Snare the Skies 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
Target creature gets +1/+1 and gains reach until end of turn. (It can block creatures with flying.)
Complete guide
Snare the Skies is a versatile green instant that provides a quick combat buff and defensive utility for just a single mana. It allows your ground-based creatures to surprise an opponent by leaping up to intercept airborne threats while providing a slight power and toughness boost.
What It Does
Snare the Skies targets a single creature and grants it two distinct benefits until the end of the current turn: a +1/+1 stat increase and the reach keyword. Reach is a keyword ability that allows a creature without flying to legally block creatures that do have flying, making this a perfect combat trick against aggressive aerial decks.
Step-by-Step Resolution
First, you cast Snare the Skies by paying its mana cost and choosing a legal target creature on the battlefield. When the spell resolves, the +1/+1 bonus and reach are applied immediately. These effects last until the cleanup step of the turn, meaning the creature retains its improved stats and blocking capabilities through all combat phases and any post-combat main phases.
Common Mistakes
One common error is trying to cast this after a flying creature has already been declared as 'unblocked.' To successfully block a flyer, you must cast Snare the Skies during the 'Begin Combat' step or the 'Declare Attackers' step at the latest. Once the 'Declare Blockers' step begins, it is too late to change which creatures are eligible to block those already attacking.
When to Play It
This card is best used as a reactive tool during your opponent's turn. Because it is an instant, you can wait until your opponent commits to an attack with a flying creature, then cast it to create a favorable trade. It also functions as a cheap way to save a creature from damage-based removal like 'Shock' by bumping its toughness by one.
Interaction examples
If your opponent attacks with a 2/2 Bird token with flying and you have a 2/2 Grizzly Bears, you can cast Snare the Skies on your Bears. It becomes a 3/3 with reach, allowing it to block and destroy the Bird while surviving the combat.
You can use Worldly Tutor on your opponent's end step to put a powerful creature on top of your library. If you are worried about dying to a flyer before you can draw that creature, having Snare the Skies in hand provides a one-mana insurance policy to stabilize your life total for one more turn.
If an opponent tries to use a removal spell on your creature in response to you casting Snare the Skies, you can respond with Heroic Intervention. This gives your creature hexproof, ensuring Snare the Skies resolves successfully, resulting in a creature that is +1/+1, indestructible, and has reach.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Snare the Skies
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 Snare the Skies
No archived Top 8 deck with this card yet.



Worldly Tutor
Heroic Intervention