Spell Snare

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Spell Snare

Instant

Counter target spell with mana value 2.

Jbl9 on Ugh, Elves

1 month ago

I've taken into consideration several of those cards and did a bit of testing with Priest of Titania and a fetchable Disciple of Freyalise  Flip. They seem to be more reliant and the disciple can be used during the massive amount of mana being gained to sacrifice Atraxa, Grand Unifier thus giving more cards and almost guaranteeing more combo cards or a Green Sun's Zenith to fetch Craterhoof Behemoth or Shaman of the Pack if they have not been drawn. This is in the spirit of combo elves more than any midrange option. Elvish Warmaster is nice, but that ability of triggering only once is not as impressive as Eladamri, Korvecdal being used as a card draw for top deck creature spells. I can still do more testing with Leaf-Crowned Visionary, but Rite of Harmony does give an almost similar effect to Glimpse of Nature with the downside of it needing to EtB. Both Rite and Leaf-Crown would be hit by Spell Snare but I can see an argument for the Crown if more Cavern of Souls are added.

I removed Evendo, Waking Haven since I was hoping they could be quickly turned into Gaea's Cradle, but they are way too slow and having the restrictions of stationing at sorcery speed is a big hinder in case one needs to toss an elf in front of a creature.

The trickiest part of this has been messing with sideboards to combat weaknesses but for the most part the main is done minus a few cards I either missed when researching or an addition or removal of numbers of copies.

zapyourtumor on Mono Blue Delver (Tempo)

2 months ago

Its nice to see old cards being played but sadly there is a lot of outdated tech here.

Consider is better than Opt with snaps

Not running at least 3 CS is probably trolling

Tamiyo, Inquisitive Student  Flip is an option, although it definitely slower than delver. So is murktide.

For a tempo deck, you want cheap and efficient interaction, which 3 cryptic notably is not. Probably need 1 mana counters like Spell Snare Spell Pierce Stern Scolding in some split between main and side. Scolding in particular is usually sideboard material however since monoblue has garbage removal its probably good to mainboard 1-2 copies.

Fading Hope is probably? better than snag although I have a soft spot for snag.

I recommend some Subtlety and more FoNs over shoal. And probably extra fons in the side too.

The only advantage of monoblue over izzet or dimir is that Harbinger of the Seas becomes better so I'd put at least 2 in the side. And running fetches for deck thinning is not worth the 1 life.

Probably want more utility lands like Sink into Stupor  Flip, Otawara, Soaring City, Castle Vantress. The mdfc lands also pitch to your pitch spells.

What exactly are you siding in Commandeer against? Same with redirect, clique and shackles. And you have zero grave hate in the sideboard. In monoblue you don't have many options, so something like Soul-Guide Lantern, Surgical Extraction, Grafdigger's Cage. the first two are probably better. Hurkyl's Recall is ok vs affinity. Dress Down is good against several decks right now. I have no idea what monoblue should run vs energy and similar decks, there may not be anything better than Engineered Explosives or Ratchet Bomb. Maybe titi is good enough if you can turbo flip it.

Overall a lot of suggestions but I think in general I'd go something like this for the maindeck:

-4 opt -3 cryptic -1 redirect -4 vapor snag -1 disrupting shoal -1 snapcaster mage

+4 consider +2 counterspell +2 fading hope +1 spell snare +2 stern scolding +1 spell pierce +1 force of negation +1 subtlety

-6 fetches

+1 otawara +2 sink into stupor +1 castle vantress +2 island

capwner on We Are Going to the Zoo

6 months ago

Looks like a solid domain build, love to see the return to form with the classic Tarmogoyfs and Bolts, not really sure what else Domain likes to run these days but Phlage seems pretty spicy in here too. Looks like a strong build, my only question is why Spell Snare over Stubby D?

Icbrgr on Using Disrupting Shoal

1 year ago

The thing about Shoal in Mono-Blue is it openings up an opportunity to be proactive without having to win the game on the spot. like if you are on the draw in the early game and you wanna tap out to play Ancestral Vision/Preordain you can do so without too much fear. And as the game goes on if you have shoal in hand you can conceivably just pay

I think Shoal was a bad card but in a meta where Spell Snare is in demand to cost about $8.00 USD each to hit this ever-growing bloated list of both creature and noncreature spells that if they resolve you lose or virtually lose I think shoal is worth considering at some ratio.

wallisface on Using Disrupting Shoal

1 year ago

Looking at this list, i’d suggest anything other than Disrupting Shoal. Cards with pitch costs like this, particularly in control decks, require you to have a bunch of card-advantage engines to offset you otherwise 2-for-1ing yourself. Without stuff like The One Ring or Memory Deluge to guarantee card-advantage over time, this card rusks blowing-you-out and letting the opponent overwhelm you.

More importantly, you’re playing at a pace whereby you’re in no rush to play free-spells or tap-out, so this play pattern seems counterintuitive to what the deck wants to do. Indeed, it seems like the deck is aiming to comfortably counter everything and win at its leisure.. you should be fine holding-off playing your finisher for a turn-or-two while you amass another land to also protect it (if you can’t, this is more indicative that the control deck is lacking the ability to control the game).

Personally i’d still be running Spell Snare or Spell Pierce over Shoal. But then, i’d also be making a bunch of other changes as far as fine-tuning this brew into something more competitive.

wallisface on Using Disrupting Shoal

1 year ago

Icbrgr seeing your brew might be useful here. I’m yet to be convinced this is a useful card, and would sooner just run Spell Snare or Spell Pierce. But without context of the deck you’re trying to fit this in, all these discussions are kindof mute.

Icbrgr on Using Disrupting Shoal

1 year ago

I wanted to consult the community about their thoughts on Disrupting Shoal in Modern. I have been brewing in specifically Mono-Blue control recently and this is a card that I've come across and I'm convinced is powerful if used/built around correctly.

Is this card meant to be or best used as a modal Spell Snare/Force of Will... like stack up the deck with lots of 2MV blue spells to pitch for a "free" Spell Snare and then just pay or pitch when possible/needed?

wallisface on Azorius Aggro-Control deck

1 year ago

9-lives there’s the old saying of ”you can lead a horse to water, but you can’t make it drink” - I’ve provided you all my thoughts on this list multiple times, it’s up to you what you do with them.

Important final notes:

  • you might like Ethersworn Canonist, but this is not the right shell for her - it makes both her and the deck weaker. Importantly, she’s not useful at being “aggro” nor “control”.

  • in any deck aiming to implement control in any form, mana is super relevant - as any control player will tell you. Both Spell Snare and Stern Scolding find their way into numerous competitive lists because 1-mana is just soo efficient, and it helps prevent the opponent acquiring an insurmountable lead early.

  • Tolarian Terror and Haughty Djinn are both good because they can both easily win the game on their own, both very quickly. If the deck isn’t ”full control” then you can’t ever assume you’ll be able to perma-lock the opponent, so you need creatures that can apply pressure and end the game fast. Your collection of white-weenies don’t remotely do that.

In any case, good luck with your brew. I’ve said all I can to try and help make it playable - the rest is really up to you.

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