Grasp of Fate

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Pauper Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

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Set Rarity
Commander 2015 (C15) Rare

Combos Browse all

Related Questions

Grasp of Fate

Enchantment

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.

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C15

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Grasp of Fate Discussion

Rivenor on Zuur, The Controller

1 week ago

That seems like a lot of land to me. I would suggest reducing to between 35 and 37 total.

Other cuts I would suggest:

Additions:

Keeping these budget friendly, don't want to break the bank.

  • Ethereal Armor: Helps get the actual GD in there for you.

  • Steel of the Godhead: A better version of Cloak of Mists for you.

  • Solemnity: It messes with lots of decks that are popular and not with yours.

  • Oblivion Ring, Grasp of Fate and Detention Sphere are all amazing and handy in EDH. If you only include one I would go with the grasp if you are playing multiplayer or the sphere if you have a friend who loves tokens.

  • Ghostly Prison: Helps keep you safe while you load up on enchantments. Should be one of the first ones fetched.

  • Sun Titan: That magical number 3 comes into play here. Let's you bring back most enchantments that Zur fetches. Decent beatstick to boot.

  • Bruna, Light of Alabaster: People running too much enchantment hate for Zur to keep up? Pop Bruna in late game to bring it all back onto herself to bring in the last of that damage.

_raeofsunlight on Vogels

3 weeks ago

I like this! You might want to consider adding Banishing Light, Oblivion Ring, or Grasp of Fate instead of Pacifism. Pacifism is great until you need to take out someone's enchantment or artifact.

drohack on Voltron, False God

3 weeks ago

Here is my attempt to figure out my "7 by 9" classification of my deck (Referenced article about "7 by 9"). The deck doesn't really fit into the model well since many of the cards overlap by just being enchantments that there's a lot of categories/single cards that only care if other enchantments get played.

The deck itself cost a lot to get rolling and I like where the ramp sits right now even if it's a bit high on cards, but being a 5 color deck has its requriements. I'd like to increase the number of cost reduction cards. And slightly increase the number of draw, and combo cards. If I had to I would probably remove some of the buff/removal/graveyard cards. The issue I have though is that I want to keep the same number of creatures as early agression is this decks downfall. If I could I would also update the mana base and then be able to cut some of the ramp cards.

Number of enchantments: 36 (a * represents that this card cares about enchantments) (15 are auras)

Mana (14)

Ramp(10):

Mana fixing(2):

Cost reduction(2):

Tutor(9) *

Enchantment tutor(6):

Graveyard(3):

Draw(6):*

Removal(7):

Protection(5):

Combo(8):

Buff(4):

Other(8):

CaptSillva on SWAT CATS

1 month ago

Some solid cards you could consider are these Felidar Cub, Adorned Pouncer, Pride Sovereign, Regal Caracal, Felidar Sovereign, Chameleon Colossus, Mirror Entity, Hungry Lynx, Path to Exile, Swords to Plowshares, Auramancer, Rancor, Eldrazi Conscription, Song of the Dryads, and Grasp of Fate.

A few weaker cards you could consider cutting are Staff of the Sun Magus, Wily Bandar, Wall of Essence, Totem-Guide Hartebeest, Leafcrown Dryad, Armored Ascension, Karametra's Favor, and Pariah.

Weird_Frisbee on Zur Prison

1 month ago

Yes I know this isn't a good list for a 4-pod, this is my 1V1 edh.

Grasp of Fate isn't in here because I have multiple other things that do the same thing albeit only typically a single target, but in 1v1, thats fine.

As for Necropotence, I don't personally own one and nor do I believe its essential to have one in Zur, not that I wouldn't mind having one lol.

It is true, no haste for Zur so on turn 3-4 when I cast him it is a scary time for removal but a majority of decks don't run alot of removal and in the early turns most decks are still developing their board-state so normally he gets to swing on turn 4-5 and starts shutting stuff down.

Sgtpopnfreash on Zur Prison

1 month ago

Ehh this strategy is too easy to shut down for competitive edh. Without haste ZUur is too easy to remove before he gets to swing and he is the only card advantage you have access to. You are fully hoping to get to keep Zur while you lock out your opponents and when 3 people are trying to shut you down they probably will. You arn't even running Grasp of Fate or Necropotence

CaptSillva on Prepare for trouble, and make it triple

1 month ago

Hey looks like a fair neat build. A few things I noticed when looking at it though is that it is far from optimized. Here are a few suggestions.

Firstly, due to a rules change you con create mana outside of your commander's colors now. So even though you're running a Blue/White/Black deck, you can still generate Red and Green mana. This is very important for your commander since it will allow you to play those types off cards from your opponent's hand. With that in mind, more flexible mana fixing would a big help. Here is a few options Fellwar Stone, Coalition Relic, Commander's Sphere, Cultivator's Caravan, City of Brass, and Mana Confluence.

Sharuum the Hegemon should also likely be in here. Perhaps a Sphere of Safety since you seem to be going for a pillow fort strategy. Other good cards worth considering are Grasp of Fate, Sun Titan, Cataclysmic Gearhulk, Noxious Gearhulk, and Torrential Gearhulk.

Easy cuts to make room for these cards include Anticipate, Sphinx Sovereign, Mind's Dilation, Blazing Archon, Iona, Shield of Emeria, Web of Inertia, Painful Quandary, Decree of Silence, and Choice of Damnations.

Why these cards? Well Anticipate is good, but 1 to 1 card draw is usually bad in this format in general. It is go big or go home. Sphinx Sovereign and Mind's Dilation just don't do enough for their mana costs. Blazing Archon and Iona are good, but are far too hard to cast at 9 mana with three white and die to just about everything in this format. Iona may be able to lock a player out, but this is a chaos format so it is hard to lock out everyone. It is also just generally not fun. Web of Inertia is very bad in general, it is far too easy to by pass its effect all together and there are better options out there. Painful Quandary and Choice of Damnations are alright, but commander is a 40 life start. That makes cards like these far less effective than you might think. Decree of Silence is just too much mana and gives you no control over what actually gets countered.

_Kane_ on Zur's Wonder Fort

1 month ago

Hey, I thought I would add my two cents for your consideration.

Firstly, it seems like you can afford to cut a 2-3 lands? In fact you could cut three lands and add the three signets: Dimir Signet, Azorius Signet, and Orzhov Signet. Do you agree?

Secondly, I found these as decent suggestion: Counterspell, Necropotence, Grasp of Fate, Copy Enchantment, Karmic Justice, Rest in Peace, and Toxic Deluge!

Enjoy, I hope this helps brew up some new ideas and perspectives for Zur!

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