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Rules guide · Sorcery

SnortHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Final Fantasy Commander· June 13, 2025
Carte Magic Snort

Snort 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.

01

Official card text

Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way. Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Complete guide

Snort is a high-risk, high-reward sorcery that forces every player at the table to make a difficult choice about their resources. By offering a fresh hand of five cards, it tempts your opponents while setting them up for significant damage. Because it features the Flashback mechanic, this card remains a threat even after it has been cast or discarded.

How Snort Resolves

When Snort resolves, each player—starting with the active player and proceeding in turn order—decides whether they wish to discard their current hand. Every player who chooses to do so will then draw exactly five cards. After all draws are complete, Snort checks which opponents actually performed the discard action. It then deals 5 damage to each of those specific opponents.

Understanding the Hand Choice

A crucial ruling for Snort is that a player may 'discard' their hand even if they have zero cards. If an opponent chooses to discard an empty hand, they still draw five cards, and because they chose to discard, Snort will still deal 5 damage to them. This ensures that even hellbent players cannot get a free refill without the life penalty.

The Flashback Clause

Flashback allows you to cast Snort from your graveyard by paying its alternative cost of {5}{R}. Casting it this way follows normal sorcery timing rules. Once a spell cast via Flashback leaves the stack for any reason—whether it resolves, is countered, or is exiled by another effect—it is moved to the exile zone instead of returning to the graveyard.

Strategic Timing

The best time to cast Snort is when you have few cards in hand and your opponents have high life totals but low card counts. By forcing them to choose between card advantage and 5 damage, you create a lose-lose situation. It is also an excellent late-game mana sink using its Flashback cost when the board state has stalled.

Interaction examples

Refueling with Mana Geyser

If your opponents have many tapped lands, you can cast Mana Geyser to generate a large amount of red mana. You can then use that mana to cast Snort from your hand, and later in the same turn, pay the {5}{R} Flashback cost to cast it again from your graveyard, potentially dealing 10 damage to opponents who need cards.

The Commander's Advantage

If you control your commander, you can cast Jeska's Will to exile the top three cards of your library and add mana based on an opponent's hand size. If Snort is among the exiled cards, you may cast it immediately. If your opponents discard to Snort, they gain cards, which might make a subsequent Jeska's Will even more powerful if you have a way to recur it.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Snort

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    "Flashback [cost]" means "You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    A player may choose to discard their hand even if their hand contains zero cards. Snort will still deal 5 damage to that player if they choose to discard their empty hand.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduel
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