Grasp of Fate
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.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Grasp of Fate Discussion
1 month ago
DreadKhan thank you once again. I looked at your deck and I might adjust mine now :) I am not realy confortable with Conclave Tribunal either. But Grasp of Fate is a little bit too expensive for my taste. I will lurk some other decks to check if I find something else. Furthermore I am worried that I don t have enough card draw. What do you think? Thank you for your patience and time.
1 month ago
I have the same issue in my Esper deck, the lack of easy land ramp makes the land choices so much more important, because you can't fudge things very much. My Zur land base is fairly reasonable, other than the odd card, and might have some interesting options. I also run a ton of basics because I run Back to Basics and can't afford to cut too many. Salt Miner (Rule of Law cEDH) is the deck, feel free to look at the mana base, it can get Zur out turn 3 pretty consistently, even with lots of basics and none of the pricey rocks.
Conclave Tribunal seems pretty clunky to me, not versatile enough or powerful enough to justify such a potentially high cost. If you want a small upgrade that is a bit less budget at some point, Grasp of Fate is a very good version of the exile enchantment, and I think it's a lot better than something like Prison Realm in terms of power level.
2 months ago
Alesha is also one of my favorite commanders, and one I've spent a lot of time tinkering on. I think your list as you have it now has a lot of similarities to the list I had about a year ago. Here are some additional suggestions for your consideration:
Reconnaissance or Ghostly Prison or Authority of the Consuls or Dolmen Gate or Blind Obedience --> Brave the Sands - Reconnaissance can be especially helpful when attacking with Alesha and using her ability, since you can remove her and the reanimated creature from combat. The other enchantments mentioned are also helpful for putting up some defense, and putting your opponents at some kind of pacing or taxing disadvantage. Dolmen Gate is also helpful in a similar vein of Reconnaissance.
I hope this feedback is helpful. No worries if these suggestions don't line up with your budget or what your playgroup is cool with.
3 months ago
Cards I've removed as they were upgraded or didn't perform well
Modern Horizons 2:
- Nykthos Paragon replaces Test of Endurance as Nykthos Paragon is on synergy with this deck. Test of Endurance was a dead draw too many times
- Esper Sentinel replaces Speaker of the Heavens as Speaker of the Heavens wasn't making much impact and Esper Sentinel may be the best white card draw ever
- Heliod, Sun-Crowned - Not from set, but adding it in. Replaces Settle the Wreckage as this card was cute but a dead card far too often. Heliod, Sun-Crowned may do wonders in this deck.
Strixhaven Updates / Commander 2021:
Considering these new cards!
4 months ago
Having played Voltron decks in multi-player matches, I'd recommend focusing on person for the entire game. It's best to target whoever will be most problematic for the table, and try to take them out, then use that as goodwill with the other 2 players if possible. Voltron tends to run out of steam if it spreads its damage around too much.
Although they're pricey, cards like Grasp of Fate and Karmic Justice can help with hitting multiple targets at once, or putting removal deterrents on your side of the board. Promise of Loyalty is also a potential Voltron-friendly wipe effect.
4 months ago
4 months ago
Not sure if this comes up, but Reconnaissance can allow Wyleth to attack into a suicidal board state and just cancel the attack before being blocked, in addition to giving all of your creatures vigilance, for 1 mana.
If you like Banishing Light/Oblivion Ring, I'd consider Grasp of Fate . It's a bigger effect, and costs similar mana. Sometimes people will hesitate to blow it up, depending on what else Grasp has exiled.
Tyrite Sanctum might be relevant, but losing the land could hurt. Something like Mother of Runes or Giver of Runes might be useful, offering protection or letting Wyleth get in for damage by making him harder to block.
4 months ago
Did you have a chance to test Inkshield yet?
I'd also like to know how the following cards perform in your deck:
- Court of Grace (is it worth the extra pressure you get from your opponents after playing it?)
- Rankle, Master of Pranks
- Umezawa's Jitte
What do you think about Estrid's Invocation in your deck? I don' play it myself since it can be a dead card and i don't have too many great targets but for you it might be a good way to regain the Monarch by targeting Court of Grace (would you get a 4/4 instead of a 1/1 if you stack it correctly?). Also, if you target a commander when you copy Seal Away / Grasp of Fate / Oubliette / Conclave Tribunal it works like repeatable removal since they will most likely choose to put their commanders in the command zone.