Home / Magic: The Gathering / Mystery Booster 2 / Snap Judgment
Snap Judgment
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Instant

Snap Judgment

rare · Instant · Mystery Booster 2
$0.16
Low
$0.19
Market
$0.24
High

Oracle Text

The player who wins this game also wins the match. (A player may concede the game at any time. If the game ends while this spell is on the stack, it never resolves.)
Cycling {1}

Card Details

-/-Power / Toughness
{4}{R}Mana Cost
1Prints

Character Background

Snap Judgment is a weird, theatrical finish for red decks: it doesn't win you the current game, it converts a game win into the whole match, so its real home is in decks that regularly create inevitability—combo lists that can assemble a one‑turn kill or control/lock decks that produce an unavoidable board state. Practical play: don’t hurl it as a bluff; cast it when your win is locked in and the opponent has no meaningful outs, because if the game ends while the spell is still on the stack it simply fizzles. Its cycling {1} makes it low-risk sideboard tech—if the match situation makes the card impractical you can turn it into a fresh draw. Deckbuilding tip: slot it into red combo or tempo shells that already run cycling or card‑selection and that can create a clean window to resolve an instant—this gives you a match‑sealing option without clogging your opener. Thematically it reads like a sudden, courtroom‑final hammer: flashy, high variance, and best used when victory is already inevitable.

Generated using gpt-5-mini

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Suggested Pricing
$0.16 - $0.24
At the current market price of $0.19.
Average Time to Sell
3 days
At the current market price of $0.19.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Snap Judgment is a weird, theatrical finish for red decks: it doesn't win you the current game, it converts a game win into the whole match, so its real home is in decks that regularly create inevitability—combo lists that can assemble a one‑turn kill or control/lock decks that produce an unavoidable board state. Practical play: don’t hurl it as a bluff; cast it when your win is locked in and the opponent has no meaningful outs, because if the game ends while the spell is still on the stack it simply fizzles. Its cycling {1} makes it low-risk sideboard tech—if the match situation makes the card impractical you can turn it into a fresh draw. Deckbuilding tip: slot it into red combo or tempo shells that already run cycling or card‑selection and that can create a clean window to resolve an instant—this gives you a match‑sealing option without clogging your opener. Thematically it reads like a sudden, courtroom‑final hammer: flashy, high variance, and best used when victory is already inevitable.

Generated using gpt-5-mini · Updated at 2026-05-16 11:20:44 UTC

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