Grasp of Fate

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.

Latest Decks as Commander

Grasp of Fate Discussion

DreadKhan on Zur - Lich Horcrux

3 weeks ago

Glen Elendra Archmage is a very useful card if you're running Solemnity, which prevents it from getting a Persist counter, so it's just a lot of cheap countermagic.

Rest in Peace + Web of Inertia can stop people from attacking you, relevant vs stuff like Eldrazi mostly, not sure if you face them much. There is also Energy Field which can prevent damage too with RiP.

Greater Auramancy is pricey but can be useful, works nicely with a Grasp of Fate to give Zur access to a reasonably safe mini-wipe, or to make your Protection enchantments secure. I find Luminarch Ascension pretty funny in Zur with protection included, you can generate a pretty big army with that, and you don't need to draw into anything to do it.

multimedia on Tavusa

2 months ago

Hey, welcome to TappedOut. Good start and version of Tuvasa, nice Sylvan Library.

You're deck doesn't have a Commander yet. In the deck editor add the CMDR tag to Tuvasa the Sunlit text.

1x Tuvasa the Sunlit *CMDR*

When you save and return to the deck Tuvasa will be the Commander, in it's own category and have a card image.


Ethereal Armor, Aqueous Form, Flickering Ward, Rancor are some one drop auras to consider adding. Ward is nice because you can bounce it to cast again and the color protection you choose doesn't cause auras of that color that are enchanted to the creature to be destroyed. That's an errata that's been made to original printing of the card. Sigarda's Aid is another powerful one drop enchantment that gives auras flash; very good with Flickering Ward. Shield of the Oversoul, Steel of the Godhead and Favor of the Overbeing are more auras to consider adding since they give Tuvasa +2/+2 and two other abilities, one is evasion.

Setessan Champion is a good Enchantress because it grows in power and also triggers not on cast, but when an enchantment you control ETB. Grasp of Fate is powerful removal in multiplayer Commander; a supercharged Oblivion Ring. Robe of Stars phases and phasing is powerful with auras because when you phase out auras they return attached to the creature unaffected when they phase back in at your next untap step. Robe can be repeatable protection from anything for Tuvasa and all auras that are attached to her.


Some changes to consider:

Good luck with your deck.

Dammjan on

5 months 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.

DreadKhan on

5 months 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.

Crow-Umbra on Alesha, No Idea

6 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:

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.

mi37516 on Rampant Lifegain with Mangara, The Diplomat

7 months ago

Cards I've removed as they were upgraded or didn't perform well

Future Adds:

Modern Horizons 2:

Strixhaven Updates / Commander 2021:

Considering these new cards!

Crow-Umbra on Sex-Proof Selesnyabians

7 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.

Coward_Token on Mono White Ramp/Draw

7 months ago

I'd also like to see more efficient card-neutral/advantage removal like Grasp of Fate and Dismantling Wave

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