Grasp of Fate

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.

Browse Alters

Trade

Have (2) Forkbeard , jecder
Want (3) Skysfalling , octagone , GeminiSpartanX

Printings View all

Set Rarity
Mystery Booster (MYS1) Rare
Commander 2015 (C15) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Grasp of Fate occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

White: 0.28%

WUB (Esper): 0.39%

Rules Q&A

Grasp of Fate Discussion

Mike94 on Alela The Queen of Faerie's

2 weeks ago

Your artifact ramp could be more optimized.

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Take out all the Diamonds and put in Signets, they don't come into play tapped and are great for fixing your mana. Lotus Petal could be considered since it plays well with your commander, Fellwar Stone is also great or even Mind Stone. Just don't play mana ramp that comes into play tapped.

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I would also try to leave some creatures out for powerfull enchantments/artifacts since your commander is focused on them, if you cast them you'll get a creature for free. I would consider these enchantments/artifacts: Grasp of Fate, Search for Azcanta  Flip, Darksteel Mutation, Estrid's Invocation, Mirrormade, Copy Enchantment, Skullclamp, Sword of the Animist, Lightning Greaves.

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Alela goes infinite quite easy with cards like Banishing Knack or Retraction Helix combined with a Battered Golem, Mirran Spy or Traxos, Scourge of Kroog and any 0 drop atrifact; Tormod's Crypt, Ornithopter, Everflowing Chalice, Memnite orvSpellbook. Making infinite faeries and infinite casts (Storm). Put an Aetherflux Reservoir next to this combo and BOOM.

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If you don't like to go infinite you could also play Coat of Arms making your faeries lethal on the spot or Magister Sphinx to mess with someone specifically.

jakeyuki12 on War Master Aurelia's Humans & Soldiers

1 month ago

Hiya!

Your deck seems a lot more solid now! You've got good ways to generate advantage and to ramp, now we've got to work on upgrading your removal and getting the synergy in your deck down better.

You've got a copy of Lightning Bolt in your deck, and while I do think the card is underrated, there are better options that should go in a deck before it. Lightning Bolt is a nice one mana, and can kill a lot of common creatures, but also misses the mark on a lot of other common, important creatures. White is the premium color for removal, so you have a lot of options. You have some of the most efficient removal spells in the game with Path to Exile and Swords to Plowshares. You've got enchantment form removal to hits any nonland with stuff like Banishing Light, Oblivion Ring, and Grasp of Fate. You have Creatures that do the same for creatures like Banisher Priest and Fiend Hunter. You have the great new Generous Gift, and you've got plenty of ways to hit artifacts and enchantments like Return to Dust, Heliod's Intervention, Crush Contraband, etc. Then of course, white also has plenty of board wipes, pick the ones you like.

I recommend adjusting your removal count based on play experience. At the end of each game, ask yourself if you felt your deck lacking removal or not. If you did feel lacking, add more in. If you felt you had too much, take some out. Now of course you don't have to remove every threat in the game, the other players will remove each other's things too, but in those key moments it's good to be able to wipe the board or to shoot down that key piece that's gonna swing the game in that person's favor or save your life.

The other thing I noticed in your deck is the tribal synergies. From what I understood, you said you wanted double tribal, and I'm guessing those two tribes are soldiers and angels, or soldiers and humans. Either way, the tribal synergies seem to be a bit lacking. There don't seem to be enough creatures of each tribe to really benefit from the payoff cards, so you might want to look into adjusting the number of tribal cards and payoffs, or ditching the tribal aspect.

Finally, if you've been liking Angrath's Marauders and Gisela, Blade of Goldnight, you might also like Fiendish Duo. Just an idea if you've been liking the big scary creatures that double damage.

Really though, I wanna hear how the deck has been running and how you've liked it. Boros is a lot of fun to play if you like aggression, so I want to hear if you've been enjoying it. Above all card suggestions, having fun with the deck is what is most important.

lijah1995 on Till the End of Tayam | **PRIMER**

1 month ago

Great list and primer! I've had a hard time trying to think of a build around Tayam. What are your thoughts on Oblivion Ring / Grasp of Fate type cards in this? They'd be recurrable removable with Tayam.

TCK_Green on mono white indestructeble plays

1 month ago

:( I thought I put a long comment the other day, but it's only appearing on my screen as a single line! I can't remember everything I wrote, so the TL,DR version is 'I like the more ways you have to protect Avacyn, here are some cards you might want to think about removing because I can't see much synergy in the deck, here are some cards you might want to add, and here are some other things to think about whilst playing the deck" :D here's the abridged version:

THINK ABOUT REMOVING:

THINK ABOUT ADDING:

More instant-speed interaction, such as:

Other good cards to consider adding down the line (if you want to spend more to upgrade the deck further with other good white cards):

OTHER GAME-TABLE THOUGHTS:

It feels like what this deck wants to do is get Avayn out and then wipe the board, putting you far enough ahead to hopefully win. People don't like losing their lands, and if you wipe with cards like Armageddon then people will probably scoop instead of playing it out. Later on you might find that they focus you in future games because they don't want to risk losing all their lands. This can be avoided by taking out your land destruction spells - but keeping them in means that when you win it will be in more of an overwhelming victory! It also might change how you build your creatures - if you want to win by wiping out everyone else's lands, then you need to make sure you have enough small creatures to keep you alive until you can get Avacyn out on turn ~7. Your call! :)

Hope some of those thoughts are helpful. Have fun! <(^_^)>

Kogarashi on Ruling: Grasp of Fate

1 month ago

Do note that if your opponent casts their commander before Grasp of Fate is removed from the battlefield, Grasp of Fate can no longer find it due to the zone change making it a new game object.

It works with the initial move to the command zone because that is the result of a replacement effect changing where the card is going.

mn6334 on Ruling: Grasp of Fate

1 month ago

Grasp of Fate can actually pull a commander back out of the Command Zone for free.

There's a couple of these types of cards that work this way (Banishing Light is another one). Since it doesn't refer to the "Exiled Card" (like say Oblivion Ring) then the card doesn't need to be in that zone in order to return.

They would not have to pay the tax since they are not casting their commander out of the command zone (you only need to pay the tax when casting your commander out of the command zone).

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