Grasp of Darkness

Grasp of Darkness


Target creature gets -4/-4 until end of turn.

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Set Rarity
Core Set 2021 (M21) Common
Game Night 2019 (GN2) Uncommon
Oath of the Gatewatch (OGW) Uncommon
Scars of Mirrodin (SOM) Common

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Format Legality
Pioneer Legal
Noble Legal
Leviathan Legal
Penny Dreadful Legal
Pre-release Legal
Hero Legal
Vintage Legal
Legacy Legal
Unformat Legal
Heirloom Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Tiny Leaders Legal
Duel Commander Legal
Modern Legal
Arena Legal
1v1 Commander Legal
Historic Legal
Canadian Highlander Legal
Pauper EDH Legal
Commander / EDH Legal
Oathbreaker Legal
Casual Legal
Magic Duels Legal
Frontier Legal
Brawl Legal
Pauper Legal

Grasp of Darkness Discussion

BRG24 on Sorin Orzhov Tempo

4 days ago

Nice deck, always nice to see Vampire tribal. A few possible suggestions, Castle Locthwain feels like it would be great here, especially since you’re low on draw. It’s just always nice to have some emergency draw on hand when you need it. I think that Drag to the Underworld is probably better than Grasp of Darkness here, especially when all your heavy black devotion going on meaning it will often cost the same. Vampire of the Dire Moon is a great aggressive body that can also be used really well defensively due to the deathtouch, and Metallic Mimic might be a great way of buffing your board, although unfortunately isn’t a Vampire itself. Hope this is useful to you, and good luck with the deck.

DanMcSharp on No Cards or Creatures for You

6 days ago


I don't think Thought Distortion belongs in this deck. It's meant to be used mostly as a sideboard card, possibly to be fetched with something like Fae of Wishes to really hit a hard on a control player that has a hand full of good stuff. In this deck, your opponent will be mostly empty-handed by the time you cast it. You will maybe make them discard 1 or 2 cards at best, if you're lucky.

Fetid Imp is pretty weak and taxes you 1 mana just to remain useful. If you really want a deathtouch creature, you could use Mire Triton instead, but if I was you I would use Yarok's Fenlurker instead, a typical 2 drop in any discard deck, and it would fuel your devotion better for Gray Merchant of Asphodel.

Kaervek, the Spiteful is an interesting addition, but since he's not always useful and is legendary, I would only run a single copy, maybe 2 if you really like him. Would kill a Yarok's Fenlurker if you decide to use some too.

Mire's Grasp and Dead Weight would work really well with Hateful Eidolon, could be an worthwhile addition. Btw, since you already run those as creature removal, you could swap some Grasp of Darkness for Eliminate so that you can also hit planeswalkers.

You should also run a few Castle Locthwain, no real reasons not to tbh.

Hopefully these suggestions are useful, cheers!

BlueBallsMgee on Just Gotta Jund 'em Out - M21 Standard

1 month ago

DandyBoi With more accessible removal such as Grasp of Darkness and Eliminate the appeal for Bonecrusher Giant and its "Shock" value minimized a bit as it's able to take out a reasonable number of threats with more than 2 toughness. Haven't completely cut it out though will be in mind throughout next standard.

rdean14 on Card creation challenge

1 month ago

Ah, sorry, it looked like there was actually a response to that one, but it was your card again.

Maddening Might


Target creature gets +3/+1 until end of turn and if that creature dies this turn, destroy target artifact or enchantment.

Okay, So I'd like to see a common-rarity limited playable, but not standard playable removal spell

Examples in M21:

Finishing Blow, Read the Tides, Legion's Judgment, Turn to Slag, Silent Dart

Standard playable commons: Shock, Return to Nature, Scorching Dragonfire

Frost Breath and Grasp of Darkness are edge cases.

darkdexterminate on Thirst for Blood

2 months ago

Hello, your deck has some potential. Just some advices:

  1. I think you should replace Grasp of Darkness for Dismember, that -1/-1 extra could be truly useful for some tanky creatures. Also, you can distribute those mana as you want. That extra mana/life is worth of being paid.

  2. Victim of Night for something like Hero's Downfall, Fatal Push, Gatekeeper of Malakir, etc.

  3. Cordial Vampire is a must since Modern Horizons was released. You must play it. It doesnt only go well with your removal, it goes well with chomp blocks, or even if you consider that Gatekeeper of Malakir that I mentioned before, It could be truly awesome.

  4. There are some planeswalker that could fit truly well in this deck, Sorin, Imperious Bloodlord, you could make some nasty combos like Sorin, Imperious Bloodlord + Bloodlord of Vaasgoth at turn 3; Liliana, the Last Hope can help you to get some of your vampires in safe goal, even if you put that Cordial Vampire mentioned before, you could be buffing your vampires meanwhile removing some tiny things, like mana fixers.

  5. Asylum Visitor seems pretty week and have a hard condition in some decks, you could sustitute it for Phyrexian Arena or something annexed to tribal deck.

  6. Some cards like Urge to Feed, Shadow Alley Denizen, Bloodghast, Thoughtseize, Dash Hopes, Collective Brutality, could be some cards interesting to contemplate.

RNR_Gaming on Jack's Mono-black Vamps v2

2 months ago

So, even though this is budget I'm still going to recommend Fatal Push this is prime removal in modern and goes into a lot of decks; don't think of it as just buying a card for this particular deck it goes into most if not all modern/pioneer/legacy decks running black.

Knight of the Ebon Legion - is an excellent one drop and its price is just a little over a dollar; at its' prime it was around 8

Gifted Aetherborn - is a non flying 2 mana vampirebrohawk. It's a very solid card against opposing aggro decks

Dusk Legion Zealot - the card and the body is definitely worth the 1 life you pay for it

Grasp of Darkness - under a dollar and can get rid of the pesky fatties in the format

Champion of Dusk - a nice pay off at the top end of a curve and can get you back into a game with a nice reload.

The_Potato_Judge on Mono Black (Semi) Mid-Range/Control

4 months ago

I realize I'm coming to the party late, but I have one thing I would point out.

Indestructible creatures are a thing.

Whenever I run mono-black, I try very hard to have stuff in there to deal with them. I also think that 8 creature removal cards is about right, but I would have 3 or 4 of them be -X/-X cards, to kill indestructible stuff, since Grasp of Darkness will kill moderate-toughness standard creatures to still be useful.

I do see that you have some Disfigures in the sideboard right now, but you have 22 removal cards in your 75. Only 6 of them can kill an indestructible creature, and the Tragic Slip pair only will go off some of the time. I LOVE Grasp of Darkness and cards like it, because "destroy" cards usually have some limitation, like color (dark banishing is weak against another Black deck) or artifact status.

-X/-X cards rarely do.

I'm not an expert, but I think it's something to keep in mind, especially if your friends love to play Black.

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