Home / Magic: The Gathering / Foundations / Stasis Snare
Stasis Snare
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Enchantment

Stasis Snare

uncommon · Enchantment · Foundations
$0.11
Low
$0.13
Market
$0.16
High

Oracle Text

Flash (You may cast this spell any time you could cast an instant.)
When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield.

Card Details

-/-Power / Toughness
{1}{W}{W}Mana Cost
1Prints

Character Background

Stasis Snare is instant‑speed exile wrapped in an enchantment — a clean tempo‑control tool that lets white neutralize threats without feeding graveyards. Its flash makes it both a surprise blocker answer and a combat‑swing play: hold it for an attacking beater or cast it on an opponent’s giant during their end step to seize tempo. Because the exile lasts only while the enchantment remains, the card rewards deckbuilding that protects or reuses enchantments: pair Snare with flicker/bounce effects so you can blink the Snare and re‑exile targets on re‑entry, run two-to-three copies for redundancy, or include enchantment‑protection/recursion to punish removal. This is less about long‑term card‑advantage and more about soft lock and tempo denial, so it fits midrange or control shells that value cheap interaction and board control rather than pure aggro or combo lines that suffer when your tempo piece is answered.

Generated using gpt-5-mini

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Suggested Pricing
$0.11 - $0.16
At the current market price of $0.13.
Average Time to Sell
3 days
At the current market price of $0.13.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Stasis Snare is instant‑speed exile wrapped in an enchantment — a clean tempo‑control tool that lets white neutralize threats without feeding graveyards. Its flash makes it both a surprise blocker answer and a combat‑swing play: hold it for an attacking beater or cast it on an opponent’s giant during their end step to seize tempo. Because the exile lasts only while the enchantment remains, the card rewards deckbuilding that protects or reuses enchantments: pair Snare with flicker/bounce effects so you can blink the Snare and re‑exile targets on re‑entry, run two-to-three copies for redundancy, or include enchantment‑protection/recursion to punish removal. This is less about long‑term card‑advantage and more about soft lock and tempo denial, so it fits midrange or control shells that value cheap interaction and board control rather than pure aggro or combo lines that suffer when your tempo piece is answered.

Generated using gpt-5-mini · Updated at 2026-05-16 15:20:44 UTC

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