Grasp of Fate

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy 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.

Price & Acquistion Set Price Alerts

C15

Ebay

Grasp of Fate Discussion

TheACTR on Mardu Spellslinging

3 days ago

Sorry for the long comments

For subtractions I would remove: Council's Judgment The 3 for 1 potential is nice but you don't have full control of the spell. Plus you have plenty of removal. I'd cut it or run Grasp of Fate in its place

Cut / Ribbons You are playing this for Ribbons but Torment of Hailfire is just better and requires less hoop jumping. And you have Skull Storm, Exsanguinate and Debt to the Deathless. In fact, Skull Storm can probably be cut too.

Entreat the Angels I like this card but not in this deck.

Insult / Injury You have VERY few damage based sources and that makes this card a dead draw a lot of times.

Jaya's Immolating Inferno Despite two 3 CMC commanders this may be hard to cast sometimes. This would be much better suited as a Comet Storm or Fireball

Rakdos's Return I just think this spell suffers from sorcery speed. Your experience may differ but I have always found I had better things to do with my turn.

Commune with Lava I have a thing against the 'cast it or it's gone forever' card advantage that red gets so this is just prejudice. If you like it, obviously ignore me.

Murderous Cut It isn't bad. Maybe this is drawing unwarranted hate. Potentially costing 1 is pretty sweet.

Jaya Ballard She has three very meaningful abilities but she is so hard to cast reliably in a 3 color deck. Again, your mileage may vary.

Anyways, I love this deck and I hope I helped you with my suggestions. Obviously, I am no expert and my opinions aren't gospel. I hope I didn't come across as rude in these messages either. If I come up with more ideas I will post them later. Good luck!

Noelqkazoo on Tuvasa the Second Sunlit (control voltron) > $350

1 week ago

I dont really agree with the staple spot removal that Killzun suggested though. Understand that enchantress decks tend to be much more unique when it comes to things like ramp and spot removal. Why? For the sole purpose of synergy with the enchantment theme, theres plenty of options for the type of spot removal or ramp you need in the form of cheap enchantments. Instead of the traditional Swords to Plowshares or Krosan Grip that you would otherwise run, its much better in my opinion to play cards like Oblivion Ring, Imprisoned in the Moon or Grasp of Fate. Especially in this build, where a major play is throwing down a super pumped Genesis Wave or in this players case, a Primal Surge, its more beneficial.

Its the same reason why enchantment based decks dont play the typical Krosan Grip+Skyshroud Claim etc ramp, and instead opt for ramp in the form of Utopia Sprawl etc.

As per the counterspells you run- that is entirely up to them. I think that when it comes to a specialized deck like bantchantments- just because you play blue in the deck, does not mean you should play counterspells. Personally, if I WANTED access to counterspells, id do so in the form of an enchantment for this deck. Dovescape is much more fun, and the known combo of Decree of Silence with Solemnity can win you the game immediately in most cases off of a well executed genesis wave. It’s almost as satisfying as going infinite!!

eliakimras on Estrid, the Masked

1 week ago

Solemnity is a really strong card that shutdowns Atraxa, Praetors' Voice, Vorel of the Hull Clade, Mikaeus, the Unhallowed-Triskelion/Walking Ballista combo, Marchesa, the Black Rose reanimator and general infect decks. Since you're not running any of these strategies, swap in Solemnity. It comboes with Phyrexian Unlife (you can't die since you can't have poison counters), Lost Auramancers (that can be immediately killed with High Market to bring Decree of Silence so no one but you can play Magic), Glen Elendra Archmage (counter every single noncreature spell your opponents cast, since she can't have -1/-1 counters), Dark Depths (the land enters without counters, then immediately turns into Marit Lage - but she can still be easily Swords to Plowshares'd), Glacial Chasm (if it can't get counters, you can keep it forever to never be attacked), Mystic Remora (free draws for the rest of the game) and Arixmethes, Slumbering Isle (it enters as a creature). It also comboes with Elephant Grass (more pillowfort), Force Bubble, Delaying Shield and Kitchen Finks, but they're not that good on their own. However, you need to protect your combo pieces: Solemnity+Decree of Silence win combo cost a whopping 11 mana, and can be disrupted easily. So you need protection of targeted removal. Privileged Position, Sterling Grove and Greater Auramancy can do the trick, and the Grove doubles as a tutor. // Enchanted Evening comboes with Aura Thief+High Market, Cleansing Meditation, Calming Verse, Opalescence+Mirari's Wake (all opponents' lands will be 0/0s and will be put into the graveyard while yours will be 1/1s) and Serra's Sanctum. // Omniscience + an Enchantress + Approach of the Second Sun is a free win if uncountered. // If I can suggest some improvements on your manabase: Exotic Orchard, Rogue's Passage, Prairie Stream and Yavimaya Coast are cheap replacements for Thornwood Falls, Woodland Stream and 2 Islands. Weirding Wood is better than Gift of Paradise, because it can draw you a card via Clue. Card advantage is crucial in EDH, and you should run at least 6 sources of realiable draw. That's why I recommend you to run Mesa Enchantress, Verduran Enchantress, Kruphix's Insight, Mystic Remora, Rhystic Study, Sylvan Library (comboes with Abundance), Argothian Enchantress. // Eladamri's Call tutors your creatures. Ground Seal and Rest in Peace shutdown graveyard stategies. Open the Vaults is a really good budget replacement of Replenish and plays around Ground Seal (better replace Hanna, Ship's Navigator - she's too slow). Courser of Kruphix, Land Tax, Mirari's Wake, Burgeoning and Exploration are great ramp Leyline of Anticipation allows you to play on your opponents' turn. Copy Enchantment gives more utility. Search for Azcanta  Flip fills the graveyard for Open the Vaults and easily flips into a good utility land. Seal of Primordium, Seal of Cleansing, Banishing Light, Stasis Snare, Cast Out, Prison Term, Act of Authority, Detention Sphere, Imprisoned in the Moon, Song of the Dryads, Grasp of Fate and Aura Shards take care of troublesome permanents. Energy Flux, Aura of Silence and Stony Silence deals with artifact decks. Austere Command, Wrath of God, Supreme Verdict and Cyclonic Rift are great boardwipes. Teferi's Protection is the best protection spell ever released. Karmic Justice and Martyr's Bond tell people to don't mess with you. Collective Restraint is another Propaganda effect (comboes with Prismatic Omen).

multimedia on WIB Upgrade

2 weeks ago

Hey, here's some cards to consider adding:


Other cards to consider adding (budget - expensive):

Lands: Slayers' Stronghold, Needle Spires, Rugged Prairie, Clifftop Retreat

Ramp: Burnished Hart, Thran Dynamo, Weathered Wayfarer, Land Tax, Tithe

Removal: Oblation, Path to Exile, Grasp of Fate

Protection: Grand Abolisher

Draw: Mind's Eye

Cards to consider cutting:

  • Demolish
  • Disaster Radius
  • Fiery Finish
  • Firecannon Blast
  • Meteor Blast
  • Candlelight Vigil
  • Electrify
  • Shock
  • Fall of the Hammer
  • Luminous Bonds
  • Taurean Mauler
  • Magma Giant
  • Stoneshock Giant
  • Warchief Giant


Architas on Bantchantress

2 weeks ago

Hey, tried to keep all cards under $15.

Helix Pinnacle: Can prove as an alternate wincon

Ground Seal: Not really a fan of this card (maybe its better in your meta?, if its for card draw you're better of with a Rhystic Study

Oblivion Ring: Has Grasp of Fate as an upgrade, more targets.

Burgeoning: Is also great to get more lands on the table.

Dueling Grounds: Allows for some breathing room when you are against decks with alot of creatures. Overburden: To keep your opponents from going out of control, but prepare for some hate.

Bear Umbra: Is also too good to cut imo, untapping all your lands just for attacking.

Grand Arbiter Augustin IV: Is also great, cheaper spells for you and more expensive for your opponents.

Azor's Elocutors: Tried to include this one as well but there is just to much targetted destruction so unless you have a bunch of counterspells or you can hexproof it, dont expect it to go off.

I would also include some more counterspells, you dont have alot of shroud/hexproof so you are an easy target for targetted destruction (and you also cant prevent a boardwipe)

Hopefully I was somewhat helpful :)

FadingReality on Gisela

2 weeks ago

I don't know if you're trying to stay budget or not, but regardless, Grasp of Fate is almost a strict upgrade to Oblivion Ring (Only downside is it has in the cost as opposed to merely ). O-ring is still a great card of course, and in 1v1, it's as good as Grasp. But again, Grasp is basically better. You could also run both too--running lots of removal that is very versatile is almost never a bad thing in commander except for maybe a hyper aggro deck.

hkhssweiss on Atraxa's Super F(r)iends

3 weeks ago

Moo

First off I have to say, definitely love the way you did the CSS/HTML scheme. Just have to +1 just for that!!!

I would love some pointers on how to do the same @[email protected]

But aside from that for some suggestions:

Oath of Teferi

Vampiric Tutor

Grasp of Fate

Primevals' Glorious Rebirth

Arena Rector

Teferi's Protection

Call the Gatewatch

Deploy the Gatewatch

Urza's Ruinous Blast

As Foretold

Hope that helps!

matkomtg on My Zur brings all cards to the yard!

4 weeks ago

@JohnnyCRO

Yes, there was a chance and I grabbed it! Even without LED it adds to DD piles it's insane :)

So speaking of cEDHlike build - no, it's not by design it's just using optimal cards for my plans. Through testing and playing my Kess, Dissident Mage deck it showed itself being very fast, but it lacked redundancy even with additions to usual Kess builds; that being said I decided to take a deck with more control elements and protection for the cost of being somewhat slower. This is, let's say a prototype that is using cards which shouldn't even be here because of me lacking better cards, which I will mention later.

Pact of Negation - a great card which can't get my hands on and I would definitely give it a shot for some more pile variances. On the other hand, I'm not a huge fan of Foil, I know it's being a somewhat a budget supstitute for Force of Will, but I find it to conditional for it's effect so I'll rather play PoN when I get it.

Anguished Unmaking - I'm also concidering cards like this one. I'd rather like to deal with all kinds of pernaments than just specific ones such as artifacts, enchantments etc. Vindicate is also great, but which to include is a question for now because I don't know how relevant that life loss is for that instant speed (I'll most likely run AU in place of Forsake the Worldly.) And speaking of mass removal spells, I'm a huge fan of wraths such as Wrath of God/Damnation where it's straight forward and since Damnation is pricey and WoG does practitly the same in other colors. I think I would run WoG or even Supreme Verdict since I'm already in white and it would be a shame not to get use of it, but I still agree that Toxic Deluge is a huge deal and it's going in this slot as soon as I get it (going in slot of Day of Judgment). Zur is here when I want to play a slower game and sometimes really irelevant, depending on the pod and my opener.

Solitary Confinement is my personal card of choice when it comes to protection from all those creatures; once Necropotence comes in, those lines of text where I skip my draw step or discard a card become quite irelevant.

Speaking of cards that might get replaced, it's all just a matter of time and money untill I get those. Besides already mentioned ones earlier, cards that might get replaced are Imprisoned in the Moon with Grasp of Fate which is more efficient removal, colorless mana artifacts for fast mana rocks, better counterspells and general land changes for better fixing. Rest of the cards might flex for some others in their slots depending on my meta changes.

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