Grasp of Fate

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Legality

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

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. (Those permanents return under their owners' control.)

Chaospyke on Blinking Grasp of Fate and …

2 days ago

Legendofa is wrong. If you control and own grasp of fate and Urabrask's Forge is exiled with it, then you flicker the Grasp of fate using Brago's ability, you can target that Urabrask's Forge that re-entered. Grasp of Fate is worded differently from Oblivion Ring and was is colloquially called "New O-ring" text. As the ruling says, nothing happens between Grasp leaving the battlefield and the exiled cards returning. Urabrask's Forge would return during the middle of resolution of Brago's ability while all targets are exiled. Once all targets have returned and Brago's ability has finished resolving, then Grasp's ability would go onto the stack. At this time Urabrask's Forge is on the battlefield and a legal target for Grasp's ability.

For the record, this same scenario would not work for Oblivion Ring as Oblivion ring has a separate triggered ability that triggers when it leaves the battlefield. If you had an O-ring or similar effect when the return ability is on a different trigger, then Brago's ability would resolve causing the O-ring to leave the battlefield and return. Once it returns, you must immediately choose a target to exile with it, but what ever was previously exiled with would not have returned yet as the return triggered ability would not have resolved. Effects like this that have a separate ability for the return trigger are colloquially called "Old O-ring" effects.

Sliverguy420 on Blinking Grasp of Fate and …

1 week ago

legendofa he's asking if Grasp of Fate can exile the forge.

legendofa on Blinking Grasp of Fate and …

1 week ago

Incidentally, the setup doesn't quite work, unless your opponent somehow gained control of your Forge. Grasp of Fate can only exile cards your opponents control, while Brago, King Eternal can only blink cards you control. There's not a natural situation where the Forge is controlled by your opponent for Grasp, then controlled by you for Brago. If you switch Grasp for something like Constable of the Realm, then the setup is more fluid, although my previous answer still stands.

legendofa on Blinking Grasp of Fate and …

1 week ago

I want to make sure I understand the question right.

The setup is that an Urabrask's Forge is exiled with Grasp of Fate. You deal combat damage to a player with Brago, King Eternal, triggering its ability. Your question is, can you exile the Grasp, see the Forge come back to the battlefield, and exile the Forge with Brago as part of the same ability effect?

If that's right, then this doesn't work. You can't target the Grasp, let it be exiled, then target the Forge and blink that, all off a single Brago attack. All the targets are chosen at the same time (while the Forge is still exiled by Grasp), and they're all blinked at the same time. By the time the Forge would be a valid option, it's too late. The targets for Brago's ability have already been chosen and the ability is resolving.

Baldugues on Blinking Grasp of Fate and …

1 week ago

The ruling of Grasp of Fate states "The exiled cards return to the battlefield immediately after Grasp of Fate leaves the battlefield. Nothing happens between the two events, including state-based actions."

Let's assume i exiled an Urabrask's Forge.

If i blink Grasp of Fate or similar cards with texts describing "exile [...] until this enchantment leaves the battlefield" with something like Brago, King Eternal, can i target the forge again, since it came back immediately (i'm assuming before Grasp of Fate's ability came on the stack)?

Crow_Umbra on Counter Intuitive (Arwen)

2 weeks ago

I'll do my best; I haven't played Green/White together as much as I used to, especially stuff that's more focused on life gain. If you're interested in some suggestions for life gain and Green/White adjacent strats, I'd tap in with Tsukimi; they love Bant.

  • One thing that I noticed is that you seem a bit split on life gain and +1/+1 counter support. Based on your description, it sounds like you're more interested in the counter support to send counters around. For this reason, I think that maybe cutting out most or some of the life gain support could focus those slots a bit more. Focusing in on a primary strategy could help alleviate some of that clunkiness.

  • Since Marwen gets her Indestructible counters when she ETBs, maybe a small Blink package of Ephemerate, Eerie Interlude, & Semester's End could be added to facilitate that.

  • I'd recommend checking out Grasp of Fate as a potential swap with Banishing Light. For EDH, I like to have a mix of non-board wipe/multi-target removal to supplement the wipes & single target stuff when possible. They're not Elves, but Druid of Purification and Bronzebeak Foragers are also solid options in that vein.

  • Since Elves tend to crap out bodies, Aura Shards is another great repeatable removal option for a deck like this.

  • Idk if you have a specific budget in mind, but I'd recommend checking out Kodama of the West Tree and Roaming Throne as strong good stuff support pieces.

I know you mostly dabble with Modern, but I'm not sure if you've heard of or used EDHRec before? It's a helpful starting point to see what are some commonly utilized cards for various deck archetypes for each commander.

NV_1980 on Enchanted I'm Sure

3 weeks ago

Hi there,

This looks excellent! Would Greater Auramancy make sense in here? I've found Grasp of Fate to be really excellent at stopping opponents' key cards (simultaneously), although that sometimes unites them against you of course). Also curious whether you've left out Smuggler's Share intentionally (and if so, what your reasoning for that was). I would definitely recommend Burgeoning, as in play-groups of 4 or more this grants you much more of an advantage than Exploration does, though it wouldn't hurt to have both in here either. How would you feel about Counterbalance? Obviously it depends on luck, but in my experience it can really prove its worth from time to time. And that look of dread on opponents' faces whenever they cast something and they don't know whether you'll be able to retaliate ... glorious :) Aside from that, wonder what your take on Archmage Ascension and As Foretold would be in a deck like this.

Keep up the great builds!

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