Grasp of Fate
When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield.
|Want (3)||AzraelChimera , sedhyran72 , kirschwasser|
Printings View all
|Mystery Booster (MYS1)||Rare|
|Commander 2015 (C15)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Grasp of Fate Discussion
1 month ago
Ashaya, Soul of the Wild is better than you think. I promise you, it's better.
You think a 5 mana creature variant of mono-green Cryptolith Rite that is massive is all? Nope.
First off it's bigger than massive, like, a lot bigger. It is monstrous in many decks. Ever seen a lot of lands and creatures out? I see a 40/40 Ashaya. I wonder if Selvala, Heart of the Wilds, Soul's Majesty, Rishkar's Expertise, Traverse the Outlands, or Overwhelming Stampede would be good?
But even in a deck where it isn't that big, Ashaya is REAALLLLLLY good.
Not to mention... combos. Oh yeah, so... Quirion Ranger is an interesting card. It lets you bounce a forest to untap a creature.
Yep, just those two go infinite together, only infinite casts, as you net even, but a Glimpse of Nature, Beast Whisperer, Primordial Sage, or Soul of the Harvest and you'll be just fine. Remember, it's a land that keeps entering, landfall infinitely, with a Lotus Cobra, Tireless Tracker, or similar, and you'll be well on your way to an easy win.
Have a Priest of Titania? Now you have infinite mana.
(Scryb Ranger can do similarly, another super easy combo)
Also, remember you can run Oblivion Stone, and all the rest too.
That's a lot of damage. Not to mention:
This card can be both a powerful commander or mana ramp/combo engine in decks.
Titania, Steward of Argoth and other lands -> creatures style effects (think Rampaging Baloth) allow you to get a to get a ton of value from your creatures, reusing them for 4/4s and 5/3s.
Liege of the Tangle. Easy, clean reason why this card is hilariously fun!
You can Leyline of Abundance for more value too, didn't mention that. Was gonna click start a new thread and just thought of it. Gonna click it now before I think of ten more!
1 month ago
Currently planning on testing an Ashaya/Yisan/Untapper package with the following cards:
While high cmc, Ashaya immediately protects our field from Cyclonic Rift, Abrupt Decay, Grasp of Fate, etc., gives us immediate access to large swaths of mana, a massive beat stick, and a combo win line that might be a better alternative to one of this deck's or an additional backup.
The combo is simple. Big mana dork like Bloom Tender, Faeburrow Elder, Priest of Titania, then Quirion Ranger or Scryb Ranger, bounce itself to untap the big dork, tap it to recast the untapper and float more mana, rinse and repeat for infinite mana. Using Thrasios, Triton Hero, and the deck is played and you've won in a million different ways!
These cards seem playable individually and together they seem busted. The untapped specifically also combine nicely with Yisan, the Wanderer Bard, given some in-deck synergies lets us piece together an Ashaya combo or make a different combo.
1 month ago
It makes our board lands, so they can't remove it to a ton of effects!
2 months ago
RambIe "Win more", when I used it at least (not speaking for anyone else that uses it) means to me the types of cards like Overrun after you already had lethal on field. They are cards that don't need to be run, because when they are good you are already winning.
"Lose less" is another term meant to describe cards like Fog in a situation where it saves you a turn, but you do nothing with that turn and die the next turn. It stalls defeat, but doesn't change the situation.
A card that is great, but only when you are winning, or can stall, but only when you are losing are not good cards, and because it's hard to block creatures from 3 opponents, walkers have a disadvantage in EDH, making the thought that Oko protects itself from opposing creatures (one of the hallmarks of the card in formats like Standard and Modern, and even currently running through legacy) almost faulty, and while it being at 5 loyalty helps, often because it doesn't give direct card advantage, many deck will just beat it.
That's not saying I don't run and love the card, but I'd still pick Drake over Oko if I had to pick! I don't run Karn, Ashiok, or Narset often either. Oko is probably the toughest of them all, but my metagame is a lot of decks with Oakhame Adversary, Tymna the Weaver, partner decks, etc. that can deal with all sorts of walkers.
Yuriko is never really a big deal, as it's such an easy deck to whiff and die to itself. Our metagame is really just Kenriths, partner decks, Najeela (soo much najeela that just easy kills a walker), etc. that mean that slower Oko style plays are the more untenable variants.
Still, even on MTGO, while I would run both I'd still rather Drake, it's just a cleaner card overall, and more efficient, and easier to tutor, etc.
BTW: I compare him more to Dack Fayden, Teferi, Time Raveler, and Grasp of Fate than to Gilded Drake. A 3 mana, sorcery speed, interaction piece that either hits multiple cards, or has additional value makes more sense to me to compare. Dack Fayden used to be everywhere, and slowly ran out of the metagame (still is in Kess, Dissident Mage, but the -2 is less used) and it just less useful given the metagame's more creature-based evolution.
2 months ago
2 months ago
3 months ago
Hey there, I understand you are trying to keep in mind the balance between maintaining a constellation theme, but the synergy of +1/+1 counters would allow you to use Tayam's ability more often.
Cathars' Crusade - If you bring a creature back, Cathar's would trigger and get you at least 2, if not 3 more +1/+1 counters to then use Tayam's ability again, limiting you only to mana.
Pir, Imaginative Rascal - Doubles the amount of counters (any) on your permanents, giving you more activations.
Evolution Sage - The landfall proliferate again really helps add counters. Especially if you add back the sacrifice lands, like fetches, Evolving Wilds, Terramorphic Expanse, and Fabled Passage. (Those lands synergise with Skola Grovedancer too.)
Rishkar, Peema Renegade - Turns all your creatures into mana dorks.
Nikara, Lair Scavenger - Turns your creatures dying into card draw.
Grasp of Fate / Banishing Light / Oblivion Ring - Personally I would at least add Grasp of Fate, because 3 for 1 removal which can be reused through your commander's ability if it gets dumped to graveyard is very good.
Personally, I don't feel like there's enough lifegain to make use of Archangel of Thune, and Elesh Norn, Grand Cenobite is a good finisher but is an anthem effect (not counters). Good luck with tuning the deck!
4 months ago
There are many cards and decks for EDH.
I wanted to ask you all what you thought were some of the best for a variety of categories. (Also add your favorites or reasonings as you please!)
The first of these categories would be commanders, obviously, but I address that here: What is the best commander deck and why?
Now onto other categories of cards:
Ramp spells: Often Sol Ring would fit here, but Mana Crypt is often better, however with Bloom Tender, Birds of Paradise, Deathrite Shaman, Mox Diamond, and plenty different cards like rituals, dorks and rocks, what do you consider the best?
Lands: Often fetchlands, Command Tower and duals are considered the best, but with so many utility lands there are tons more!
Wincons: Not just combos, however Demonic Consultation&Thassa's Oracle is amazing, but Craterhoof Behemoth like in Yisan decks or Tendershoot Dryad, even Expropriate etc, what wins games for you, what do you think is the best one?
Spot Removal/Interaction: Counterspells like Mana Drain, Force of Will, removal like Swords to Plowshares, Abrupt Decay, Nature's Claim, Song of the Dryads or Grasp of Fate all apply, what's the best in your opinion?
If you have any other cards that don't fit these categories, however you find are some of the best cards for EDH, please, tell me below, thanks so much!