Snapcaster Mage

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Legality

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

Snapcaster Mage

Creature — Human Wizard

Flash

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.)

wallisface on Mill fun

3 weeks ago

Some thoughts:

  • Mill spells typically need to get at least 8 cards to be worth it, otherwise losing the card from your hand/resources just isn’t worth it. I would suggest ditching both of Dream Twist and Compelling Argument.

  • Mill decks typically only want the crabs as their creatures. Phyrexian Metamorph feels weak just because it’s going to be coming down sooo late in the game, and so unlikely to provide much value. While Snapcaster Mage is good in a lot of blue decks, it really has no place in Mill… i’d suggest ditch both.

  • You currently have no interaction. Letting your opponent do what they want is going to cause you major problems - a mill-decks strategy should always be to find a way to prevent the opponent getting a quick win, and milling them thereafter… we’re terrible at winning “races”. Stuff like Fatal Push and Inquisition of Kozilek would go a long way here, as well as a playset of either Surgical Extraction or Extirpate.

  • Your sideboard looks really un-optimal at the moment. 16 is too many sideboard cards (limit is 15). The two Crypt Incursion should be mainboard. The creatures are all really bad sideboard choices. I think you should focus your sideboard in dealing with problem matchups/cards instead of trying to do some kind of transformative creatute-thing

Icbrgr on Ancient Way Control

1 month ago

Hey thanks Niko9! I agree completely about Settle the Wreckage; feels so good when it does work though! Narset is one of my favorite walkers too! Originally i was running Narset Transcendent but I just could not believe how many times the +1 would miss/reveal a land; and the -2 was just too slow/only felt relevant with Time Warp or something similar... decided to try out Narset of the Ancient Way... she is an interesting walker; i really like the lifegain so much paired with my fetch/shock lands and the looting effect really really goes well with Snapcaster Mage!

wallisface on

1 month ago

I’m going to add here a description of what a control decks purpose is about, as hopefully this helps with your deckbuilding decisions.

The primary goal of a control is to win by having more resources in-hand than the opponent, while ensuring the opponent can’t do anything too dangerous on-board. In this vein:

  • you need ways to increase your hand size, to get ahead of your opponent in cards - so you need ways to draw 2-or-more cards (or, a card that draws as-well-as disrupts, in one package) Current control decks typically do this vua 4x Archmage's Charm and 2x Memory Deluge. But other options include Into the Story, Think Twice, Expressive Iteration, Cryptic Command, etc. Without a way to get more cards than an opponent, a control deck will run out of resources, and then lose to top-decks.

  • you need a way to finish the game that also provides incremental value. Control decks want creatures that 2-for-1, so that they maintain their resource advantage - so their creatures are things like Snapcaster Mage, Solitude, a cycled Shark Typhoon, or failing that manlands like Celestial Colonnade. If the creatures you use don’t provide you resource advantage, then they’re more likely to hurt your plans than help you.

  • lands are super important. You need to be able to cast resources from your hand to gain & maintain your advantage. A control deck that can’t play a land everyturn for the first 4-5 turns of the game, will very-often lose. Because a Control deck often has a near-full hand, there’s often no-such-thing as drawing “too many” lands, while drawing too-few is disastrous.

  • So, in summary, every-single-card in your deck that isn’t a land, either needs to provide some form of resource-advantage, or trade 1-for-1 with an opponents card (i.e Counterspell, Prismatic Ending etc).

Taking the above points and comparing them to your current build:

  • Deflecting Palm, Boros Reckoner, Hover Barrier, Ugin's Conjurant and Basri Ket are all bad choices as they offer you no form of resource advantage (and some of these, like the Conjurant, are just terrible in general).

  • Your selection of counterspells leave a lot to be desired. Too many if them have very specific targets on what they can counter, which isn’t ideal as it means your “resources” may sometimes be useless. A lot of these also cost a LOT more mana than what they should, considering their average effects.

  • you don’t have enough ways to gain resource-advantage.

  • your land count is waaay too low.

  • you have no “finisher” card that actually wants to be in this deck.

Icbrgr on Ancient Way Control

1 month ago

@GofyTomcat1 yup it's a personal piece of tech in using for its versatility. The 4 damage can just be used to close out a game or hit a planswalker... im really leaning hard on burn spells to function as either removal or to be a clock to win....the double strike is meant to synergize with Dragonlord Ojutai or Snapcaster Mage... indestructible applies to permanents so it might help stave off certain removal the opponent is using.

All and all with the decklist I'm running I think I like it... but admittedly this build is a little but janky due to my budget and lack of big/little teferi or JTMS and modern horizons 1-2 support but I'm doing my best to make it work.

magwaaf on Help! I need somebody! Not …

2 months ago

No idea if this hoes here but I clicked deck help lol

Im running murktide and I'm cutting the archmage’s charms as I am running 3 main deck Blood Moon and they just don't fit together and I am trying to figure out what to play in the main, I was figuring maybe a Spell Pierce and a Snapcaster Mage.

Thoughts? Suggestions? Criticism? Shit posting out 0f boredom? Lol

https://tappedout.net/mtg-decks/05-01-22-murktide/#c3780300

legendofa on Mission Briefing

2 months ago

I would say that Mission Briefing can replace Snapcaster Mage given the following (basically summarizing other comments):

  • the deck is nearly or entirely mono-blue, or has an strong mana base

  • you expect to be facing mostly decks at the same budget level

  • the deck takes measures to prevent free attacks

With those in mind, I think this swap could work. If you're looking at this for competitive, then there really isn't room for budget swaps. If you want a solid deck to break out during a lunch break, it should be fine.

Balaam__ on Mission Briefing

2 months ago

As was pointed out to me on my one mill deck and briefly touched on by SynergyBuild, there are niche scenarios where Mission Briefing may prove to be more useful. But on the whole, Snapcaster Mage is very much the superior card. If budget/availability is a limiting factor, you could reasonably emulate it with Mission Briefing in most instances, but not without being acutely aware of the drawback(s)—particularly the farther up the competitive ladder you’re trying to play. In the end it may boil down to a ’If you’re playing the types of decks Snapcaster Mage would be useful in, it’s probably a good idea to save up and acquire some instead of trying to shoehorn a workaround in’ kind of thing.

Icbrgr on Mission Briefing

2 months ago

So for the sake of conversation... clearly Snapcaster Mage is a superior car in almost all scenarios... but is Mission Briefing a functional substitute for budget/availability reasons? Or does the added utility of snapcaster mage as a whole what makes it used in Modern.... or rather is casting spells from the graveyard simply not enough on its own to be playable?

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