Spell Snare

Spell Snare


Counter target spell with converted mana cost 2.

Latest Decks as Commander

Spell Snare Discussion

ThisIsMyAccount on Modern Murktide moon

2 weeks ago

My recommendation would be -1 Spell Snare for +1 Blood Moon. Then, Archmage's Charm in the board could be Mystical Dispute or Aether Gust instead if you want. Good deck, though.

wallisface on Island walk

1 month ago

Some thoughts:

  • Preordain is not modern legal. The closest thing to it would either be Serum Visions or Opt.

  • It feels like you have no reasonably plan B if you don't draw Quest for Ula's Temple (or if you can't resolve it). This puts you in a really awkward position, as most of the time you're going to be having to do a LOT of mulligans to have something remotely playable. I'd suggest having more viable plan Bs

  • Along the lines of above, you have a bunch of cards that aren't useful at all unless you have Quest for Ula's Temple out - namely Thrummingbird and Fuel for the Cause. Proliferation seems like its useful in such niche situations, that I'm not convinced you should be running it at all - it's only helping you when you're already in a good spot, and does nothing when you're not.

  • A lot of your counter magic is pretty sub-par. I'd recommend stuff like Mana Leak, Counterspell, Remand, Spell Snare.

  • With only 20 lands, you have absolutely no chance of being able to cast Volition Reins or Akroma's Memorial, so I'd suggest ditching those. I'd also suggest getting rid of Quicksilver Amulet, as it's also going to take waaay too long to cast with your manabase, and generally just feels very clunky/slow

forneyt on

3 months ago

Eidolon isn't supposed to be played on turn 2 when you have a full hand, it's supposed to be played once you've exhausted your resources and need to lock down the opponent by having the bodies on the battlefield and making them unable to safely cast spells without being punished. If you're casting a lot of spells after you cast Eidolon, you probably played it too early.

Are you trying to get into competitive Modern, or is it a casual pool that you play in? I'm not sure about the exact percentage, but the vast majority of playable spells in Modern are 3-CMC or less. Only certain decks play with cards with CMCs higher than that, like Tron, Eldrazi, Delve, etc. But even they have a good amount of spells that Eidolon will hit. Counterspells like Spell Snare and Mana Leak are very relevant in Modern because the overall CMC of the format is so low, and they are less mana intensive than Ionize and Counterspell. Counterspells are much weaker when you can't cast your own spells while holding up the mana for the counter, especially if you want to go with the Aikido theme.

If you are playing casual, then you have a lot more room for fun cards like Boros Reckoner, but your mana base has to support the color-intense mana cost. If it can't handle Eidolon, then Boros Reckoner will probably give you trouble too, even with the in its cost. Although, it may be safe to play BR on turn 4 or 5 instead of turn 3 in a casual game, and there may be less removal so you can expect it to work out in your favor more often. As for your question about Monastery Mentor, I would expect Monastery Mentor to have a greater damage output than Boros Reckoner because of Prowess. Let's say you play it turn 4. On turn 5, you'll have 4-5 mana available to you and probably 2-3 spells in hand, depending on how the game had gone. You have the option to swing in with a 4/4 and have 2 creatures with prowess ready to block or attack next turn, or you can hold back and bluff combat tricks and get a 2/2 in for the damage and create the tokens on their turn, or you can completely go on the defensive and keep a potential 4/4 + 2 creatures ready to block. Boros Reckoner is a 3/3 and can potentially do extra damage if your opponent has a big creature. Monastery Mentor gives you greater options to put pressure on opponents and gets extra damage with your spells that you are going to play anyway.

Boros Reckoner's 3 damage for 3 mana is not a great deal, unless you are getting additional value out of it. Think of all the two-mana burn spells that we have listed: Boros Charm, Lightning Helix, Deflecting Palm, and Skullcrack. What these spells have in common are that they deal at least 3 damage (save for Deflecting Palm) and offer an additional effect. Lightning Bolt is the perfect burn spell because it costs 1 mana and does 3 damage, so anything that costs more than 1 mana has to give value beyond Lightning Bolt. Many burn decks in Modern splash green for Atarka's Command and sideboard pieces like Destructive Revelry (while this doesn't do 3 damage, it's the best spell for the job). Lightning Strike and Shock are just a bad Lightning Bolt unless you are playing casual/budget. Lava Spike is second best for dealing damage to opponents' faces. Rift Bolt can get the job done as well (better, in some situations).

I hope I've given you some helpful insight, and if you could tell me what your meta is like I may have more suggestions for you.

GloriousSeeker on

5 months ago

Hi man!

Nice list, but.. I have some things you may have to change to make the deck really work. Mono blue can be really good if you know how to build it. For example Merfolk is better in Mono blue then Simic (green/blue) because of the tempo you have.

Mainboard: -4 Cryptic Command -1 Archmage's Charm -2 Remand -4 Scalding Tarn -1 Snapcaster Mage +4 Consider +1 Force of Negation +1 Murktide Regent +2 Demilich +2 Island +2 Fiery Islet

Sideboard: -2 Spell Snare -2 Vendilion Clique -1 Negate -1 Remand -1 Force of Negation -1 Annul -1 Murktide Regent -2 Ceremonious Rejection +2 Hurkyl's Recall +2 Thing in the Ice  Flip +1 Dispel +2 Malevolent Hermit  Flip +2 Tormod's Crypt +1 Spell Pierce +1 Narset, Parter of Veils

Try this out, all the changes I made in this list has their reasons. Some cards have their special power on their own. Make use of more cheap and better counterspells. Try it out and ofcourse this are tips what you can do better with mono blue delver. I play it myself and it's great.

wallisface on Turn one modern deck, don't tell wizards

5 months ago

cold_bugs I've just read your walkthrough, yeah it is quite a complicated procedure and one that I missed, so good work on figuring out that interaction.

Hoping your opponent isn't playing blue is actually a non-issue if you're enacting your turn-1 plan, as outside of Force of Negation or Spell Snare (both not being played much atm) you're pretty safe. The real risk is your opponent running black (for hand disruption), or playing post-sideboard (where a bunch of 1-mana grave-hate cards exist).

I guess I'll re-enforce my prior thought, that while fast, this is a combo that is by no means consistent (the Allosaurus-Neoform decks look reliable by comparison). It would be interesting to crunch some numbers to see how often this deck can win on turn 1/2/3 etc, though I feel in any case you need some inbuilt way to safeguard yourself from getting blown-out. Winning on turn-4 reliably is better than having to often scoop before the game begins.

wallisface on My control

8 months ago

In place of the Thought Erasure, i’d recommend the following:

Lanzo493 on Tasigur cEDH Advice

9 months ago

The weaker cards I would say are Coiling Oracle, Spellskite, Vendilion Clique, Vendetta, and Spell Snare. That's just what I say, but only testing can tell. The spells themselves seem especially narrow, but the creatures could be useful with Deadeye Navigator. It seems you have a bit of a creature recursion subtheme, but rather than cards that bring them back to hand, cards that directly reanimate the creature would be more useful. They could help you avoid the high mana cost of Deadeye Navigator.

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