Spell Snare

Spell Snare

Instant

Counter target spell with converted mana cost 2.

Latest Decks as Commander

Spell Snare Discussion

wallisface on My control

2 months ago

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

Lanzo493 on Tasigur cEDH Advice

2 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.

wallisface on Sultai Hulk

2 months ago

Some thoughts:

  • How have you found Shardless Agent? My initial thoughts reading through this list, is that it's a card which has heavily restricted what control options you can play, because you're trying to avoid hitting stuff like Counterspell, Spell Snare, Thoughtseize, Opt and the likes. Without many fast/efficient ways to deal with your opponents early game, I'm wondering whether having Chalice of the Void in your mainboard makes more sense (i.e. I see more matchups where you'd want to bring this in rather than leave it out).

  • I'm worried that without any way to mill your opponent, Drown in the Loch might be hard to find value from in some games. Though I do get that most of the time it's not a big issue, as modern is a fairly self-graveyard-filling meta in general.

  • I'm not sure Cackling Counterpart is worth it, when it could just be copies 3-4 of Abrupt Decay. Intending to copy Torrential Gearhulk feels far too much like "win more". You also can't get the cascade trigger if you copy Shardless Agent, because the token isn't "cast".

  • The full playset of Torrential Gearhulk feels excessive. With your decks card draw, and the fact it costs 6 mana, I would have thought 2 (or maybe 3?) copies more reasonable. Drawing a second one is probably a dead card in hand a lot of the time. With 3 copies, you're still very likely to draw one before you drop your 6th land.

thegoldentoast on Early Defence

2 months ago

zapyourtumor yeah, you basically summed up all my concerns with the deck. Ensnaring Bridge sounds like it would help a lot. I’m willing to sub out 3 Temporal Masterys since I can search for them. But I’m not sure what else to take out or if I should go over 60 cards. I have not played it completely yet, it’s still a work in progress. And yes, getting stuff into the graveyard is difficult but from play tests Day's Undoing doesn’t hinder that too much. Usually I’m playing everything in my hand before playing it anyway. It’s definitely light on discard and I’m struggling more with what to take out more than I am with what to put in as there are so many great control cards that would work really well in this deck.

Also, thanks for the land advice. I suck at putting together land bases.

So far I’m thinking:

1x Thoughtseize, 2x Ensnaring Bridge, 2x a 2 cost counter spell

-3x Temporal Mastery, -1 Spell Snare, and playing around with the mana base until it feels right.

Also, I need a win condition for the main board if I’m playing against control.

As the deck is now, I would be highly surprised if the deck was competitively viable. But the goal is to get it there.

zapyourtumor on Early Defence

2 months ago

Out of curiosity, is this actually competitive? Like have you tested it against some other decks? The deck feels pretty slow and I'm not sure you have enough cards to stall the game long enough, since the only control elements I see are 4x Spell Snare and 4x Damnation (and maybe Ashiok). This isn't a criticism per se, since I like janky decks, I'm just not sure whether this is competitive or jank. I feel like it needs more ways to slow down the game, either with controlly cards like more counterspells/removal or prison cards like Ensnaring Bridge.

Also, I think the manabase could be improved with some Drowned Catacomb and stuff. And if you want to play Phyrexian Unlife from the sideboard, you basically only have 5 lands that can make white mana. I'd just put the godless shrine mainboard and add some extra fetches like Marsh Flats to free up sideboard space.

Another more serious concern is getting targets for Surgical Extraction and Extirpate. You have some ways to get stuff into the graveyard with 5 discard spells, 4 counterspells, and 5 wipes, but every time you cast Day's Undoing all that gets shuffled away. Do you often find this to be a problem? If so, I think some more discard spells (1-2 more copies of Thoughtseize) and Counterspells could help.

Balaam__ on Early Defence

2 months ago

I really like what you’ve built here. Part of me leans toward wanting to replace Spell Snare with Mana Leak , as that would open up a much larger range of spells it could potentially cover. But then I remember it costs an extra mana, so I can’t decide which is more beneficial—speed or versatility. I’d probably sideboard it just in case, and test a variety of matchups to see which performs best most of the time. In any case this looks quite fun to play, +1

Caerwyn on Top 5 Counterspells Of All …

3 months ago

I always got the impression that Mana Leak was a reluctant staple in Modern--it reached staple status not because it was a great counter, but because there was a dearth in good Modern counters at 2 mana.

Looking at MTGTop8 for 2020, 10.2% of decks ran Mana Leak, and they ran an average of 2.2 copies. Compare to Force of Negation at 16.8% and 2.8 cards and Cryptic Command at 17.2%. This data shows players were running a few copies of Mana Leak because they wanted to fill in some additional counters--but the card itself is not good enough to warrant much investment.

Flash forward to decks for the past 2 months. Mana Leak is no longer the 3rd most common counterspell--it is the 10th, seeing play in only 1.8% of decks. There are a number of reasons for this massive decline.

The most significant is the introduction of the better two-mana counterspell, Counterspell , which immediately established itself as the second most common counterspell after Force of Negation , sitting at 16.3% of the decks and an average of 3.7 copies per deck. This indicates people are not just running Counterspell , but they are running playsets of it--a clear indication that Mana Leak was simply filler until something better came along.

The remainder of the counters that have overtaken Mana Leak are more niche cards such as Drown in the Loch (which doubles as removal), Metallic Rebuke (which can be cast for one mana), and Spell Snare (which is a strong meta counter for one mana). These cards are generally going to be better than Mana Leak in any deck/meta that can utilize them effectively.

All told, I think Mana Leak is valued exactly where it should be - a second-rate card that's inferior to other two-mana options, but held a disproportionate sway in the Modern meta for a long time due to Wizards' not printing Counterspell in Modern. I could see it finding a home in Standard, for the same reason it found a home in Modern--lack of better competition.

EpicBox75 on Black Blue Control

4 months ago

Hi. I love UB control archetype so I would like to give my 2 cents. So I'll hope that this helps/gives new ideas ^_^

I think your deck at the moment has unnecessary tap lands. Halimar Depths Vivid Marsh and Polluted Mire and Lonely Sandbar. I would recommend trying Mystic Sanctuary, Sunken Ruins, Field of Ruin, Fabled Passage or Castle Vantress. Karakas is also viable option even though it acts like colorless land in UB.

I also need to recommend Search for Azcanta  Flip because it can win control mirrors almost by itself. Shark Typhoon and Omen of the Sea are my personal additions usually because both of them are 2 for 1 effects.

For sorcerys I have not been impressed with Yahenni's Expertise and I have played Shadows' Verdict and/or Dead of Winter instead of it. Also Bloodchief's Thirst and Baleful Mastery are cards that I can't stop recommending because they are just that good, the ability to get rid of an creature or planeswalker while being cheap removal if needed is just so good.

For creatures I will recommand Murderous Rider it is another hero's downfall with 2 for 1 thanks to adventure, I have never been impressed by Teferi, Mage of Zhalfir because he usually doesn't do enough for 5 mana. For planeswalkers if your meta has decks that have creatures Ashiok, Nightmare Weaver is surprisingly effective and talking about Ashiok Ashiok, Nightmare Muse is a real game closer because both +1 and -3 are extremely good and an army of 2/3 will win the game at some point.

For instants I will just write recommendations because there are so many: Archmage's Charm just does everything you would want, Commence the Endgame uncounterable threath + card draw and is especially good mirror breaker, Cryptic Command it also does everything, Disallow the stiffle can save games sometimes (like countering planeswalker "ultimate"), Erebos's Intervention I personally like this card very much because it can buy so much time against aggro decks, Hieroglyphic Illumination works as early game can trip and mid/late game divination, Spell Snare on draw this is amazing and usually the best cards are 2-3 costed so this usually hits something important and last but not least Force of Negation because it is another force. I would recommend little bit more targeted removal because edict effects are worse against decks that play mana elfs or other low impact 1 drops.

I personally wouldn't play your artifact package but because I haven't played with artifact package I won't say anything about that because I don't know how good it is.

These are just my recommendations and these aren't absolutes. Here is also list if you would like to compare different building choices

I hope that you found this helpful ^_^

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