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Rules guide · Enchantment

Static SnareHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Tarkir: Dragonstorm· April 11, 2025
Carte Magic Static Snare

Static 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.

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Official card text

Flash This spell costs {1} less to cast for each attacking creature. When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.

Complete guide

Static Snare is a versatile white enchantment that punishes aggression while providing instant-speed removal. By utilizing its Flash ability and cost reduction, you can turn an opponent's combat phase into a disadvantageous trade.

Mastering Cost Reduction

The primary strength of Static Snare lies in its cost-reduction mechanic. For every attacking creature—regardless of which player it is attacking—the spell costs {1} less to cast. This means if an opponent attacks you with four creatures, you can cast Static Snare for just {W}. Note that this check only occurs at the moment you announce the spell and determine its total cost.

Step-by-Step Resolution

First, you cast Static Snare, usually during an opponent's declare attackers step to maximize the discount. Second, when the enchantment enters the battlefield, its triggered ability goes on the stack. Third, you choose a target artifact or creature an opponent controls. Finally, if the target is still legal when the ability resolves, that permanent is exiled. It remains in exile as a single continuous effect until Static Snare leaves the battlefield.

Timing and Duration

Because Static Snare uses the 'until' wording introduced in newer sets, the exile is a duration-based effect rather than two separate triggers. If Static Snare leaves the battlefield before its enter-the-battlefield ability resolves, the target permanent is never exiled. This prevents the 'flicker trick' associated with older cards like Oblivion Ring.

Strategic Deployment

While best used defensively, Static Snare can also be cast during your own combat phase if you have creatures attacking. Since the discount applies to 'each attacking creature' without specifying an opponent, your own aggressive plays can make this removal spell cheaper to cast.

Interaction examples

Dealing with Treasures

Your opponent has a Smothering Tithe and has generated several Treasure tokens. During their combat phase, after they declare three attacking creatures, you cast Static Snare for {1}{W}. Upon entry, you target one of the Treasure tokens. The Treasure is exiled immediately, preventing them from sacrificing it for mana later in the turn.

Doubling the Tax

If your opponent is using Smothering Tithe alongside Anointed Procession to create double the Treasure tokens, you can wait for them to attack. Even with a large board of artifacts, Static Snare only costs {W} if they attack with four or more creatures. You can then exile the Smothering Tithe itself to stop the token generation engine entirely.

Flash Speed Removal

In a vacuum, Static Snare serves as a surprise blocker's bane. If an opponent attacks with a single large creature, the cost is {3}{W}. You can cast it after attackers are declared but before you declare blockers, removing their biggest threat from the battlefield before it can deal damage.

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

How it works : Static Snare

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
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