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Grade shown above. Raw cards use the Near Mint → Damaged scale; slabbed cards carry the grading company’s grade. Card condition guide →
Ships in 1–2 business days·Tracking on every order·Signature required on orders $250+
Our grade: Near Mint. Pictured: this printing of the card. Every card ships triple-sleeved — a soft sleeve, a deck sleeve and a rigid top loader.
Think of it as an Oblivion Ring built for a full table. When Grasp of Fate enters, for each opponent you exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. At a four-player game that is three answers for three mana, covering creatures, artifacts, enchantments and planeswalkers alike, with every player losing their biggest problem at once.
The tradeoff is the classic one for this style of removal: if Grasp of Fate leaves the battlefield, everything it exiled comes back to its owners. Enchantment-heavy decks can protect it with shroud or hexproof effects, and blink decks can turn the drawback into a feature, flickering Grasp to release old targets and lock down fresh ones. Either way, it scales with the size of your pod in a way single-target removal never can.
This is the Commander 2015 printing, collector number 3, illustrated by Tomasz Jedruszek, in non-foil. Designed for multiplayer from the start, it debuted in the Commander 2015 decks and has been a white staple of the format's removal suites since.
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Magic
Grasp of Fate
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Magic
Grasp of Fate
$0.99
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Related cards currently available — any set, any finish.
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