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Grasp of Fate

Grasp of Fate

{1}{W}{W}
Enchantment

When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)

"The witch wrapped her heart in briar vines, hid it away in the ancient keep in the depths of the forest. If none could find it, the prophecy could never come to pass." —*Beyond the Great Henge*

Illustrated by WFlemming Illustration

Formats
Not Legalstandard
Legalhistoric
Legaltimeless
Not Legalpioneer
Not Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Not Legalpenny
Legalcommander
Legaloathbreaker
Legalbrawl
Not Legalalchemy

This printing

Number#3
RarityUncommon
ReleasedSep 8, 2023
EDHREC rank#1,153

Prices

USD$0.39
USD foil$0.46
EUR€0.19
EUR foil€0.34
MTGO0.04 tix
Rulings (5)
  • 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.

    Nov 4, 2015 · Wizards of the Coast
  • Auras attached to exiled nonland permanents will be put into their owners' graveyards. Equipment attached to exiled creatures will become unattached and remain on the battlefield. Any counters on exiled nonland permanents will cease to exist.

    Nov 4, 2015 · Wizards of the Coast
  • In a multiplayer game, if Grasp of Fate's owner leaves the game, the exiled cards will return to the battlefield. Because the one-shot effect that returns the cards isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.

    Nov 4, 2015 · Wizards of the Coast
  • If a token is exiled, it ceases to exist. It won't be returned to the battlefield.

    Nov 4, 2015 · Wizards of the Coast
  • If Grasp of Fate leaves the battlefield before its triggered ability resolves, no nonland permanents will be exiled.

    Nov 4, 2015 · Wizards of the Coast

Printings (10)

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