Cyclopean Snare is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
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: Tap target creature, then return this artifact to its owner's hand.
Complete guide
Cyclopean Snare is a versatile artifact that offers a repeatable way to control the battlefield by tapping down problematic threats. While its activation cost and self-bouncing requirement seem steep, it provides a persistent defensive utility that is difficult for opponents to remove permanently. In this post, we will explore how to maximize this snare to disrupt your opponent's plans every turn.
What Cyclopean Snare Does
This artifact serves as a reusable piece of interaction. For a cost of three mana and tapping the artifact itself, you can force any creature on the battlefield to become tapped. The unique catch is that as part of the resolution of this ability, the Snare returns to your hand, allowing you to cast it again later but requiring a fresh mana investment to use it once more.
Step-by-Step Resolution
First, you activate the ability by paying three mana and tapping Cyclopean Snare, choosing a target creature. When the ability resolves, the game checks if the target is still legal. If it is, the creature becomes tapped. Immediately after the creature is tapped, the Snare is returned to your hand as part of the same effect. If the target creature is no longer legal when the ability tries to resolve, the entire ability fails and the Snare remains on the battlefield.
Common Pitfalls
A common mistake is forgetting that returning the card to your hand is part of the effect, not the cost. This means if an opponent destroys Cyclopean Snare in response to the activation, you still get to tap their creature, but you won't have the artifact in hand to cast again. Additionally, because it returns to your hand, you cannot use it multiple times in a single turn cycle without having a way to give it Haste or sufficient mana to recast it.
Strategic Timing
The best time to use this ability is usually during your opponent's Beginning of Combat step. This allows you to tap down their most dangerous attacker before they have a chance to declare it as an attacker. Since the Snare returns to your hand, you can then recast it during your own turn, keeping your mana open for other threats during the rest of the game.
Interaction examples
With Sol Ring on the battlefield, you can tap it for two colorless mana, leaving only one more mana needed from another source to activate Cyclopean Snare. This mana acceleration helps offset the repetitive cost of recasting the Snare every time it returns to your hand.
If you are playing a multi-color deck, Arcane Signet ensures you have the specific mana required to recast Cyclopean Snare after it bounces. Since the Snare costs two generic mana to cast and three generic mana to activate, the consistent mana flow from the Signet is essential for keeping the lock on your opponent's creatures.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Cyclopean Snare
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Cyclopean Snare
No archived Top 8 deck with this card yet.



Sol Ring
Arcane Signet