Grasp of Fate

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Pauper Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

multimedia on zur the enchanter

1 week ago

Hey, I know your going for combo here, but one of the most broken interactions with Zur is tutoring for and putting Necropotence right into play. Necro can help to find combo pieces since you can draw a ton of cards to find them. Consider cutting Cancel for Necro? What makes Necro even better is Reliquary Tower and Thought Vessel since then all the cards you draw can remain in your hand.

Another strong enchantment to tutor for with Zur is Grasp of Fate. It's by far the best Oblivion Ring effect since it lets you exile something from each of your opponents not just one. Consider cutting Imprisoned in the Moon for it?

When playing combo and blue, cards like Brainstorm, Ponder and Preordain become quite important to help to find tutors or combo pieces. I suggest adding all three cutting Behold the Beyond, Razaketh's Rite and Planar Bridge.

Good luck with your deck.


chadsansing on Avacyn / Human Deck

2 weeks ago

This looks fun. You might test with lands that support your tribal theme like Cavern of Souls and Path of Ancestry. Since this deck in Mono W, there might also be room for utility lands like Maze of Ith.

Kindred Boon might offer some protection against board wipes and other destruction-based removal, and Mark of Asylum might help protect creatures from damage-based removal. Ghostly Prison and Solitary Confinement might also protect you and buy you time to set up your board.

Banishing Light, Grasp of Fate, Journey to Nowhere, and Thopter Arrest might offer some appropriately costed exile effects on top of your creatures.

A few mana rocks might help cast Avacyn and Elesh Norn earlier.

Mangara of Corondor with some blink spells and Mageta the Lion (errata-ed to "Human Spellshaper") might be fun utility creatures to test, as well.

Finally, I wonder if more card draw might be useful, especially to replace lost creatures. Cards like Inheritance and Pursuit of Knowledge might be good alongside something like Words of Worship for value.

Have fun brewing!

multimedia on Suns_Champion

1 month ago

Hey, you asked for my advice on your Zur deck. You've put a lot of time and effort into it and the deck description is easy to read and understand very nice work. I've never seen Zur used with Alarm as a win condition combo. Very creative idea, well done, upvoted. For a first deck with combo you've gone combo crazy!

The idea is great the problem is the combos need to be streamlined, too many combo cards not enough synergy between all cards in the deck and not enough universal good Commander cards. You don't need to jam all the possible combos into a deck it's overkill. Consider trimming Combo #1, Combo #2 and cutting Combo #3? A lot of combo cards you're playing are only good with other combo pieces as part of a combo. These cards are not good by themselves or have synergy with the rest of the cards in the deck other than the combo they go with. Because of all the combo cards I see problems with playing a normal game of Commander.


Show

Your deck is very creative as a first deck with combo, you have a good grasp on the archetype. But you're going combo crazy which in my opinion will hinter gameplay much more than help it. It's more practical to pick a few combos that include cards that have overall good synergy with the entire deck not to use so many cards just because they're part of a combo.

Good luck with your deck.


VelvetVendetta on Ultimate Cycling Zur!

1 month ago

Replace Oblivion Ring for Grasp of Fateadd Notion Thief for instant win with Timetwister and Windfall?add Toxic Deluge as the best board wipe?

Plea for Guidance is just too heavy.

Bou on EDH Licia, Gladii, Sanguis, Valeria Victrix

1 month ago

I'm actually thinking of replacing Haunted Cloak, but the Haste / Trample are generally very useful. I might replace it with Trailblazer's Boots to add to my Prowler's Helm, which works amazing because literally nobody plays walls (with the exception of that blasted Mutavault). Whispersilk Cloak is very nice but I don't like the Shroud on it which blocks my Chandra's Ignition, Arcbond, or Shelter for example.

Rhox Faithmender is difficult. On the one hand he looks great because double life yay! The thing is, I really don't need more Life. I could use it more often maybe, but double the life only makes me more of a target. Alhammarret's Archive does the same, but I can easily get ~100+ Life without it. I will see how things go with Ad Nauseam in play, perhaps adding Rhox will be more practical then.

Don't underestimate Killing Wave haha! I usually cast it for 10+ and it works really well, if they do pay the life to keep a creature you can just swing with Licia (which we can keep because Life doesn't matter as I tend to keep between 50-100 Life and Licia gets it back for me anyway). So far, it's done everything I wanted it to do.

Grasp of Fate looks pretty good. Death Grasp would be amazing if it hit all opponents, but I recently re-added Lightning Helix and Warleader's Helix and this might fit in as well.

kameenook on EDH Licia, Gladii, Sanguis, Valeria Victrix

1 month ago

Not a fan of Haunted Cloak, it's somewhat narrow but might like to see a card like Rhox Faithmender in here (by itself reduces Licia cost by a minimum of two, potentiall getting her down to WBR easily) I feel similarly about Prowler's Helm, although its effect might be more easily replaced with the more standard Whispersilk Cloak.

If you've found Killing Wave to be great, awesome, but in my head in the commander format I'm just not sure I can wrap around it, it wipes out token swarms but doesn't take out critical creatures that need to be removed unless you're somehow representing lethal with it ?

Cards in general that might be good: Blood Tribute, Grasp of Fate, Recumbent Bliss (pacifism and gain one life every turn seems nice), Death Grasp is expensive but I personally like it as targeted removal and also lifegain synergy. Lategame could even become player removal if you've lowered life totals enough.

TaegukTheWise on Roon Blink

1 month ago

I know its been a while but I recently had seen that you took out a couple cards detailed in your update, I can see an understand all of the outs except for one of them. Felidar Guardian is nuts in this deck, especially when you just added Birthing Pod! You can go from a 2 drop creature and a birthing pod into and army of creatures and be able to pod again! So you start with the 2 drop, lets say Elvish Visionary, you use Birthing Pod on it into either Deceiver Exarch or Derevi, Empyrial Tactician and untap pod. Then pod exarch or Derevi into Felidar Guardian to blink Birthing Pod (since its a permanent we control). Then pod away felidar to bring out Karmic Guide to bring back felidar to blink karmic guide to bring back exarch/Derevi to untap pod, then you pod Derevi/exarch again for Restoration Angel to blink felidar to blink karmic guide again to bring back Derevi/exarch to untap pod once more to have the option of using pod again to get a 4/5/6 drop creature. This synergy is insane and I'm a little disappointed you didn't keep felidar regardless since it does blink something much like restoration angel.

I would trade Flickerwisp for felidar. flickerwisp is able to blink any permanent sure, but its ability is very inopportune and there are times where that's useful sure, but in that regard it's still very niche. That and Roon has a very similar ability we can use repeatedly. Also think of the birthing pod synergy, it wouldn't work nearly as fast or be as reactive if we needed to rebuild or build a board immediately, flickerwisp can't help us as much as felidar can and that extra (1) in felidar's CMC works in our favor, as well as being negligible in the grand scheme. Also if you have Eternal Witness you don't need Archaeomancer, so there's a spot to fill.

You don't need Grasp of Fate or Oblivion Ring if you already have Duplicant and Fiend Hunter. If you really need more replacements, there is the previously mentioned Angelic Purge which is fantastic all around removal, especially since you can bring back creatures or lands after you sac them with your Karmic Guide and Sun Titan, and/or Return to Dust to make sure things stay away from the battlefield. I would also trade that Rite of Replication for Cathars' Crusade, it works wonders with your Armada Wurm and all the blinking you'll be doing (sorry for not mentioning the swaps sooner).

Lunarwing7 on Anya Gon Give It To Ya

2 months ago

Cards I think are very good in this deck:

Cards I would heavily consider cutting:

  • Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
  • Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
  • Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
  • Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
  • Flamewright - This card just isn't doing anything this deck wants.
  • Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
  • Glory-Bound Initiate - Again, just too low-impact for Commander.
  • Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
  • Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
  • Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
  • Iroas's Champion - See Glory-Bound Initiate.
  • Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
  • Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
  • Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
  • Shepherd of the Lost - See Glory-Bound Initiate.
  • Skyknight Legionnaire - See you-know-what.
  • Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
  • Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
  • Truefire Paladin See...yawn
  • Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
  • Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
  • Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
  • Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
  • Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
  • Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
  • Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
  • Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
  • Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
  • Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.

Cards I'm unsure about:

  • The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
  • Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
  • Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
  • Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
  • Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?

Cards I recommend:

  • "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
  • Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
  • Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
  • Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
  • Assault Suit - Get Anya attacking on everyone else's turns, too!
  • Champion's Helm - Protects Anya while also making her big.
  • Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
  • Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
  • Pariah's Shield - When equipped to Anya, this basically makes you invincible.
  • Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
  • Stoneforge Masterwork - This one should be obvious.
  • Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
  • Sword of the Animist - Ramp sword? Ramp sword.
  • Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
  • Worldslayer - This one is just to silly to not bring up.

Other recommendations

  • Herald's Horn - Makes your Angels cheaper, and helps you draw them.
  • Door of Destinies - This should be fairly obvious.
  • Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
  • Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
  • Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
  • Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
  • Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
  • Archangel of Tithes - Makes life hard for token decks and discourages attacks.
  • Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
  • Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
  • Exquisite Archangel - Saves you from death once, which damn well better be enough.
  • Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
  • Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
  • Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
  • Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
  • Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
  • Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
  • Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
  • Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
  • Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
  • Wear / Tear - Versatile artifact and enchantment removal.
  • Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
  • Swords to Plowshares - Spot removal that deals with just about any creature.
  • Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.

On the manabase:

I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.

In closing:

Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.

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