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Grasp of Fate
Price$0.38 – $0.85
Buy on TCGplayer

Grasp of Fate

{1}{W}{W}

Enchantment

LegalRank #1,123

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.)

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Printings (8)

whoDoctor Who · #208R$0.38Buy
whoDoctor Who · #1057R$1.37Buy
whoDoctor Who · #799R$1.64Buy
whoDoctor Who · #466R$0.43Buy
wotWilds of Eldraine: Enchanting Tales · #3U$0.39Buy
cmmCommander Masters · #823R$0.85Buy
plstThe List · #C15-3R$0.39Buy
c15Commander 2015 · #3R$0.52Buy

Played by these commanders

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The Tenth Doctor100% of 1

Rulings (5)

  • 2015-11-04

    If Grasp of Fate leaves the battlefield before its triggered ability resolves, no nonland permanents will be exiled.

  • 2015-11-04

    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.

  • 2015-11-04

    If a token is exiled, it ceases to exist. It won't be returned to the battlefield.

  • 2015-11-04

    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.

  • 2015-11-04

    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.

Discussion (0)