This section is by far the biggest as I think figuring out what to play here is the hardest part. Some lists in this archetype go the full control route with bulk counterspells. However, since we are a Blood Moon deck with 3 colors, we don't really want spells. These spells are probably the hardest part to get right.
However, the biggest thing I think each of the spells tries to accomplish is some sort of card advantage. Every card except Lightning Bolt draws a card in addition to its effect.
DISCLAIMER: This is the first time I've played with Snapcaster Mage. My main thought behind not having really any 4-ofs is because I'm hoping Snap caster will be that versatile and if needed 3rd, 4th, or 5th copy of a card.
Instants
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Prismari Command - This is a multipurpose tool. Each effect has its own merit and situation. Treasure in case we need a double color and don't have it for blood moon, ping a small creature, ARTIFACT REMOVAL, and cycling dead cards in hand. ALthough this card does a lot, it can be meta dependent. This is probably the most likely card to get changed for something else.
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Remand - Prolongs a threat until we can find an answer our outpace it. Sometimes a literal timewalk, and there are some even fun interactions when we Remand something, then Blood Moon so it can't be cast anymore or Fire / Ice lands.
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Lightning Bolt - Lightning Bolt.
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Mana Leak - Not Counterspell? We are three colors and playing Blood Moon so we can only be SO greedy with what we are playing and not shoot ourselves in the foot.
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Fire / Ice - This started as a 4-of in the deck but slowly got cut down. I think some number of these and Bolts is correct. Overall, I want to see this card only in specific situations so I felt like the cut down wasn't uncalled for.
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Opt - Instant speed cantrip with scry. It's a staple in most lists for sure. My only consideratiosns for this card were the new Consider and Serum Visions. It seems like SV doesn't make the cut because of its sorcery speed, but is quite powerful in helping us hit lands and answers earlier and more reliably. Consider for Snapcaster Mage synergy but thats it. I'd be interested to hear opinions on this one.
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Spell Pierce - Flex spot counterspell. This could be a variety of things and is more personal choice. The main thing is that this spot should be some sort of interaction. The initial build had issues with not interacting early enough so this was an attempt to change that.
Sorceries
- Day's Undoing - This is purely a Hail Mary card that you'd probably play 1 in like 7 games seriously. Pairing this with Narset, Parter of Veils should pretty much end the game on the spot as long as your opponent is not in a dominating board position. In the worst case we use Prismari Command or The Royal Scions to cycle the card out of our hand.
Blood Moon
This card is so dominating in some matchups and so dead in others. This mainboard is most likely a meta choice overall. But I believe most of the time this should take some decks off guard for game 1 since we are three colors ourselves.
But this deck was born from attacking our opponent at many different angles. Small creatures, Tempo domination, Narset shenangians, and Blood Moon. Luckily, like we've seen previously, this card isn't a total loss if its in a dead matchup. We can pitch it to Fury or cycle it with The Royal Scions and Prismari Command.
Play more or less depending on your meta :)