Death Grasp

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Death Grasp

Sorcery

Death Grasp deals X damage to target creature or player. You gain X life.

DemonDragonJ on Strixhaven Commands??

3 years ago

Coward_Token, I would like to see an instant version of Death Grasp , in either red/white or black/white.

youareatrex on Lord of Ghosts

3 years ago

It's your boy Jason.

Here's a bunch of cards that should be less than $1 that I think could be possible additions. Feel free to ignore me. Also this is Zach: Zjadler and this is Stephen: icefrigi if you want to check out their decks.

Lifegain Daxos, Blessed by the Sun, Sanguine Sacrament

Lifegain Pay Off Ajani's Pridemate, Griffin Aerie

Card Advantage Read the Bones, Sign in Blood

Removal Death Grasp, Despark

Ramp: Commander's Sphere

Win the Game Gray Merchant of Asphodel, Debt to the Deathless

MagicMarc on What is the best card …

3 years ago

Banefire is one of the best, if X is = or >5, then Banefire cannot be countered and the damage cannot be prevented. Very sneaky and even in casual Commander with all kinds of fort and protection cards in play it can still get a win.
Death Cloud: Honorable mention. Go infinite, Cast it with X of 10000, say "I lost as well, but what a great finisher!"
Death Grasp: You gain as they lose.
Rocket Launcher: Like Goblin Festival or Goblin Cannon.
Molten Disaster: If Kicked it has split second. Very hard to disrupt. But you need support to live through it.
Demonfire: With no cards in hand, it's just like Banefire.
Diabolic Revelation: It lets you get all of your other x cards so you can win with all of them at the same time.
Mindshrieker: This is an odd one, and it's mill, but it gets a +x/+x boost and you can activate it for lethal as well as milling the entire table. It can also win without going infinite if you land on something spicy on an activation.
Golem Artisan: It needs a number of artifact creatures in play equal to your # of opponents, but it cnm grant +X/+X flying, trample and haste to x number of artifact creatures. This can be a game winning blowout very easily.

TriusMalarky on LIFE GAIN DOES MATER

3 years ago

Anyone claiming Spell Pierce is bad is insane. It's an amazing card in any playgroup that is tuned in any way. is a pretty big tax. However, it's not good as generic countermagic -- it's for crushing combos or protecting your combo.

If your playgroup isn't tuned to any degree, doesn't run many combos at all, and you're not using a combo wincon, replace Spell Pierce. If you're playing anything other than low power hyper casual commander, keep Spell Pierce and add more countermagic. Every blue deck should include Negate, Counterspell, Dispel.

Second, you have 14 taplands. This is horrible. I don't care what meta you're in, fix that. I'll give you some tips: River of Tears, Nimbus Maze, and Caves of Koilos are all really cheap and will make your manabase a lot better. Cut a handful of taplands for more basics -- they're great and in budget manabases they are necessary for making your deck work. Glacial Fortress, Isolated Chapel, Drowned Catacomb aren't too pricey and will make your manabase MUCH better. Tainted Field and Tainted Isle are pretty cheap.

Cards I'd cut: Debt to the Deathless, Death Grasp, Serra Avatar. They all just cost too much mana.

JeremyX2 on Life Management 101

4 years ago

Try Death Grasp or Damnable Pact for a fast kill late.

DemonDragonJ on Two Life-Draining Spells

4 years ago

I have noticed that life-draining spells exist in black/red, black/white, red/white, and mono-black, so I decided to make spells that provide a player with all of those options, as seen, below.

Vampiric Helix Show

When I originally designed this spell, it did not have the second sentence, only the first, so that it would not be strictly better than Lightning Helix, but I was having difficulty giving it a name; after I decided on “vampiric helix,” I decided that it would be interesting if it had a conditional ability that related to vampires, so I added the second sentence to it.

Markov's Grasp Show

After designing the first card, I wished to make a variation of it that dealt a variable amount of damage, and this was the result. Again, it becomes more powerful if its controller controls a vampire as they cast it. I know that this spell is strictly better than Death Grasp, but that card would likely be the victim of power creep, today, so I feel that this spell is acceptable. I named this spell in honor of house Markov from Innistrad, a family of vampires.

What does everyone think of these cards? Are they impressive?

wallisface on Agressive healing

5 years ago

Some thoughts:

1) Modern is a fast format, and you’re running far too many high cmc cards that’ll never get a chance to get played. Typically you wouldn’t run more than 2-6 4-drops, with nothing over that casting cost, and everything else costing 3cmc or less.

2) you’re running waaaay too few lands. That number is in the territory of decks that only run 1-2cmc spells. You want to up that to 23-24 cards

3) Death Grasp is not modern legal. Which is fortunate cause you’re at 61 cards, and you never want to run more than 60 (so just take that card out)

4) try running full playsets (4) of the good cards that fuel your deck. Running loads of single-copies of cards will only make your deck inconsistent and clumsy, and unable to live up to its potential. For starting a deck-build, i’d just recommend picking 9 cards that function well towards your plan, running full playsets of those, and then 24 lands.

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