Grasp of Darkness
Target creature gets -4/-4 until end of turn.
Combos Browse all
|Commander / EDH||Legal|
Grasp of Darkness occurrence in decks from the last year
- Dealing with indestructible creatures in standard
- Does removal stop crewing?
- Can I play Grasp of Darkness in response to them playing a pump spell?
- If I have Eldrazi Mimic in play and play another colorless creature and in response to the trigger my opponent casts Grasp of Darkness and remove the target, will the mimic die?
- Is Priority maintained between after my draw step and beginning of my first main phase?
Latest Decks as Commander
Grasp of Darkness Discussion
2 weeks ago
Cool deck! i really like tribal decks, and knights have decent support in pauper.
however, there are some ipmrovements to make. i'd cut Knight of New Benalia, for a strictly better knight Daring Skyjek. or maybe a Benalish Cavalry, if you don't want a 3/1. also you might consider cutting thraben inspector for Changeling Outcast or maybe even a Universal Automaton if you a 1-drop knight.
also, you definitely need more interaction in the mainboard. maybe something like Disfigure, Mire's Grasp or Last Gasp, Unmake, Oblivion Ring, or even Grasp of Darkness (though that might be too hard to cast).Celestial Flare, Chainer's Edict, Diabolic Edict, and Pharika's Libation could also work. You could also add more Journey to Nowhere in the main, and move the Cast Down to the mainboard.
other than that a cool deck!
3 weeks ago
Yes, if a spell or ability destroys one of your Creature Lands or makes you sacrifice them, they'll be returned to your hand. If the game rules sends one of your Creature Lands to the graveyard, it won't be, even if that game state was caused by an opponent's spell, notably one of your creature's having lethal damage from a Lightning Bolt or 0 toughness from a Grasp of Darkness won't be returned.
1 month ago
Week Two Scars of Mirrodin Cardpool
1 month ago
2 months ago
Looking at your major strength - Nighthawk Scavenger, Soaring Thought-Thief and Thieves' Guild Enforcer all become very much stronger when your opponent has 8 or more cards in their grave. This says to me that you need a few Maddening Cacophony in your deck to get to this position. While Cunning Nightbonder was useful in rogue decks of the last game format, it actually does nothing for your main creatures. Slitherwisp, on the other hand can flash in, give you some card draw and allow you to gain life.
My 3 first-choice instants for a Dimir deck would be Drown in the Loch, Grasp of Darkness and Keep Safe. My personal favourites to back up this core would be Mind Carver and Unexpected Fangs - which brings you to a total of 9 different cards that make a solid deck with 4 of each (36 non-lands) and 24 lands.
4 months ago
4 months ago
To improve the consistency of the deck you can play more 4 ofs and 3 ofs rather than a lot of 1 ofs and 2 ofs. If there's a card you want to see multiple copies of every game play 4. If you want to see it maybe once per game play 3.
Rotting Regisaur is pretty nice.
Wishclaw Talisman isn't very good unless you play combo because it allows your opponent to tutor for a card to so that should probably be cut.
Massacre Wurm can be a very powerful one sided board wipe that can win you the game.
Insatiable Hemophage has bad synergy with the rest of your deck because it's the only card that cares about mutate so that should go.
Good Luck and nice win rate!
4 months ago
Scallywallwest Nice build. The only suggestions I have would be -2 Dirge Bat for +2 Sea-Dasher Octopus, -2 Grasp of Darkness for +2 Heartless Act, -1 Castle Vantress, -1 Island and -2 Swamp for +4 Watery Grave, and -3 Unwind for +3 Thoughtseize
+1 from me!