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.
Printings View all
|Commander 2015 (C15)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Grasp of Fate occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
WUB (Esper): 0.39%
Grasp of Fate Discussion
1 month ago
Curious how Mechanized Production , Dolmen Gate and Grasp of Fate have worked out for you as I've considered all of them. Grasp of Fate seems like an obvious choice here but I'm especially curious about the other two. Decks seems cool!
1 month ago
Surge of Righteousness to get rid of red creatures.
Chill to tax red cards.
Baleful Stare to draw a lot of cards.
don't forgot some neutral cards like Path to Exile , Swords to Plowshares , and Grasp of Fate just in case you aren't playing against red guys. If you want to keep the theme of color hose, Mana Maze and Drought are fun.
Finally, if you want to drop 400 dollars against your friend. Invoke Prejudice .
I hope that helps.
1 month ago
Words of Wind while kind of rude might be useful too if you end up drawing an abundance of cards. Allows you to slow your opponents down while you bounce and replay enchantments for more bodies or bounce a token to keep your board. I'd recommend replacing Replenish with it. While Replenish is great its a nonbo with Rest in Peace and many of your enchantments provide value on cast/static not on etb which is where replenish shines. That said if you added more etb enchantments instead such as Oblivion Ring or Grasp of Fate then i'd take out Rest in Peace instead.
2 months ago
2 months ago
I would get rid of some of the enchantments that have you sacrifice creatures to draw a card, destroy something, or what have you and replace it with cards like Greed , Mentor of the Meek , and Kindred Discovery , if it is in your budget, to increase card draw without losing creatures. I also think Anointed Procession . I also feel like Banishing Light and Oblivion Ring could be replaced with Grasp of Fate and Detention Sphere .
Maybe Generous Gift , Arcane Denial , and Negate could be used to help increase interaction with the opponent. Other removal options that trigger your commander is Imprisoned in the Moon Some ramp options could be Burnished Hart , Starfield Mystic , the Talisman's in your Esper, and recursion could be a Sun Titan package. Also perhaps some enchantments that protect your commander with indestructible or something to help her stick around a little longer. Just some suggestions. Great Deck! Looks like a lot of fun to pilot
2 months ago
so the way I see it you're actually quite close (33 basic lands means 25 basic lands brings you up to 82)
- Zephyr Sprite (basic 1 drop flyer, but a 1 drop flyer is good on its own)
- Wydwen, the Biting Gale (3/3 flyer with an ability that gives you bounce to save itself or add faerie casts)
- Wasp Lancer (3 mana faerie flyer, that's it)
- Vendilion Clique (ok, pricey but a good way to say no to an incoming problem)
- Thieving Sprite (another way to say no to an incoming threat)
- Silkbind Faerie (untap effects are very exploitable, although often rare)
- Silkbind Faerie (easy to be a 3/3 flying vigilance for 3)
- Ringskipper (this one is kinda mostly filler but could be obnoxious to get rid of)
- Quickling (ok I think this is a diamond in the rough, 2 mana, get a body AND save a faerie from impending doom)
- Oona's Gatewarden (i know defender BUT WITHER IS SUCH A GOOD MECHANIC)
- Nightveil Sprite (2 mana 1/2 flyer that lets you look at the top card of your library, with the option to toss)
- Mistbind Clique (forcing your opponent into an all out play can create quite the opening, timing it before the end of a phase limits their options on what they can do with all that mana)
- Metropolis Sprite (With anthems that ability could be nasty, especially since early game flyers are often going unblocked)
- Knacksaw Clique (I hate myself for suggesting this monster of a card but even if you aren't stealing their cards, your permanently removing them and that's just nasty)
- Faerie Vandal (drawing 2 cards in a turn isnt hard in blue, so in many cases it will get +1/+1 every turn)
- Faerie Mechanist (counts as an artifact AND sifts for more)
- Fae of Wishes (that adventure lets you pull solutions out of thin air)
- Eye Collector (1/1 with a decent ability)
- Brazen Borrower (again not budget but another great adventure)
- Faerie Guidemother (1 drop white with an ok adventure option)
- Phyrexian Metamorph (clone that can hit artifacts always good, especially in EDH)
- Glorious Anthem (aka the namesake for all anthems)
- Dictate of Heliod (double anthem with flash)
- Marshal's Anthem (but pricey mana wise but potent)
- Kindred Boon (not an anthem but...it's a bit slow but indestructible is nasty)
- Kindred Discovery (also not an anthem but CAAAAAARRRRD DRAW)
- All That Glitters (potent aura in your deck, slap it on Alela for quick win)
- Mirrormade (MORE CLOOOOOONESSS but for artifact or enchantment)
- Bident of Thassa (caaaaaaaarrrrddd draaaaawwww)
- Skullclamp (mooooorrreeeee caaaard draaaaawwww)
- Smothering Tithe (this guy is broken in EDH)
- Coastal Piracy ( heavy breathing CAAAAAAAAAAARRRRDD DRAAAW)
- Blind Obedience (good control enchantment)
- insert every flavor of mana rocks here
- Mortify (reeeemoval)
- Path to Exile (more removal)
- Swords to Plowshares (did I mention removal is important)
- Generous Gift (echo echo echo)
- Vindicate (I remember when this was like a 20$ card)
- Ghostly Prison (the best defense is actually having defense)
- Utter End (hits anything but land and its gone for good)
- Disenchant (technically the OG naturalize)
- Diabolic Tutor (like demonic tutor only not 25$)
- Open the Vaults (wow that was a nasty Nevinyrral's Disk wouldn't it be a shame if it didn't stick)
- Propaganda (Ghostly Prison but blue)
- Sphere of Safety (ghostly prison but gets really out of hand fast)
- Darksteel Mutation (this card is evil)
- Imprisoned in the Moon (that’s a nice land ya got there)
- Frogify (MAKE THAT COMMANDER A FROG)
- Phyrexian Arena (card draw, but black)
- Aura of Silence (because only you can have artifacts and enchantments)
- Dispeller's Capsule (disenchant on a stick)
- Norn's Annex (phyrexian ghostly prison)
- Notorious Throng (TURN THAT PAIN INTO FRIENDS))
- Wrath of God (NUKE UM NUKE UM)
- Fumigate (Moooore NUUUKES)
- Oblivion Ring (say no, now with enchantments)
- Detention Sphere (kill all of one type of token, or remove all the sol rings, you know for shits and giggles)
- Karmic Justice (blow up my stuff i blow you up)
- Land Tax (ok not budget but reeeeaaaallly nice for lands outside of green)
- Grasp of Fate (o ring but for each opponent)
- Attrition (you should have tons of minions so sacking some for removal is value)
- True Conviction (one of my favorite big nasty enchantments)
- Akroma's Memorial (most of the times this hits the field it's over)
- Jace Beleren (og jace is nice)
2 months ago
3 months ago
Secondly, when it comes to casual commander, the one thing I have learnt is that as a general rule, people suck at deckbuilding. That's not a dig at anyone in particular, but the common theme I notice is that people just don't want to devote deck slots to things like ramp or card advantage. They want to play all of the big, splahsy spells and as such their deck suffers. This especially goes for white. White has some very powerful creatures with quite board altering effects, however to offset it they are expensive to play.
Yet time and time again I see decks ruuning really heavy curves with minimal ramp or card advantage and then people wondering why their deck is running slowly. But they don't want to cut the big, fun spells to actually make their deck work properly. Again, I don't see how that is the fault of the colour pie.
This is where our experiences differ, and I can't refute what you have experienced with the format, and it's perfectly valid. It's just not what I've experienced. "Casual" commander, in my experience, involves crazy infinite combos, huge board presence, artifact ramp, etc. When I go down to my LGS to play commander night, and a guy sits down with Marchesa, the Black Rose , I can expect him to combo off turns 4-6 if nobody stops him. That's "casual", as I've experienced it. And that's not even a very optimized combo commander imo.
Within my personal playgroup, we tend not to be that... aggressive about our deckbuilding, because we do like big splashy spells, but we understand that we need to ramp into those spells for them to be viable. Even then things can happen, I can drop Bolas's Citadel turn 3-4, reveal Aetherflux Reservoir and just go off.
Now onto decks that are playing good artifact integration and yet are still falling behind, how many of these are then leveraging the stax effects that white offers? Because again, if you're not slwoing your opponents down because you choose to not run certain cards because they are "unfun", then that's on you.
The issue here isn't with "unfun" necessarily, it's with making yourself a target. With the level of decks I'm used to going up against, if I just drop a Rule of Law , I can expect that I probably won't get another turn this game. Because the moment I throw that on the stack, I have sent the message to the rest of the table that if they don't kill me ASAP, they have no chance. I do tend to run some of White's stax-type effects in my white decks, but I can't include too many or they'll clog up my hand because honestly, the important part with these kinds of cards in EDH isn't the deckbuilding, so much as it is the play sequencing. You have to play around the fact that these cards turn your opponents against you, and if you aren't prepared to deal with a 3v1, playing these cards will kill you.
I'm sure that there are some good white decks that still get outpaced by their bretheren of different colours. But at the end of the day, you're never going to strike a perfect symmerty with all colours and all commanders across all levels of play within a format.
This I agree with. The game will never be perfectly balanced. But as eternal formats go, the disparity between White/Red and Blue/Green/Black in EDH seems significantly larger than color disparity in other formats imo. It's enough that I've watched newbies catch on to it pretty fast. People with no previous knowledge of the format, getting into it, and figuring out that White is just bad.
Arcane Signet and a few other "command zone" based cards are not relevant in any format where there is no commander, however the kind of white based ramp you're descibing wouldn't fall within this.
Perhaps I've described it poorly then, because Arcane Signet is exactly what I want. I want to see it printed more, and I want to see more cards like it. It alone, in my experience in the short time I've had to play around with it, has done wonders to help close the gap on ramp between colors. It's actually better than most green ramp cards, unless your deck cares about lands specifically. Arcane Signet is available to all decks of all colors (barring mono-colorless), and provides colored ramp for 2. For green decks, this is often a slightly worse Nature's Lore . For decks weaker in ramp like White, it's just great. The closest comparison I can even find for it in White is Marble Diamond . And wow. Just wow.
give white some more powerful stax effects, preferably ones that got stronger based on the number of player still in the game
This is a pretty cool idea though! I'm not sure how this would work out exactly, but I'd be interested to see something like Undaunted becoming a White thing, as opposed to a one-off single-cycle throwaway keyword. The idea of fending off multiple foes at once has always been a pretty White concept imo, with cards like Guardian of the Gateless , Grasp of Fate , etc. It seems kind of ironic to me though that White would then struggle in a multiplayer format.