Snapcaster Mage's top priority is to serve as an instant insurance policy in case an opponent manages to counter your first attempt to combo off, or you accidentally stick a win-con in the yard.
This first priority qualifies as being quirky because of
Snapcaster Mage's ability to set off the combo at instant speed. All that is required is that you have a
Pili-Pala in the yard and 7 mana (4 of which have to be able to generate blue mana) available.
Here is how to set it up:
Step 1: Play
Grand Architect, preferably with a
Cavern of Souls so that it can't be countered and removal is their only answer to the threat of the combo.
Step 2: Wait and see if your opponent tries to kill
Grand Architect. If he/she does, proceed to step 3 in response to his removal spell. The rest of the combo can be achieved at instant speed, so that removal spell will stay on the stack until you are done combo'ing. They will be dead once you get done combo'ing though so... Stack4Lyfe. If he/she doesn't try to kill
Grand Architect, proceed anyway.
Step 3: Cast
Snapcaster Mage, targeting
Postmortem Lunge. This should preferably be with a second copy of
Cavern of Souls which has named Human to further prevent counter magics, but this occurrence is unlikely.
Step 4: Cast
Postmortem Lunge for 2 colorless, paying 2 life for the black source, and bringing back
Pili-Pala. This step is the only step of the combo which will always be open to counter magics/removal. If your opponent tries to use removal at this stage, good on him. Using removal in response to
Postmortem Lunge is the only time it can be used against this particular set-up.
Step 5: Pay 1 blue mana to turn
Pili-Pala blue. At this point, you have used 7 mana, 4 of which being blue. This is the point where your opponent should try to kill
Pili-Pala if he has any removal in his hand. IF you have more blue mana available though, all blue mana you have remaining effectively become
Dispels which even work on cards like
Abrupt Decay. This is because the activated abilities of creatures occur at instant speed.
Step 6: Go infinite on mana. At this point the combo cannot be stopped. Activated abilities of creatures
which generate mana happen at the same speed as
Split Second abilities. Neither can be played in response to the other though.
Step 7: Win. You have infinite mana at this point, so unless you get
Ricochet Trapped and have no way to prevent yourself from losing to it, you win. If you get beaten by
Ricochet Trap, you gun doofed.
Note about this instant speed scenario: It requires that you play Grand Architect to the field, and is very vulnerable to counter-magic if you don't have Cavern of Souls out. If you are playing against a control deck, or any kind of deck which runs a lot of counter magics, do not try to abuse this synergy unless you are 100% certain that your opponent cannot counter the Grand Architect/Snapcaster Mage/recurred Postmortem Lunge.
Snapcaster Mage's second priority is to make your opponent concede from value overload. Take the following scenario:
You have Postmortem Lunge and Jace, Vryn's Prodigy
in the yard. Your opponent taps out for some reason or other to play a spell. You play Snapcaster Mage on your opponent's end step pulling Postmortem Lunge out to re-cast. Postmortem Lunge pulls Jace, Vryn's Prodigy
back out of the yard. Then you loot with jace and flip him and... you know the drill. A pipe-dream you say? Well... we run Grisly Salvage, AND our opponents will never just let a jace stick to the board, so while the un-counterable land base supporting this synergy might be a pipe dream, the scenario itself is not as much of a pipe-dream as you might think. What this allows is for Snapcaster Mage to effectively act as an additional copy of Jace, Vryn's Prodigy
when Jace is boarded in for the control match-ups. This is still a bit of a pipe-dream for aggro match-ups given their speed, but the more important factor in those match-ups is that both can serve as blockers, so this "pipe-dream" argument is invalid. NEXT!!!