
Shockingly, I believe I may have made a somewhat competitive deck. Special thanks to Adam aka Broseph for making some critical suggestions. The video covering the basic premises of this deck can be found on my YouTube channel using this link. I will try to flesh out this primer some more as I work on make additional tweaks to the deck.
Change Log
October 25, 2025
These changes were made for the SCG Baltimore Crossroads.
Removed
Added
These changes were made to make Snagged as competitive as possible for the SCG Baltimore Crossroads. The Ring, Grim Guisarmes, Atlantean Fate, Questing Beast, and Swaps were added due to their power level. The Pirate Ships stepped in for the Overbearing Bailiffs, sacrificing raw power for more mobility. I found that Pond was a huge boost early on, so Bottomless Pit, which I would have a hard time defending against Vampires, as well as a Gnome Hollows came out for them. I also dropped the Brooks and Caverns to bring Free City back and add Bower to counter Morgana, Boudicca, and Grandmaster Wizard.
Since Gothic is on the horizon, this may be the final update for Snagged.
September 7, 2025
Removed
Added
The change to immobile made Bog much less effective, so Babbling Brook was selected as the most viable replacement. The massive amount of water in the deck also could make the Root Spiders dead cards as previously anticipated, so one was cut to round out to a full set of Torshammer Trinket.
July 19, 2025 (Codex release and rules update)
Removed
Added
This deck is re-entering testing due to the major rule changes that came with the Codex. The loss of Free City is a massive blow for this deck, but given the change in function, its viability has decreased considerably. I will say that Free City may be more viable in this deck than most, since it is used to attack your opponent's avatar in many cases, so it may make a return. I also took this opportunity to remove the Stone and the Ring, the latter due to my advocating it should be banned and the former because the two Cores feel like enough. The Finwives have been helpful from time to time, but I have opted to remove them again to create a more minion defensive build. The Impenetrable Copse has also been helpful on a few occasions, but with the loss of Free City, it seems wiser to reinforce the defensive sites targeting minions.
Gigantism is really a no brainer for this deck given the goal of pulling in your opponent's avatar and crushing them. Ruler of Thul is also an excellent option, not only having charge, but increasing the power of all minions on the back line where hopefully your opponent's avatar is sitting. Root Spiders were also added for minion defense, though I am not sure all three will stay, as there is a tremendous amount of water in the deck. The Kettletop Leprechauns were rounded out to a full set of four because they are always useful and gives some pseudo card draw. Finally, the Atlas was brought back up to regulation size by adding three Gnome Hollows and two Bottomless Pit. The placement of these sites will be critical, as they provide an easier escape route for your opponent's avatar, so inclusion will be carefully evaluated.
June 12, 2025
Removed
Added
Drawing Pillar early is much less useful than any other site, and I often find that I actually don’t want to play it later if I have pulled the enemy avatar into my net, as it can provide an escape route. On the other hand, Pebbled Paths is crippling against charge decks, so I have added a third copy.
May 17, 2025:
Removed
Added
Bog is very useful, but I decided that the movement offered by another Undertow might be more helpful.
March 4, 2025:
Removed
Added
Everyone has looked askance at the Pixies, so despite the utility I have found they provide, I am going to remove them temporarily try to other options. I have consistently found Bury to not be terribly useful given the amount of water sites in the deck, so I am removing it for now. Finally, while Rift Valley is a great card, it just doesn't fit the theme of the deck anymore. I wanted to keep some of the utility offered by the Pixies, so I opted to try out Helpful Hob, which I think will allow the deck to hit even harder. In addition, because I have so many 2 many spells, I often don't spend through my mana each turn, so the Trinkets were a natural fit to add more hitting power. While testing, I have encountered tons and tons of charge with this deck, so Pebbled Paths felt like a very simple solution to replace the Rift Valleys.