Originally Posted by
Tacosnape
Here are the two problems with Spell Snare, in my book.
1. Merfolk isn't what most people consider a tempo deck. It plays nothing like RUG Delver lists. Merfolk is pretty much close to a true aggro deck. Drop guys. Drop more guys. Turn guys sideways. Like all aggro decks, you get a little disruption: Force, Daze, Wasteland, and a plethora of decent sideboard options. But for the most part? You swarm them with fish. Because of this, cards that require you to keep your mana open always have an inherent drawback - You're slowing yourself down. Sometimes you might get the exact perfect opportunity to use the Spell Snare at the right time. Sometimes you'll end up with nothing to show for keeping your mana open when your board presence could have been improved. I'm not saying that keeping your mana open makes a spell unplayable in Merfolk. I'm just saying that the drawback in a deck like this versus a RUG Delver deck that can stick one dude and ride it to victory is quite real.
2. If you do want spells that keep your mana open, Spell Pierce is better than Spell Snare. Pierce hits everything except creatures, regardless of CMC. Cavern of Souls exists, making the counterability of creatures questionable nowadays.