Terashi's Grasp

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Common
Modern Masters (MMA) Uncommon
Betrayers of Kamigawa (BOK) Common

Combos Browse all

Terashi's Grasp

Sorcery — Arcane

Destroy target artifact or enchantment. You gain life equal to its converted mana cost.

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Terashi's Grasp Discussion

lance4224130 on Firesong and Sunspeaker

1 week ago

Update: Took out Divine Offering for The Immortal Sun = I had way too much artifact and enchantment removal. Cursebreak for Mind's Eye = That extra Mana now has a use. I am also fixing that dead draw. Solemn Offering for Land Tax = Unseen Card advantage by thinning out the deck. Plus never missing a land drop is nice. Terashi's Grasp for Mana Vault = When I am having downtime waiting to blow up the board state, I can untap with the four mana. The ping of one damage really is not seen by how much the life gain is represented here. Then, Repercussion for Boros Signet = This was great, but I am susceptible to mass artifact removal.

Did come into a weird situation that needs addressing. Someone puts Followed Footsteps on my Stuffy Doll. They name me. I have Pariah on my Stuffy Doll and Repercussion. What happens here? My judge classes give me the sense that I essentially loop and the loop cannot stop. In that time the damage has nowhere to go that will hurt the game state. Thus, moving on with the game happens.

Lastly, I am looking for a slot for Authority of the Consuls. The choices are getting hard. I am considering Mizzium Mortars only because I have board wipe already in mass.

Any thoughts?

Suns_Champion on Hurloon Brothers - Heat and Treat

1 month ago

I'm back!

Don't knock Book of Rass until you try it.

You should decide between Stuffy Doll and Mark of Asylum/Rune-Tail, Kitsune Ascendant.

Lose Dual Casting. You have other copy effects that don't risk a two-for-one.

Invoke the Divine over Terashi's Grasp.

You need more lands friend. Even with a 3 cmc curve, you need to get to 6 mana turn 6 every time. 32 won't do. Bump to 36.

The Immortal Sun seems like a good card, I'm going to test it out in mine as I have no planeswalkers.

Second Lightning Greaves and Swiftfoot Boots, Boros Signet, Coalition Relic, Mind Stone, Hedron Archive, Solemn Simulacrum, Tithe and Commander's Sphere. I run all of them besides Archive.

And yes, you have two Radiates. It's a good card, but not that good :)

Pal00ka on Auras for days

1 month ago

Cut

Silent Sentinel: high CMC and life-gain in EDH is meh unless you will actively use it (ex. Aetherflux Reservoir).

Battle wise Hoplite: underwhelming all-over.

Daxos of Melts: his trigger is pretty niche. Maybe ok 1v1 but multiplayer it will be not as easily obtained.

Celestial Mantle: /insert SS's reason\

Corrupted Conscience: infect is tricky because once people see you use it, next game they may gun for you to prevent it. And playing Bruna will already have people gunning for you. Your call.

Mask of Avacyn: better hexproof enablers out there. I like Lightning Greaves for haste, protection, and Bruna's ability doesn't care about shroud. Ring of Evos Isle slowly boosts Bruna and 2 for hexproof is not too shabby.

Counterspell: it is fine but I prefer a counter that replaces itself. Ex. Arcane Denial, Dream Fracture, or Statute of Denial.

Add

Looting spells; like Artificer's Epiphany, Catalog, Pull from Tomorrow, etc. are great with Bruna because they let you dig deep into your library to find answers and discarding auras is fine because she can reattach them for free. Generally whoever can draw the most cards in EDH will win. You have next to no draw so add in a bunch in the 2-4 CMC range.

Key to the City would be great in here too, unblockable and draw.

You have so little ramp despite playing a 6CMC general. I know you know how curves work so fix this with a cursory view of her edhrec page.

You have next to no enchantment/artifact removal. Austere Command, Aura Blast, Dismantling Blow, Fragmentize, Ray of Distortion, Terashi's Grasp, etc. I personally like the ones that will draw you a card in addition to removing a problem.

Also a cursory look at her edhrec for lands will help you improve it. We have a lot of the better UW lands too.

Since this seems mainly voltron, I'd add in Crawlspace in addition to your other pillow fort effects. Redundancy is key.

And I think a fun "combo" would be to cast Approach of the Second Sun, then before your next turn cast Dig Through Time, cast Approach again on your turn to win!

zamiero on Mirri's Selesnya Cats

5 months ago

I'm not sure the deck can support Kusari-Gama... I remember waiting a long time to get lands 5, 6, 7, and 8 when I last played the deck. Even then you're spending your entire turn just to attack for a few extra points of damage?

If you don't want Glare of Subdual but still want to be able to tap your general without attacking, try Springleaf Drum.

I personally think Oketra's Monument and Relic Crush seem a little strange for the deck... perhaps I'm not valuing them enough since I haven't played them... maybe cut one of them?

Also I think Sylvan Reclamation, Return to Dust, Aura of Silence, Forsake the Worldly, Terashi's Grasp, Tribute to the Wild, and Return to the Earth are are better choices than Relic Crush in this deck.

I forgot to suggest earlier that Buried Ruin may help bring back artifacts. Maybe cut Opal Palace if you find the +1/+1 counter doesn't help?

TheDeckMaker2300 on Five Color Spirits

8 months ago

you should make room for some of the following

just some suggestions

BrandonJamesCAC on The Devil Wears Prada, God Wears Gucci

10 months ago

Hey there, I would just run 4 Castigate if you are wanting to use the 2 mana discard.

In the kindest terms, Transgress the Mind sucks.

Terashi's Grasp is also close to unplayable. Disenchant exists and it's instant.

They are good but not main deck, 2 in the sideboard is great though.

Mortify is not great. Anguished Unmaking Exists.

Read the Bones is not great Night's Whisper exists.

Child of Night - There are so many 2 mana cards in modern that are better.

Look to the Knights for budget stuff Knight of Meadowgrain or

Ayli, Eternal Pilgrim

Consul's Lieutenant - Double white for no benefit. Renown doesn't really work in modern.

The same 2 cards I listed above are strictly 200% better. I think they are both cheap $$.

OR


Go Aristocrats.

Basic/Generic/Budget(ish) Build could like this

4x Concealed Courtyard

4x Isolated Chapel

8x Swamp

4x Plains

plus 2-4 other lands

4x Blood Artist

4x Zulaport Cutthroat

4x Bloodsoaked Champion / Viscera Seer

4x Lingering Souls

4x Cartel Aristocrat

2x Ayli, Eternal Pilgrim

2x Anguished Unmaking

3x Path to Exile / Fatal Push - Depending on budget.

Ummm... some sort of kill em all spells Killing Wave is my favorite.

Rally the Ancestors / Return to the Ranks

Lot of options in black and white.

Caeruleus on Not-so Divine Wind

1 year ago

I understand that you wanted to maintain the "Kamigawa" feel, but I think that Hold the Line and Ethereal Haze are probably not particularly strong in here; same with Terashi's Grasp. Perhaps those cards can be substituted for some removal spells: Swords to Plowshares, Path to Exile and for enchantment and artifact removal, cards like Return to Dust, Aura of Silence, or Abolish so on come to mind. Potentially, you can run Door of Destinies to add to the tribal scaling effects. You should probably run Thalia's Lancers as a tutor for some of your fun legendary dudes, perhaps Recruiter of the Guard as a tutor as well. Also not sure why, Alesha is necessarily better in here Bruse Tarl, Boorish Herder or Tajic, Blade of the Legion or Basandra, Battle Seraph. Though Alesha's reanimation might be helpful to keep pressure up.

GS10 on Alesha, Who Smiles at Her Bank Account

1 year ago

First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.

My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:


Watch out, we've got a badass over here

Commander / EDH* GS10

SCORE: 8 | 4 COMMENTS | 635 VIEWS | IN 2 FOLDERS


About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.

As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.

I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.

I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.

What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:

I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!

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