Snapcaster Mage

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.)

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Legality

Format Legality
Oathbreaker Legal
Custom Legal
Vintage Legal
Leviathan Legal
Modern Legal
Highlander Legal
Commander / EDH Legal
Unformat Legal
Block Constructed Legal
Limited Legal
Duel Commander Legal
Tiny Leaders Legal
2019-10-04 Legal
Casual Legal
Canadian Highlander Legal
1v1 Commander Legal
Legacy Legal

Snapcaster Mage occurrence in decks from the last year

Latest Decks as Commander

Snapcaster Mage Discussion

aholder7 on Juleokin Format 2.0 w/Banlist & …

1 week ago

Okay so I believe I mentioned this last time you brought up the format but I don’t recall the answer. How do you deal with non-land sources of mana or non-basic lands. Your rules say you CAN pay for mana with basics existing but is it possible to still tap a non basic for mana to pay a cost? For example if I have a swamp and a Volcanic Island on the battlefield. Can I play a Doom Blade by tapping my non basic for 1 and using my swamp for the other portion? Theoretical reasons for this could include ramping with artifacts or fetching for a dual land to get 2 off colors.

Also your van list includes things shuffling the grave into the library. Is my assumption correct that you also intend to ban cards like Conjurer's Bauble?

You mention “cards with the ability to mill” are banned and that all damage to self is mill. Is your ban inclusive of cards that deal damage to self/opponents since that will mill? I assume not and you intend that to be cards with the mill keyword. But there are also cards with this same style effect not key worded as mill such as Mulch. And cards that exile from library such as Salvage Drone. May be a good idea to be clear about what you plan on excluding.

You also exclude abilities that can “reanimate”. I took that to mean putting a creature onto the battlefield from grave. But this is not a keyword and you’ll have to be specific. There’s also cards like Living End which will likely get around any wording for Reanimation. I also didn’t take your wording to mean banning of cards that return cards to hand. I also saw nothing stopping someone from using Snapcaster Mage on non-creatures in grave which I’m unsure if that was intentional or not. You could make the rule a bit more all encompassing by changing the rule to something like Grafdigger's Cage.

I also built a deck to test this format assuming you can use fast mana. this deck 100% wins turn 1 if you get a mountain in the opening 7 and the opponent doesn’t have Force of Will. You can still win turn 1 if you have to mulligan to less than 7 I was just too lazy to check how the math works out with less than 7. All you need to do is cantrip through 24 cards, play and crack the lotus then grapeshot twice for lethal. The cantrips don’t need to be red I just did it because it matched the grape shots. The deck can also be built with more than 3 mountains that is more consistent and doesn’t lower its chance as much in a mulligan but it technically leaves open the chance of whiffing the combo on turn 1 and I thought it made a better point to demonstrate things this way. Also note this deck is not even remotely optimized. It could be made far more efficient and sleek with time and testing.

Deck Jok test

My list is just an example of how I believe the format will play out. Storm-like decks and decks mulling to make sure they open with a Force of Will. If you see a reason it won’t end up like this feel free to point out anything I missed. But I think you need to find a way to limit people in some way.

Mcat1999 on Top 10 red cards at …

2 weeks ago

Going onto Gatherer, it appears the LD options were 3 - 4 CMC.

I think I used 2cmc kill spells to bide my time. Terminate, Dreadbore, Go for the Throat, etc. If I recall I also ran some Rakdos Signet to help get mana out a little bit faster.

Then it was land destruction spells such as Rain of Tears and Stone Rain, along with some others.

It was a budget deck (less than $100) so no Snapcaster Mage or anything that'd really spice it up.

WotanubisReturned on Fairy Two-Step

3 weeks ago

I found you looking for decks with Familiar's Ruse; I am surprised it doesn't see more play given its synergy with Snapcaster Mage. Borrower sees play all over and does seem like a good replacement for Vapor Snag. I was going to lean into Fairies and run Spellstutter Sprite over Spectral Sailor but the flash and 1 cmc is just too good for Sea-Dasher Octopus and I don't ever create much of a board presence to have high Fairy numbers. I am now looking to wedge in some Thing in the Ice  Flip because of my problems handling aggro playing the Historic version on Arena isn't going to get better.

RNR_Gaming on Adeliz leads some angry Wizards

1 month ago

More interaction, cantrips spells and draw engines.

Budget interaction package

Counterspell

Delay

Swan Song

Dispel

Negate

Abrade

Lightning Bolt

Chaos Warp

Narset's Reversal

Spell Pierce

Mental Misstep

Muddle the Mixture

no budget interaction

Force of Will

Pact of Negation

Force of Negation

Snapcaster Mage

budget cantrips

Gitaxian Probe

Preordain

Ponder

Brainstorm

Windfall

Narset, Parter of Veils

engines

Mystic Remora

Rhystic Study

Underworld Breach

Cut all the cards that are dead if you dont have a board state. Pump cards are situationally great but have a very low floor.

Flooremoji on The Argument for a Mystic …

1 month ago

A big part of what makes sanctuary so good (imo) is that these decks

1: Get to draw so many extra cards because of planeswalker cards that the card 'disadvantage' (not really, it's more like scrying a good card to the top of your deck with upside) is negated and you get the card back immediently and still draw relevant cards (sometimes just more lands, for more mana or fetches to find more sanctuaries, but also removal and more counterspells. Basically, you already have card quantity, and adding this land gives you card quality).

2: Already had up to eight uses of Cryptic Command because of Snapcaster Mage (already a incredible ammount of CC uses if you ask me) and they also get to play 4 Archmage's Charm as another incredibly flexible counterspell. This land setting up for an additional 4 uses of CC (now up to 12, and this is not counting the cryptic lock which isn't usually worth it unless you have won) means that once control decks have "set up" they can cryptic command almost every relevant spell in your deck without having to give up card slots for the extra four counterspells. Not to mention that the extra counterspells you just added to your deck don't have to be counterspeells.

Joker4242 on Island Secrets

1 month ago

Still trying to decide what the ideal sideboard would be. One of the most difficult decks to ply against are ninja and aggressive werewolf decks actually. They are fast and can easily avoid counterspells with ninjitsu. Aggro in general make things more difficult. Snapcaster Mage is only really a placeholder as they honestly don't fit exactly into this deck. I already have Force of Negation which exiles some of my cards. Mystic Sanctuary does a better job of reusing spells (sometimes more than once). Archmage's Charm used to be in the deck but it turned out to be too slow. The three blue cot wasn't always the issue, but the hard counter for three was nothing special. Force of Negation took over rather quickly. I really like Relic Amulet as it will act as actual removal. Downside is that it may be a bit too slow and I really don't have any wizards. I'm mostly looking for cards in the sideboard that shutdown certain decks (specifically ninjas; can't counter and bouncing doesn't really help either).

TheVectornaut on Blue/White Life and Defenders

1 month ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

abiblestudent on Mulching with Muldrotha [Self Mill EDH]

2 months ago

Got it! Lol! That's awesome. Yeah, mirror-mad has been fun, but Fleet Swallower is always a game changer. Especially with Muldrotha, I've been heavily focused on permanents recently and getting away from instants and sorceries unless I can figure out a way to recur them - Archaeomancer, Mystic Sanctuary, Snapcaster Mage (too expensive for my taste) for example. I'm down to just two sorceries: Life from the Loam (had to finally get it on cardkingdom) and Increasing Ambition

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