before you control Nezahal. Reliquary Tower is a land for no max hand size.
Consider Forensic Researcher, Kelpie Guide, etc.? They can untap a land or a land that can make more than 1 mana Arid Archway, Guildless Commons even the same turn the land ETB. They can also untap a mana rock or even better a mana rock that can make more than 1 mana Sol Ring, Worn Powerstone, Palladium Myr, Thran Dynamo, Hedron Archive, Gilded Lotus
, etc. They can also untap Nezahal to be a blocker.
A spell advantage blue has are instants that let you look at top X cards of your library and put one or more of any of them into our hand (any card(s) into hand is the advantage). Consider Impulse, Memory Deluge, Dig Through Time, Supreme Will, Thassa's Intervention, etc.? When you're casting instants on opponents' turns then Wavebreak Hippocamp is repeatable card draw. Being a 3 drop you can more safely play it and leave up mana for instant opponent interaction.
Goldberserkerdragon on Brew my deck for me
5 months ago
It's not gonna work. Voltron or even voltron-esque commander decks dont really fare well these days in a 4 player format. You have 3 enemies (opponents) and they will come after you once you start chomping at them. Now take my initial stayement with a grain of salt as this is just my expierience over the years. I understand you are in blue, and as a blue player myself you still cant counter or stop everything. I took a look at your deck and wondering why there are so many bounce spells? And so many sub-par ones at that. Not trying to come off rude but you can find better even in the bulk at your LGS. No Snap, Unsummon? You have decent voltron things in there, namely the Blackblade, but have you considered any of the unblockable spells in Artful Dodge, Distortion Strike, Aqueous Form, etc? Some technical and mechanical perspective as well is even a 100 card deck doesnt need more that about a third lands, that being about 29-33 lands to function properly. Have you ever heard of clumping? More lands (and a single type of card at that high of a volume) will begin to "clump" or literally have differently spaced chunks where there are lands and there are no lands. So really here, less is more. Thin it out. You're in blue as well you can have more of everything with simply more draw. More draw is more ramp, is more removal, is more lands, is more draw...
Be that as it may, you do you boo--if you feel more comfortable with certain ratios then by all means. As far as a Nezahal voltron goes in my opinion, I like it from a flavor and power standpoint. Very resilient and 7/7 is what you want :)
I would ask, do you really want a deck archetype that's heavily against the odds of going against 3 other players with one beatstick as you last and only deck?
Eldrazi_Nugget on Can I use Lagrella the …
6 months ago
Ok so just so I understand, let's say I play Lagrella, she enters, and in response to her ETB, after I've selected her targets, I play Snap and return her to my hand. Snap resolves and now Lagrella is in my hand. How do I resolve the ETB trigger? Those targeted creatures should leave the battlefield still? But then will return immediately, essentially blinking each creature I've targeted?
Crow_Umbra on MASSIVE EDH RC ban list …
8 months ago
Lol Azoth2099, I'm going to have to take a peak into the Vadrok, Apex of Thunder cEDH Discord and see how they're taking it. A bunch of the biggest combo loops for Vadrok involved mutating it onto Dockside, then bouncing it back to hand with something like Snap.
Ookafont on
Proliferate combo
8 months ago
Hi! I love this strat. would Snap be worth running just for the mana gain of using it with the depletion lands?
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