Miraculous Snapstraction

by Refugeanoth on 14 April 2014

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (4)


Instants (8)

Artifacts (3)

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Deck Description

This has been my go-to deck as of late when I really want to make someone hate playing magic. I made it initially as something that would tear the heart out of every single deck it played with extreme predjudice. As light and fast as I could make it with the ability to recur snapcaster and copy him to recur surgical extraction and extripate as many times as possible while also including True-name and Delver for quality beat-sticks on the cheap. The deck seeks to draw out it's opponents threats and isolate the central strategies that make the deck run, then remove them. Is your deck based around creatures? They're getting removed before they hit the field. When they counter, you remove the counter. When you cabal their combo piece, you remove it forever and cripple them beyond repair. The miracle is for abusing snapcaster and cabal further while also presenting targets of removal that might otherwise escape the initial extripate/extraction by being on the board. In the process of possibly adding some counterspells that might fit the general theme of the deck. Nothing heavier than 3 mana.

How to Play

The general strategy is very simple. Bait your opponent into using their key draw/countermagic suites with your own threats and remove them with extraction or extripate. Glimpse when available and recur the removal as you find targets of oppertunity. When you're in a superior board position, use true-name and phantasmal image copies of true-name to come across for unblockable attacks against what should be an extremely limited opponent. You are out to remove as much of their decks ability to fight as you possibly can and abuse your removal suites to the highest degree possible. Games tend to get very ugly very fast. I've yet to play a deck that has a hard counter to this strategy beyond offering up their own removal suites in a similar composition.

Deck Tags

  • Legacy
  • Budget
  • Cheap
  • Dimir

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 1,561 times.

Mana Curve

Mana Symbol Occurrence

0261907

Deck Format


Legacy

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Miraculous Snapstraction

Looking to bring this to my local tournament soon. Abusing the hell out of D&T and sneak and show and elves and a few other's at the kitchen table. This deck is mean.

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Posted 14 April 2014 at 17:46

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It looks very promising, I must say =) I wanted to advise you with a couple of cards, which may, or may not, increase your extraction, although not by removing their threats, but Milling them, however since you're already tearing your hair on what to remove, I don't think I want to add to the indecisiveness.

But I believe that you could remove Glimpse + 4 basic lands, two of each, and add a full ps of 'Noxious Revival' - That way, you get a minimum of 3x the effect of 1 card AND you're certain to get the Miracle to boot.

Also, kudos for the Image/Nemesis combo - quite original =)

Hope I've helped you out, and good luck with the deck ^_^

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Posted 14 April 2014 at 21:32

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Love that card in my christmas fog deck and I've been looking at it for this too. My only worry is the large ammount of life I'm already tossing between the phyrexian mana and the eventual fetch lands and dual lands and thoughtseize.

Just curious, other than the obvious fact that Glimpse is only good for mill, why would you remove it? For me it seems like it almost always pulls something important and after the first turn thoughtseize I know what to remove that will hurt their hand most out of whatever got milled. Also helps to have a tool at my disposal for simply decking out an opponent when I can't otherwise win (like if they're running unlife and melira or some other sort of lock that I can't penetrate) To me, having the card as a fallback for drawing them out makes sense, but perhaps you have experience using a similar strategy where it didn't?

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Posted 14 April 2014 at 21:40

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It occurs to me that the unlife melira lock or pretty much any lock wouldn't matter, as I could simply bounce the pieces into their hand with tide or vanishment and recur the removal after a saved thoughtseize or something. Haven't encountered a hardlock deck like that, so I haven't really considered it much.

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Posted 14 April 2014 at 21:52

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Hmm... good point. I can see how it must frustrate you :-(
Truth be told I've never gotten in deep with mill, but I can see your statement. 10 cards. Yeah.

I wish I could be more helpful, sorry

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Posted 14 April 2014 at 21:52

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Don't be! You've been extremely helpful! I would love to add noxious, but I get myself in pretty deep already with all the life lost unfortunately and as I'm sure you know, these types of decks don't tend to win early or fast. More often than not, I recur extraction and pay for it with the life rather than the black, so low life is one of the major issues with the deck as it stands.

I've always thought the mill aspect was especially interesting for an extraction deck since, ideally, you could be removing 3 cards from your opponents deck every time you extract something and you should be extracting at least once every turn. Stick that with an extra ten card loss from the deck and your talking potentially 13 cards every turn, not counting whatever they draw/brainstorm desperately to try and save something from being milled/removed. It's an especially brutal tactic to mill in conjunction with the already brutal extractions and extripates... Like I said... Very difficult to find folks interested in practicing against it lol

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Posted 14 April 2014 at 22:02

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Can't find any of the mind-seize commander decks anywhere... Plenty of the green and white ones at target and walmart and the like. TNN must have flown these things off the shelf.

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Posted 17 April 2014 at 14:55

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Got the deck down to 60 cards. Working on the sideboard still. I'm not sure about the count on true-name versus some of the other stuff I limited to three... Need to playtest more to see how that pops up along with the loss of a swamp for landless hands. All said, I really would love some help sideboarding this deck.

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Posted 17 April 2014 at 15:33

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Added Baleful Strix and moved Vanishment to the sideboard. Getting him out gives me another target for draw and presents the opponent with another threat, hopefully drawing some of their spot removal suite or counters for extraction. Land count is a little low for my tastes, but I'm gonna try it out none the less.

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Posted 17 April 2014 at 21:43

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First of all, I really like the idea behind this deck. It does indeed look pretty ruthless no matter what it might play. That said, right now the deck seems to be its own worst enemy.

I would run at least 20 land to start off. I know your mana curve is low but you don't ever want to run into the situation where you have one or none, which happened on quite a few of the sample hands I looked at. Maybe another playset of Dimir mana lands? If not, then 2 more basic lands at least.

Also, I think Devastation Tide is a little out of place. If you're focused on getting stuff to your opponent's graveyard so you can sap them out of their deck with the likes of Surgical Extraction and Extirpate, add another card that will get that job done for you. If you want a wrath, go for a real wrath like Damnation or Black Sun's Zenith. Or if you want some more variety than creature removal, go for Smallpox or something like it. Or if you want more discard, go for something like Hymn to Tourach. Even if you wanted a card like Devastation Tide, I would definitely pick Cyclonic Rift over it. Gives you way more flexibility.

Those are my criticisms of what seems to be a really good deck concept that just needs some fine tuning!

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Posted 18 April 2014 at 07:38

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Took your advice and bumped the land count up to 20. My biggest issue with running so many land in test plays has been getting too many and not being able to use them for much of anything beyond devastation tide resetting and recurance with snapcaster for a late game swing.

Leads me to my reason for devastation tide. The bounce for all my non-land permenants and my opponents opens up snapcaster reuse for more chances at extripate and extraction while also presenting targets for thoughtseize in my opponents hand that would otherwise be non-removable. Getting rid of their true-name, goyfs that avoid an initial removal by being on the field, Any number of things like that. I ran damnation and found it to be too painful for my own creatures with the deck having a hard time coming back from a hard board wipe. The tide offers up benefits across the board that would otherwise be unavailable in a card like cyclonic rift... In spite of the flexibility of that card.

I'm not too sure avout baleful strix yet. He doesn't outright benefit the deck or its central strategy, but obviously he's a superb card in the right color. Gotta run some more play tests to see if he stays.

Thank you so much for your input!

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Posted 18 April 2014 at 14:13

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Seems to me, in playtesting this, it runs very land heavy with no real benefit to having the extra land... So long as I'm getting 2 land at least, or an island and a brainstorm in the first hand, the deck will fix itself up to the sweetspot of 3... Maybe if I were running heavier things, but it seems like baleful strix bumps into the extra land with its draw one after I get the blue and black I need to drop him. I dunno, gotta test it out more.

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Posted 18 April 2014 at 14:35

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Well, I think the deck runs far smoother with at least 20 lands, even if you run into the occasional mana flood, but to each his own.

Good defense of Devastation Tide, I can smell what The Rock is cooking on that one now.

Baleful Strix is a sneaky good card, no doubt about it, but if you're trying to find something more compatible with your deck's strategy, perhaps replace it with Hypnotic Specter or Nezumi Shortfang? Both will give those deck removal cards more targets and frustrate your opponent.

Here are the changes I'd make if this were my deck for playtesting purposes:

-1 Glimpse the Unthinkable
-1 Devastation Tide
-4 Baleful Strix

+ 4 Hypnotic Specter
+ 1 Swamp and 1 Island

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Posted 19 April 2014 at 08:48

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What do you think about Bob in place of the strix?

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Posted 09 May 2014 at 16:03

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I had a similar idea with a mono-black deck, running more discard/extract/sacrifice spells and less but stronger creatures. This is indeed a mean deck. Maybe adding some counters sideboard could solve a lot of problems.

Good luck !

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Posted 03 August 2014 at 06:47

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Thinking alot about adding some counter ability. Not sure where to start, but I picked up a playset of polluted delta for deck thinning and swapped out the thoughtsieze's for cabal therapy since a backup flashback to snapcaster is just too bood to pass up on and most of the time I know what's in their hand from a previous extripate/surgical. As much as I like devestation tide for the recurrance of snapcaster and the interaction with cabal therapy, I'm messing around with the idea of playing a playest of damnation in their place for the raw wipe-out-everything-ability of the card. The mana cost is pretty high for the deck, but very few things have an answer to that much board wipe.

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Posted 06 August 2014 at 16:49

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