Now I don't have to worry about my spellstutter sprites being hit by spell snare! Thank you WIZARDS! 5/5 rating for me.
And, for the record, even though this card is also pretty effective in helping blue tribal such as merfolk and fae, it works against them even more effectively. Sure running this means my counterspells are uncounterable, but that is only hinging on the idea that my opponents' aren't running the same thing. In essence, for a blue deck, its a marginal improvement, whereas for other decks (goblins, elves, etc etc), its a perfect answer.
Posted By:
typezeroserodin
(5/11/2012 10:00:41 AM)
This thing is awesome for multiple reasons. It doesn't come in to play tapped, it taps for colorless if needed, it helps casting multicolored creatures, AND makes spells it casts unable to be countered. The shame from spending $80 for a play set is outweighed by how awesome it is :)
Posted By:
Cygore
(8/1/2012 6:22:20 PM)
The official reason for this card's existence is "Snapcaster Mage + Mana Leak = Unfun."
A better response would be Summoning Trap. Cavern of Souls is stupid.
Posted By:
Minus_Prime
(12/30/2013 3:29:05 PM)
This would have been a decent, usable card with only one of those abilities. With both, though, it's just insane. Yeah, multicolored tribal isn't all that common, but there's still almost no practical drawback.
Posted By:
sonorhC
(4/28/2012 8:55:37 PM)
Does anyone remember Boseiju, Who Shelters All, the legend that made sorcs and instant's uncounterable and came with a cost and was LEGENDARY
What is this stink on the wind....
Does anyone else smell power creep...
I think I smell some power creep
Posted By:
D34D2R1T35
(5/7/2012 11:21:59 AM)
Wizards' logic: Snapcaster Mage was a bit too overpowered, so let's make a card to answer it that' s WAY MORE OF A PROBLEM THAN SNAPCASTER MAGE!!! YAY!!!
Posted By:
JL2736
(5/1/2012 7:24:58 AM)
The card is powerful, but also a little too simple. Mana of any color as long as they are the same type, and the creatures cannot be countered, with no drawback. Should a deck type receive such boost with almost no strategy involved?
Posted By:
Cyberium
(4/26/2012 11:01:33 PM)
This card is the reason I stopped buying cards.
1) Hoses entire archetypes and an entire set of answers. I like playing with countermagic. It is interactive, can be strategically played against, and ups the ante on tension and uncertainty. People have already said this.
2) Has no real downsides. People have already said this.
3) Really says eff you to budget builders. It's a rare that practically everyone needs to play. Moreover, if you want to play a controlling deck, the only real budget answer to a fat creature with a big ETB effect, like, say, Grave Titan, is to counter it. The same goes for 'hexproof' creatures (and don't get me started on hexproof and non-interactivity). They've nerfed the countermagic in M13, which should have been enough. Did they really need to print this absolutely broken, expensive rare?
Posted By:
Vandarringa
(9/4/2012 1:52:57 PM)
Here, I think, is a good way to look at the Snapcaster Mage vs. Cavern of Souls "OP" argument.
When played against any deck archetype other than Control decks, Cavern of Souls is a Tribal mana-fixer. A really good one, but nothing more. And the mana-fixing only works for creatures. If a deck has no countering spells, it's second ability is virtually meaningless to the opponent.
However, Snapcaster Mage can dominate against almost every deck archetype. It doesn't matter if the opponent is piloting Zombies, Delver, or really anything else, as Snapcaster retains his value completely. Plus, you are using spells twice, which means card advantage. Cavern of Souls cannot bring anything back from the grave....well except Gravecrawler, but that's semantics.
So, if you look at the two in terms of opponent-deck-type ratio, I'd say Snapcaster Mage is the far more broken card.
Posted By:
ThinkOriginal
(10/9/2012 12:05:43 PM)
I think control decks can adjust to this. In fact I think there are ways to use it to a control deck's advantage. There are more ways to take care of creatures than just counter them. Everyone is talking about Titan ramp decks, but there are ways to use this card to play control against them.
For example, if you are playing human tribal, play cavern of souls from the get go and pick human as your creature type. Suppose that you play Champion of the Parish on turn 1. When someone manages to get a Titan out, you can respond the next turn with an uncounterable Fiend Hunter, which you can then protect with an uncounterable Elgaud Shieldmate, or Negate, or Turn Aside, orMana Leak.
Essentially control can still exist if you use creatures with activated abilities and triggered abilities instead of countering everything. Using those creatures in combination with... (see all)
Posted By:
gatorjunkie
(5/10/2012 5:49:37 PM)