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Pojo's Magic The Gathering
Card of the Day
Daily Since November 2001!
Image from
Wizards.com |
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Snap
- Duel Decks: Mind vs. Might
Reviewed
April 21, 2017
Constructed: 4.38
Casual: 4.50
Limited: 4.25
Multiplayer: 3.75
Commander [EDH]: 4.00
Ratings are based on a 1 to 5 scale:
1 - Horrible 3 - Average. 5 - Awesome
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David Fanany
Player since
1995 |
Snap
Yesterday I was talking about how most cards can
be used either fairly or unfairly. Snap is a
member of Urza's Saga's pseudo-free spells, but
those spells are actually not quite as bad when
they're only untapping basic lands and not
things that produce more than one mana at once.
(Unfortunately, the Urza's Saga designers, of
whom Mark Rosewater is the last survivor, put
several of those in the block too.) Even with
that caveat, Snap is actually a very powerful
defensive tool for blue decks - if they
successfully use it to bounce something, they'll
get the mana back and possibly use it to counter
the creature when it's replayed. Plays like that
depend very strongly on what else is in the
environment, but even more strongly on who's
playing it and the social environment: use Snap
wisely, and it's fine and fun.
Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5
EDH/Commander: 4/5 |
James H. |
Snap (4/21)
Free spells were often
considered the most powerful part of
Urza's Saga and the rest of the
block. Snap is one of the pieces that helped the
set become the zero-sum fun game it was; two
mana to Unsummon is a bit higher, but you can
untap two lands, even if they net produce
more than two mana. Remember
Tolarian Academy?
Snap works best with busted
lands, but it's still playable enough without
them. A "free" spell is a good deal, and it lets
you play with other tricks on the same turn.
Constructed: 4.75
Casual: 5
Limited: 4.5
Multiplayer: 3.5
Commander: 4
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