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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Snap
Image from Wizards.com

 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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Card of the Day Reviews 


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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