|Commander / EDH||Legal|
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|Commander 2015 (C15)||Rare|
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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.
Grasp of Fate Discussion
1 day ago
@DespairFaction: You cannot compare geddon effects to Cataclysm and Jokulhaups . The latter are late-game combo pieces with Teferi's Protection , Boros Charm and now, Brought Back . They're our go-to spells when the game gets out of control. As you correctly pointed out, geddon effects are proactive--they're resource denial spells, much like Ruination , Blood Moon and Magus of the Moon . I've talked about them before and why I do not play them. I prefer the one-sided nature of Ruination and because it doesn't require us to have a board presence to hurt players with high-tiered, 3-, 4- or 5-color decks. In addition, my experience is that moon effects will accomplish the same thing (resource denial) more effectively (they don't require board presence to take high-tiered decks out of the game).
Regarding Smothering Tithe , here's the reply that I gave to another user who asked me the same question: "The card ramps like crazy because no one ever pays for it (unless 1v1'ing or 2v1'ing) and has pretty good synergy with Akiri (each treasure is a +1/+0). That said, unless you have a reliable way of spending the mana it generates, the card is only okay. Say, if our commanders had an activated ability like Thrasios, Triton Hero , this card would be very good because it would allow us to use the mana to generate card advantage. However, that's not the case and this makes me very reluctant to play smothering tithe here. I've no doubt that frenzy takes precedence over smothering tithe in any boros list. Our main issue is card advantage and we need all the help we can get to generate card advantage, not necessarily ramp. However, it also works pretty well with jokulhaups, so that might be something to consider. I guess I'll have to test it at some point." I've not tested it yet. The option you mentioned to find it with the enchant tutors is unrealistic. If you can search for enchantment, your priority will usually be something like (1) Blood Moon (resource denial) or (2) Grasp of Fate (removal) or (3) Land Tax (land tutor for card draw engines) or (4) Outpost Siege (card draw) or if none of that matters, (5) Smothering Tithe (ramp / combo with draw seven).
Chaos Warp is garbage. Please do not play it.
I do not play Orim's Chant . Think you were trying to say Orim's Thunder , which is an instant speed 2-for-1 spell. Highly undervalued and underplayed in multiplayer edh. That's quite far from being an odd card choice in a RW list.
I agree with your observation about how the deck should be changed depending on the meta. This was pointed out in the description and in previous comments.
Let me know if you put together a proper alternative version of this akiri-bruse, aggro-control list. I'd gladly mention it in my description.
4 weeks ago
Hey N3M3S1S! Welcome to EDH. I hope you find it fun... I like this format the most. Hopefully you'll find these suggestions helpful:
Card-draw is one of the most important elements of any EDH deck -- in a format with three opponents, you typically want any source of card advantage you can get. Not being in blue means you don't have access to Windfall and friends, but Mardu has its fair share of mass-draw effects. I highly suggest Painful Truths ... You'll frequently be casting it as a three-mana draw-three, and the life-loss is more than worth it. Other draw-spells to consider: Night's Whisper , Minions' Murmurs , Faithless Looting , Syphon Mind , Read the Bones , Commune with Lava , Sign in Blood ... I'm sure there're more, but they aren't coming to mind. Permanent-based card-advantage is even better, since it's... well... permanent. Consider some of the following: Twilight Prophet , Phyrexian Arena , Arguel's Blood Fast Flip, Greed ... I love that you already have Necropotence .
Multi-for-One removal is another way to build card-advantage -- cards like Go for the Throat , Anguished Unmaking , Mortify and Path to Exile are good in two-player formats, but in multiplayer I've often found them not to be good enough. Some cards to consider instead: Fire Covenant , Grasp of Fate , Wear / Tear ... Though it's a one-for-one, I think you should include Swords to Plowshares . It only removes one thing, but it's like... REALLY efficient. Path to Exile ramping your opponent is actively dangerous.
Consider Cover of Darkness as another way to capitalize on your tribal theme. Other tribal-powering cards to consider include: Cavern of Souls , Patriarch's Bidding , Vampire Nocturnus , Bloodlord of Vaasgoth , Malakir Bloodwitch and Champion of Dusk . I suggest removing Gifted Aetherborn Paladin of Atonement , Pitiless Pontiff and/or Vampire Cutthroat for some of these.
Your artifact-ramp package has room for improvement. I like your signets... two-mana rocks are much better than three-mana rocks. Consider some or all of the following: Talisman of Conviction , Talisman of Hierarchy , Talisman of Indulgence , Mind Stone , Fellwar Stone , Arcane Signet , Prismatic Lens or even just Coldsteel Heart .
I think Lightning Greaves is probably better than Swiftfoot Boots , if you want to be able to equip frequently. If you need to get around the shroud, you can move the boots to something else, do what you need, and then return the boots to the first creature.
If you take my advice from (5), you can cut some lands. In general, if you have ramp and your curve is low, you can run 31 or 32 lands. With your current curve, I suggest 35 lands plus ramp. If you want to keep your basic land count high, you can run things like Blood Moon , Ruination , etc. Otherwise, here're some non-basics to consider: City of Brass , Mana Confluence , Prismatic Vista , Godless Shrine , Blood Crypt and Sacred Foundry .
Right. Good luck have fun!
1 month ago
cPute, Grasp of Fate would definitely be a nice addition to the deck. I don't quite have the budget for Serra's Sanctum though. I will think about adding Flickering Ward , but I really see no reason to add it. Thanks for your suggestions.
1 month ago
1 month ago
Hey! Estrid is always fun. I have some suggestions -- feel free to ignore any/all of them, especially since budgets vary greatly:
One of the main advantages of playing green is its access to dork-generated mana. Without green, most decks need a huge amount of artifact-mana to achieve top speed; however, green dorks tend to be a mana cheaper. You should definitely pull Arbor Elf in from the sideboard, as with your Wild Growth he taps for two -- if you include Utopia Sprawl , there's a similar interaction. Same goes for Overgrowth and Elvish Guidance , though those are more than one mana and therefore slower. I highly suggest you include more of these one-mana ramp-creatures: Llanowar Elves , Noble Hierarch , Avacyn's Pilgrim , Fyndhorn Elves , Elvish Mystic , Birds of Paradise ... Bloom Tender is also REALLY powerful in three colors, though she isn't close to cheap. You can also use these to cut some lands; thirty nine is too many.
Vintage xerox cards are a good way to dig for what you need and past what you don't. Pretty much all blue decks in EDH should be running Ponder and Preordain , and if you have access to shuffle effects, like an Evolving Wilds , Terramorphic Expanse or Prismatic Vista , Brainstorm joins the pile. These one-mana cantrips will allow you to keep more borderline hands, as they will be very likely to find you what the hand may be missing.
You've got some great cards in your sideboard. Swords to Plowshares is the best spot removal in magic due to its absurd efficiency. Your deck could likely benefit from some control elements, and Counterspell and Dovin's Veto are a great start on this front. Argothian Enchantress is a very powerful draw engine -- I highly recommend you run her -- and Grasp of Fate is another highly efficient form of removal.
Speaking of counterspells, I think you'd benefit from two or three more counters than Bant Charm , Counterspell and Dovin's Veto . I suggest Delay , Swan Song , Dispel , Spell Snare , Spell Pierce , etc.
Mass card-draw is really good in EDH. Windfall is very powerful, especially if you take Narset, Parter of Veils off the sideboard and resolve Windfall . I suggest four to six draw spells. Some cards to think about: Treasure Cruise , Fact or Fiction , Dig Through Time , Sylvan Library , Mystic Remora , Chemister's Insight , Frantic Search , Gush , Sphinx's Revelation , Archmage's Charm , Chart a Course .
Stony Silence is a powerhouse in EDH, especially if you run the aforementioned dorks and derive you mana from non-artifact sources. If you want to run a Green Sun's Zenith package, you can fetch Collector Ouphe . Obviously, Stony Silence is preferable, as it is an enchantment.
Season of Growth , from M20, seems like a good card. Making all your auras cantrip is a good thing-a-ma-jig.
1 month ago
I love the deck name. I got a few suggestions:
Your land-base can use some work. I highly suggest Command Tower , City of Brass , Mana Confluence and Prismatic Vista . The prices on these lands varies, but they're all good (especially Command Tower )...
Xerox cards, sort of like your Opt , will allow you to run slightly fewer lands -- they'll dig you to what you need and past what you don't. I highly recommend running Ponder and Preordain in any blue deck; Brainstorm is great, too, though it requires slightly more shuffle effects than just Terramorphic Expanse and Evolving Wilds .
I think Swords to Plowshares is a lot better than Path to Exile . Ramping an opponent in a format filled with high-power cards is actively dangerous, and I suggest Path to Exile only in highly aggro decks that need to remove blockers to kill an opponent. Giving an opponent a little life is much less significant. Similarly, I think Grasp of Fate is likely a lot better than Pacifism .
Narset, Parter of Veils is a bomb in EDH, especially if you can pair her with a well-timed Windfall . Similarly, many decks have at least a decent number of search effects, meaning that Ashiok, Dream Render is also a powerhouse.
Like the aforementioned Windfall , there're a bunch of card-advantage spells to consider. Painful Truths is a favorite of mine, and Fact or Fiction , Dig Through Time , Treasure Cruise , Phyrexian Arena etc. are all awesome. Fathom Mage can also draw you cards.
One major bonus to playing green in EDH is that it grants you access to the best dorks; in these colors, you can play pretty much all the best ones except Orcish Lumberjack . Some are more expensive than others, but since dorks (and their low cost) are the best ramp in the game, you should consider running any number of these: Avacyn's Pilgrim , Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Elves of Deep Shadow , Deathrite Shaman , Noble Hierarch , Birds of Paradise and Bloom Tender will all be powerhouses in this deck.
There're some charge-counter artifacts to consider, as you can proliferate the counters. Everflowing Chalice and Astral Cornucopia come immediately to mind, and Coalition Relic and Transmogrifying Wand are both powerful as well.
Depending on your meta, there're some enchantments you should consider: Mystic Remora is often an Ancestral Recall in more inexperienced metas; Compost can be a powerhouse, as black is the second most common color after blue; heavy blue metas are friendly to Carpet of Flowers ; and similarly, since you're not running any Island s outside the basics yourself, Choke can be good.
I think you forgot Sol Ring ...
If you want, you can run a little bit o' hate. Grafdigger's Cage is probably the best Stax piece in the current meta. Smokestack is a fun piece of work you can proliferate, if necessary; running it in conjunction with Orochi Hatchery or just Bitterblossom can give you all the advantage you need.
1 month ago
I was really hoping they'd reprint Grasp of Fate in this set of precons, a long with a bunch of the other commander exclusive cards. For the moment, some of the above are just a bit above what I want to shell out for right now.
I'm scouting around my local group for some better jeskai/gold lands to trade for at the moment. I actually have some partially-on-color khans/zendikar fetchlands, but none that have both colors relevant, and right now I only have one nonbasic land here with land types, so I'm holding them for other decks.
Will Kenrith and Rowan Kenrith were definitely something I was discussing with people, since they have pretty good synergy with this deck, and I think this deck is well put together to defend planeswalkers, but I'm intimidated by the 6 cmc requirements on both of them. That said, I think Will is probably fine as his abilities, while a bit more generic in terms of value than Rowan's here, are still pretty great. I might try them out and see how the perform, if for no other reason than the fact that they sound like a lot of fun.
I'm reluctant to run parallel effects like Grand Melee that prompt mandatory attacks in this deck, as I'm not sure my own creatures are up to the task of attacking into one of my opponents every turn.
The wraths I picked here are intentionally situational as I'm hoping to leave some creatures alive with Dusk / Dawn or Tragic Arrogance to maintain the situation that allows me to keep having my opponents fight it out, but that might be too greedy in the long run. There are also better situational wraths, but I'm still trying to keep my costs down.
I may post an "optimized" hypothetical list for this later for use by other people and keep a separate copy for myself with tighter cost restrictions.
1 month ago
Ponder and Preordain are worth including in any blue deck. They dig you to whatever you need, and past what you don't. Brainstorm is good, too, but you'd need to run more shuffle effects to make it worth playing. Slow fetches, like Flood Plain or Rocky Tar Pit , are cheaper alternatives to the Onslaught and Zendikar fetches.
You can probably do more in terms of artifact ramp. Talisman of Progress is good in addition to your Talisman of Conviction and Talisman of Creativity . Thought Vessel is also great; I suggest cutting Reliquary Tower for a basic land if you run it, as one of this effect is probably enough, and Thought Vessel can ramp you fast if it comes down turn two. (In other words, it doesn't cost a land drop.)
You should consider Treasure Cruise or Dig Through Time -- both may be difficult, as delving for one means the other is harder to cast. I think in this deck, which appears more control than combo, Treasure Cruise is likely the better choice. It provides slightly more card advantage, and Dig Through Time is good mainly for card selection, rather than advantage.
Enlightened Tutor seems like it'd be kinda a powerhouse in this deck. It's on the pricier side of cards, but being able to tutor for whatever prison effect you need is a really, really good thing.
In terms of planeswalkers, Rowan Kenrith seems real good; needles to say, the +2 ability is especially good if you target an opponent who can't attack you. If you choose to, Will Kenrith is also ok. He tutors for Rowan Kenrith , and vice versa. Note that the partner effect triggers even if you don't have the other half, so if you really wanted, you can search and fail to find, then shuffle. This is useful if you get Brainstorm locked, but I don't advise planning on doing this frequently.
There're some hate-filled cards you can consider running, in order to pressure opponents' life totals not exclusively through combat. Scab-Clan Berserker , Harsh Mentor , Eidolon of the Great Revel , Pyrostatic Pillar , Sulfuric Vortex and friends are all worth considering.
Cleansing Meditation can be good in the right meta.
Good luck man!
Grasp of Fate occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
WUB (Esper): 0.39%