Snap

Instant

Return target creature to its owner's hand. Untap up to two lands.

CMC
2
Mana cost
{1}{U}
Color identity
U
Rarity
common
Set
Dominaria Remastered
Price
$3.62
EDHREC rank
#271
Buy on TCGplayer
Snap card art
Snap bounces a creature and untaps two lands, meaning it effectively costs nothing in a deck that wants the spell count — the bounce is the bonus, not the point. In High Tide shells and storm lines it's a ritual that also happens to answer a blocker, and Zethi, Arcane Blademaster runs it as a free loop piece that keeps mana open while cycling through instants.

Best Commanders

Commanders with the highest synergy

01
Zethi, Arcane Blademaster

Zethi, Arcane Blademaster

78.7% of decks · synergy 0.72

Zethi, Arcane Blademaster imprints Snap onto its attack trigger and recurs it repeatedly, making the land-untap clause a reliable mana engine rather than a one-shot trick — nearly 79% of Zethi decks include it for exactly that reason.

02
Thrasios, Triton HeroYoshimaru, Ever Faithful

Thrasios, Triton Hero // Yoshimaru, Ever Faithful

71.8% of decks · synergy 0.67

Thrasios, Triton Hero // Yoshimaru, Ever Faithful shells lean on Snap as a near-free instant that fuels High Tide turns, letting the deck chain spells and keep mana floating without spending real resources.

03
Alela, Cunning Conqueror

Alela, Cunning Conqueror

66.8% of decks · synergy 0.56

Alela, Cunning Conqueror triggers on each instant cast, so Snap generates a Faerie token while resetting a threat — it's a two-for-one that advances both the board and the spell-count payoffs Alela demands.

04
Storm, Force of Nature

Storm, Force of Nature

67.6% of decks · synergy 0.55

Storm, Force of Nature counts each spell toward its storm trigger, and Snap's land-untap makes it functionally free in a long chain — it's pure storm count with upside, which is exactly what that commander wants.

05

Ral, Monsoon Mage

76.8% of decks · synergy 0.53

Ral, Monsoon Mage pings opponents for each instant and sorcery, so Snap deals damage, removes a creature, and untaps lands all in one, making it one of the more efficient spells in the 77% of Ral decks that run it.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Commander is Snap's natural home — the combination of instant speed, pseudo-zero cost, and creature disruption maps perfectly onto spellslinger and storm strategies that dominate the format's combo tier. In Legacy, Snap has historically enabled High Tide combo turns by recycling mana through untap effects, though the format's power level means it sees only niche play. Vintage is legal but the card is simply too slow for that environment's threats and answers. Pauper is where Snap shows up as a legitimate tempo and combo piece, particularly in Delver and Tribe variants that need cheap interaction and can exploit the untap clause. It's not legal in Modern, Pioneer, or Standard, which narrows its competitive footprint but keeps demand stable among Commander and Pauper players.

Key Combos

Combo lines featuring this card

10,088 decks
Displacer KittenEternal WitnessLotus PetalSnap

Displacer KittenEternal WitnessLotus PetalSnap

Infinite LTB; Infinite ETB; Infinite storm count; Infinite magecraft triggers; Near-infinite colored mana; Return all creatures you don't control to their owner's hand; Infinite mana lands you control can produce; Infinite untap of lands you control

View combo details →

Price Context

Current price

$3.62 cheap tier

At $3.62, Snap sits at the low end of combo-staple pricing — cheap enough that nearly every deck that wants it just runs it without a second thought. Demand across Commander, Pauper, and Legacy brewing keeps a floor under the price, so it's unlikely to crater.

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Updated . Data from Scryfall, EDHREC, and Commander Spellbook.