Snaremaster Sprite 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
Flying When this creature enters, you may pay. When you do, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Complete guide
Snaremaster Sprite is a versatile blue creature that brings utility to Faerie decks and tempo strategies alike. This cheap flyer provides an early-game evasive threat while offering a flexible way to lock down an opponent's key creature.
What It Does
Snaremaster Sprite is a 1/1 creature with Flying that costs only one blue mana. Its unique power lies in its 'enters' ability: you have the option to pay an additional two generic mana when it hits the battlefield. If you choose to pay this cost, you can tap down an opponent's creature and place a stun counter on it, preventing it from untapping during their next untap step.
How It Resolves Step by Step
When Snaremaster Sprite enters the battlefield, its first ability goes on the stack. You do not choose a target yet. When that ability resolves, you decide whether to pay the two mana. If you pay, a second 'reflexive' ability triggers immediately. You then choose the target creature you wish to tap and stun. This allows you to wait until the last possible moment to decide if the investment is worth it based on the current board state.
Common Mistakes
A common misconception is that you must target an untapped creature. You can actually target a creature that is already tapped; if you do, the tap effect is ignored, but the stun counter is still placed on it. Additionally, remember that players can respond to the reflexive ability after you pay the mana but before the creature is tapped and stunned.
When to Play It
This card is most effective in the early to mid-game to disrupt mana dorks or aggressive attackers. Because it is a Faerie, it also benefits from tribal synergies. It is a great way to push through lethal damage by removing a reach or flying blocker for two full turn cycles.
Interaction examples
If your opponent has an Ornithopter of Paradise, you can cast Snaremaster Sprite and pay the two mana. Even if they tap the Ornithopter in response to add mana, the reflexive ability will still resolve, putting a stun counter on it. The Ornithopter will now miss its next untap, denying your opponent mana for an extra turn.
While Faerie Mastermind provides card draw, Snaremaster Sprite provides the board control needed to protect your life total. By stunning an opponent's largest threat, you ensure that you can keep drawing cards with the Mastermind without being forced into unfavorable blocks.
When played alone on turn three, Snaremaster Sprite can tap down an opponent's only flying blocker. By adding the stun counter, that blocker remains tapped for the opponent's next turn, allowing Snaremaster Sprite and your other creatures to attack safely for two consecutive combat phases.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Snaremaster Sprite
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You don't choose a target for Snaremaster Sprite's ability at the time it triggers. Rather, a second "reflexive" ability triggers when you pay
this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.
No other card is named in this ruling.
- #2· Wizards of the Coast
You may target a creature that is already tapped with the reflexive triggered ability. If the target creature is already tapped as the ability resolves, you will still put a stun counter on it.
No other card is named in this ruling.
Legal formats
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Meta decks with Snaremaster Sprite
No archived Top 8 deck with this card yet.



Ornithopter of Paradise
Faerie Mastermind