I'm not sure you really understand the decklist I posted. Let's be clear: absent disruption, the build I posted does not fizzle (ever) if you assemble three lands and Tide-Snapcaster-Snap-Intuition. You are entirely draw independent, and don't need to worry about sorceries clogging up your hand. It is a guaranteed instant speed decking.
I've not actually found Snapcaster/Snap to generate much mana; in fact you need two High Tide in play for it to generate any mana at all. What the combo does, though, is generate massive amounts of storm without requiring you to draw cards. In this sense, then, it is better suited to a cheap Brain Freeze kill.Is there a reason everyone is trying Snapcasters in monoblue builds? If it does produce such an absurd amount of mana then why aren't we playing Hunting Pack? It works well against aggro. You go off in response, block all their shit and then swing back for the kill. For example... Remand your opponent's spells, Repeal your opponent's creatures, and then Tangle --> Snapcasting your way to the win sounds like it could catch on.
That said, there is an alternative. If you are willing to play Reset (over Snapcaster) and Merchant Scroll, High Tide/Reset/Reset/Cunning Wish is just as easy to put together as Tide/Snapcaster/Snap/Intution - easier in fact, because you can Scroll for every card in the combo - and is a guarenteed turn 3 win via Hunting Pack. It's a half turn slower (because you have to go off on their turn, which means their turn 4 in half your games), but it also allows the deck to play the slower game if you so desire; Snap Tide does not benefit from additional land drops the way Reset Tide does.
This alternate combo opens you up to Wasteland (though you can still make it work if you fetch a Forest), but is less vulnerable to soft counters because it generates extra mana.
Last edited by Silent Requiem; 09-28-2011 at 04:35 AM.
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