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|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Ultimate Masters (UMA)||Mythic Rare|
|Modern Masters 2017 Edition (MM3)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
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Creature — Human Wizard
When Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
|Have (3)||, CampbellStev , rockleemyhero|
|Want (8)||Razen23 , saffye , LauchKarton , termain , the_moonshiner , maniacmani , Mordamen , maxbiatch|
Snapcaster Mage Discussion
3 days ago
Casual MTG to me means/implies: Infrequent/inconsistent time for playing (somone who come in and out of the game for various lengths of time for different reasons) and or when playing they just want to play there deck that they wanna play win lose or draw.
I think I would define "Casual MTG" as: To play/build MTG decks not intended for sanctioned tournement/FNM events.... power levels and prices tags are irrelevant to a casual player IMO; most often a casual player doesnt have the money for Snapcaster Mage and Scalding Tarn but that doesnt exactly mean that they cant still be included in somones "pet deck" (whether its strong or weak).
I think being a casual player basically means a combination of the above points i said... Enjoys playing but doesnt exactly play all the time or keep up with the latest new mettas/deck techs but can still decide to buy a deck builders took kit and whip up something to play just for fun or dust off their favorite deck from years ago that they may or may not have added/taken from over the years.
Benifits of being a casual player: freedom to build as you please
detriments of being a casual: finding/maintaining a pool of people to play with... not everyone is gonna wanna play the same decks over and over and its innevitble that without a designated/sanctioned format one players deck with outshine the other to a point where it isnt fun for anyone anymore.
4 days ago
Very cool idea. I think, Aria of Flame is a quite underrated card. You could play some Lightning Bolt , Skewer the Critics and maybe Snapcaster Mage for even more damage and Karn's Bastion to Proliferate even more. Aside from that I'd cut some lands to maybe play 7/5/7 (or try to include fetch or shocklands), so you have more space for damaging spells.
1 week ago
Hey! So I have a few suggestions. Feel free to ignore any/all of them:
Cantrips are your friend in combo decks. Preordain and Ponder are the gold-standard here, since they dig pretty deep for one mana. You're including Brainstorm is good, but I'm not sure it's good enough without non-mana intensive shuffle effects (i.e. some form of fetch lands) to make sure you don't accidentally lock yourself with two cards you don't want on top. While cards like Prismatic Vista and Scalding Tarn can be expensive, depending on your meta something like Terramorphic Expanse or Evolving Wilds might be good enough. Flood Plain and Bad River are also worth considering. Other cantrips ( Opt , Sleight of Hand , Serum Visions ...) are ok but should be considered secondary to Preordain and friends.
Grafdigger's Cage is currently one of the best hosers in EDH, and it does not stop Urza's ability (since Urza's ability exiles the card before casting it, you never cast spells directly from your library). I think it's better than Darksteel Relic , since it still taps for mana and can be a turn one play while having a direct effect on the board state. Tormod's Crypt is a similar card you may want to consider. I think Relic of Progenitus is better than Phyrexian Furnace , especially since you're not running Snapcaster Mage .
Everflowing Chalice seems like a good rock. I've never been a fan of Mox Tantalite , since taking several turns to hit the board is a major drawback. Everflowing Chalice is a slightly worse Mind Stone , but you can cast it for zero when Urza is on the field and have a build-your-own Mox Sapphire .
Retract and/or Hurkyl's Recall can act as pseudo- Paradoxical Outcome s for the purposes of rebuilding mana or building storm-count for Temporal Fissure . They're admittedly not as good, but since you're already running Paradoxical Outcome you may want a redundant card for that effect.
You may want to revisit your counter-suite. Consider substituting more efficient cards for Dissolve and/or Exclude , since three mana is a lot to pay for a counterspell. Things like Spell Snare , Dispel , Spell Pierce , Swan Song , Pact of Negation and/or Delay are all good ways to protect your combo without using too much mana.
I think Mystic Remora is probably better than Rhystic Study . First, it comes down faster (T1 or T2), which means it catches your opponents' rocks when they're casting them in the first few turns. Second, four mana is a lot less payable than one, so you're more likely to draw even in experienced metas. Finally, your strategy is typically going to be a combo strategy -- so you don't need a PERMANENT shield, just one that will last long enough to protect you until you go off with Urza.
Cyclonic Rift is the best board wipe in blue. It's $20 nowadays, but if you can afford one you should definitely run it.
Dig Through Time is an excellent card, as is Treasure Cruise (though I don't like cruise as much as dig in combo decks like this, since it sees fewer cards). Running one of them seems like a good idea.
Chain of Vapor is REALLY good. If you can cast it and bounce an opposing stax piece ( Cursed Totem , Collector Ouphe , Damping Sphere ), it rarely gets reflected. And even if it is, you're likely to just be able to recast whatever they bounce on your board. More importantly, you can use it to bounce a bunch of your low-cost artifacts to both net mana and build storm. So... yea.
1 week ago
The Royal Scions seems like a great way to ensure Awoken Horror is a 2hko or turning Snapcaster Mage into an actual clock, while Ral, Izzet Viceroy seems too slow. I would either play a second The Royal Scions instead or an additional threat to close games such as a single Torrential Gearhulk . Note that The Royal Scions ultimate also actually attempts to close the game!
2 weeks ago
2 weeks ago
Tzefick: I read through the original post, but I want to circle back to it later. And you will have to excuse the order in general, I was responding to this across the course of a day.
On artifact removal
There are a few points to unpack here. The first, and most importantly, is that removal is a big part of Magic, the Gathering and honestly, is what makes games (and deckbuilding) interesting. IF MtG was just about amassing board states and then slamming big creatures into other big creatures, the game would be much more boring (not to mention take much longer). But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it.
As for dealing with removal (especially mass removal) - there are still many options that white already has access to which does actually allow them to ramp. Wayfarer's Bauble , Burnished Hart , Solemn Simulacrum , Kor Cartographer , Knight of the White Orchid are all perfectly valid land ramp cards. Sure, the average CMC of these spells is higher than their green counterparts, however green is THE ramp colour, so it would be expecteded that there would be hihger costs/more contitions to be met for other colours to do a similar thing. And that's without even touching on cards like Sword of the Animist or Explorer's Scope which are both equipment and what white excels at.
In addition to this, while not ramping, white already has access to cards like Weathered Wayfarer , Land Tax , and Tithe which allow you to consistently hit your lands. While not as good as outright ramping, if you're hitting your lands each turn, you're genereally not doing too badly. And when combined with other ramp effects, by mid to late game you still end up with as much mana as most players.
Now onto the artifacts. Yes, there are a lot of good artifact removal effects which can slow players down. But I would also point out a few things here too.
Mana dorks are a very common form of ramp in commander. Most green decks will run a bunch of them and there are even strategies (elf ball) which almost solely relies on them. But just as artifacts can be hated on, white has some of THE best creature removal in the game. This includes both single target but also mass removal, which can severely hamper your opponents with regards to ramp. And unlike green (who is the main comparison point here), white doesn't rely on mana dorks, leaving you relatively unaffected from a mana standpoint.
In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many. Sure, this doesn't stop everything, but it can shut down a lot of (especially green) big bad ones. We are seeing a lot of these printed in new sets, to the point where WotC are really trying to drive home the point that "this is what white does".
Ok, now circling back (And I will do this more than once) and picking up on my previous paragraph. On the topic of land ramp - white is very good at shutting down this. between all of the MLD, Balance type effects and library shutdown effects like Aven Mindcensor , white hating on green's land ramp is to green hating on artifacts (i.e. white's main ramp source). Again I reiterate, this is what white does. It has been made abundantly clear, since we have time and time again seen printing of cards that equalise the board, to take away other players' advantages. So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall.
On Graveyard Recursion
This topic follows on from the whole artifact removal thing. Yes, white is very strong in graveyard recursion. And just to touch on one of your points, even recently white got a bunch of graveyard recursion via cards like Daring Archaeologist and Restoration Specialist . Not repeatable sure, but still decent. And let's face it, any mono-white commander product is going to see Sun Titan reprinted. But back to the whole recusrion thing in general - while white is good at recursion, it's permanent based, not specifically land based. Yes, this overlaps (especially in the case of Sun Titan ) but here it's just a bit of nice value.
Land recursion is very much a green thing (I'm not even going to list the cards) and that makes sense. But for white, the recursion is generally symmetric if en masse. And again, this makes sense. White is good at wrecking stuff, so it's also good at bringing stuff back. But the point is that just because you wreck stuff and bring it back symmetrically doesn't mean that you can't exile a graveyard or two in the middle. Ok, but what's my concern with what you're recommending (both across the board but let's talk specifics)?
So, fundamentally I have no issues with the release of white cards which can return permanents from the graveyard to the battlefield, and fundamentally I have no issues with pairing these cards with any kind of fetchlands to ramp. As you mentioned, we have the new Sevinne's Reclamation and Brought Back alongside Sun Titan and Profound Journey .
Where I have issue in this case is not with the concept of having a cheaper spell that hits smaller stuff, but in this case your suggestion. Unforntunately, ther is a fine line between being able to be used early game for ramp purposes and just being broken. The card you proposed is similar in effect to Unearth , though it being able to hit any permanent for 2 mana (yes, even CMC 2 or less) is super good. That means that in legacy it can hit cards like Young Pyromancer , Snapcaster Mage (to get other spells even at sorcery, like itself for example), Thalia, Guardian of Thraben , Wasteland , etc. as well as potentially getting another permanent too. It just seems way too powerful. Sure, we could start tweaking the mana costs/effects but I think you would end up with effectively a functional reprint of Sevinne's Reclamation . And look, if that's what you're going for then that's fine. But that's the danger with working under the guise of returning permanents while focusing on lands.
As for the land sepcific recursion effect though, this just seems out of charater (and heavily moving into green's territory). Just because one card was printed, which again did a symmetric effect (almost seems good with Armageddon + Tormod's Crypt ...) does not mean that it's a shoo-in for more cards to be printed like that. Planar Birth was printed inthe same set as Catastrophe and it seems like those cards were designed to play well with each other. As for hitting land drops each turn, I have no issues with this (hell, I even mentioend it before) and to aid in the available "non-good fetch" fetches, you have Terramorphic Expanse , Evolving Wilds , Myriad Landscape , Grasslands , Flood Plain , Bant Panorama , Esper Panorama , Naya Panorama , Warped Landscape , Terminal Moraine and Thawing Glaciers . That's a pretty good collection of budget fetch effects that already exist. And between Scaretiller , Sun Titan , Sevinne's Reclamation and Crucible of Worlds (and in conjuction with other ramp) there are already options there.
Again, I will double down on my argument that if you look, these cards already exist and can be made to work together in a deck. Yes, Crucible of Worlds has ~$25 USD price tag (at the time of writing this) however that is not too exorbitant for a strong EDH card.
On Other Colours
I get that each colour has its strengths and weaknesses and that when you put all of them alongside each other there will always be a worst colour. But I don't think that's a bad thing. White is an incredibly powerful colour outside of commander, and as a second colour, white is still super good. But mono-white has to have a weakness. In this case, it's slow. Buat again, that's done for a reason - because white represents balance. White might be slow, but it will do a really good job of slowing you down with it. And again, I get that ther will be a group of players who don't want to play all of the stax cards for fear of getting other poeple's backs up. But what about the players who don't care about that? you've now just armed a bunch of people with ramp and draw with their existing supply of stax. Think of how much worse that will be.
Now onto red (since you touched on it) - yes, WotC have come up with a nice balance for red's card advantage (in that it matches red's ramp style) - momentary bursts of value. Rituals and exile - you use it or you lose it kind of effects, which makes sense (and which you pointed out). But it's all done within the bounds of the colour pie still. But everything about white screams that it's card advantage is making sure your opponents don't have cards.
While I believe that commander should be avaialble to anyone, there are some cold, hard facts: Some people can spend more than others, and, not everybody within a playgroup has the same budget.
The cards I listed before were budgetless and in most cases, the best of the best. And I understand that only a small portion of commander players actually own said cards. But there are always alternative cards at all budgets, they just may not be as desirable. But that's where my double standard comment came in, which is "if you want to play a colour that doens't have good ramp, but still want the best ramp then either pay the money to buy the good (read "expensive") stuff or deal with the fact that you can't/won't buy it." I don't think that's an unfair statement, and it's a slippery slope once you start pandering to it.
But again, if ther is a budget discrepency within a playgroup then I also don't think that it is WotC's responsiblity to fix it. This is something that the players have to own and is an entire discussion point in an of itself, so I will leave that there. But I think most players would agree with me on this.
On Other Players
Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it.
And don't get me wrong, I play both casual and competitive lists, I work full time and have funds available to afford nicer cards. A casual list for me sits in the $400-500 range. But before you discount my opinion becasue fo that, hear me out. I have looked at many, many, many lists on tapped out, ranging from <$100 to >$5000 and have learnt a lot over the years. Typically the things I notice is that the kinds of poeple who complain about a lack of XYZ have also employed a lot of bad deck-building practices (no, I'm not implying this on your lists). Really heavy mana curves, little ramp to begin with, high CMC ramp, lack of focused win conditions, all that good stuff. And I'm not saying that the decks are completely unplayable, but a lot of them are really clunky and slow. And I won't begrudge people for building those decks. But if your average CMC is 4.5 and then you're complaining that your deck is slow, that's becasue of the card choices you made. However bad deckbuilding is not WotC's fault.
So compared to those poeple, I will be a bit arrogant and say I undstand balance better than them, yes. But, and more importantly, so does WotC - because they seem to be printing more stax cards for white as sets come out, but not more ramp and card advantage which would fix the non-problem.
2 weeks ago
I definitely wanna pick up 2x more Hinterland Harbor and maybe look into the cycling lands from amonket/fast lands... currently this is the best I have but Im looking to improve the mana base with about anything short of Misty Rainforest in price... Magosi, the Waterveil is an attempt to squeeze in a VERY situational Savor the Moment / Time Warp into the mana base... im not exactly sold on it however if I have open mana/fogs in hand to negate the opponents extra turn sometimes it can end up being a game winning/win more maneuver later....sometimes...but is more often to my determinant with the opponent playing Field of Ruin soon after I give them an extra turn and i just end up giving them a free turn... It just needs to go.
I really love Howling Mine in theory but letting the opponent pick up there deck usually just ensures them coming up with an answer to beat me.... I agree Narset, Parter of Veils might be a much better choice. Im a little bit torn on Explore ... its super powerful but definitly performs better when Im running 24+ lands perhaps I could consider running higher CMC to get better value from it with things like you said like Riftwing Cloudskate ? but otherwise if I have a lower cmc curve as well as a lower mana count it should probably just be a cantrip like Opt .
I do have a few Eternal Witness laying around so maybe with the addition of at least 4 more fogs and 2-3 E.W. I'll have a lot more resilience... but Cryptic Command / Snapcaster Mage /fetches are gonna be just wishful thinking for this deck... dont have any/not willing to buy at this time... some day though... ive spent so much money over the years on cheeky "budget" cards that I could have totally have had a full playset of snappy/command by now :/
nice catch with Spell Queller in the Spirits game...an oversight on my part that has to be addressed... ive ran Raking Canopy in the SB in previous decklists and it worked out pretty good but im not so sure here....thanks a lot for the input! Im gonna keep tinkering with the list!
2 weeks ago
- Fetchlands can help mana fix as well as thin the deck a little bit (It only gives you a like 1 or two percentage points so do that last).
- Fast lands and check lands are amazing I would have at least 4 in total between the two. Magosi, the Waterveil doesnt seem like an amazing card to me. You give someone one an extra turn which lets them draw more threats while you don't draw anything. I don't even see UWx Control style decks running it. I would run different lands, maybe some man lands if you want to go that route.
- Howling Mine is only good if you have a way to tap it, so you can break the symmetry. Look at this way, you are looking for 12-N fogs, they are looking for any threat in there deck. Temple bell isn't great for the same reason. They only way to use those cards are with ways to break the symmetry. Narset, Parter of Veils is a better card in general.
- Explore is great ramp when you are running more lands. If you want card draw run Opt .
- Fog Bank is also an amazing creature, being it flys. If you arent playing against bolt affects.
- Sleep can be pretty damaging and it lets you hold onto fogs longer.
- Cryptic Command is wayyyy better than whelming wave. Its always a two for 1. Venser, Shaper Savant is also good. Riftwing Cloudskate is also nice due to the fact you cant stall enough turns. Repeal is also good It can bounce anything, plus draw a card.
- Gigadrowse is an interesting card. I dont fault anyone for taking it. I personally dont like it as much. I think the cards i listed above just do a better job.
- If you use the blue filtering cards like opt, you wont need as many Kioras being you be able to find them easier, plus itll free up more deck space for other cards.
- I can see why you want no ETBs now. The Immortal Sun although higher CMC would shut them down hard as well. Id still probably run T. Orb though. Just throwing that out there.
- Eternal Witness and Snapcaster Mage mages are tempting for you to run being you can recast fogs which makes your deck more powerful. Just having creatures can be ok, because they get you value and can trade which means you dont have to use a fog, and can remove a creature slowing the game. Which are all great things, you can baord them out when you want T. orb.
- For spirits if they are playing a competive list you should just lose. I dont know how you deal with Spell Queller .
Snapcaster Mage occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
All decks: 0.6%
All decks: 0.92%