Grasp of Fate
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.)
- CMC
- 3
- Mana cost
- Color identity
- W
- Rarity
- uncommon
- Set
- Wilds of Eldraine: Enchanting Tales
- Price
- $0.37
- EDHREC rank
- #1114
Grasp of Fate clears one threat from each opponent simultaneously — three removals for three mana, with the enchantment subtype as a bonus. At that rate, it belongs in every white-black-green deck that can run it, and Anikthea, Hand of Erebos turns it into a recursive engine rather than a one-shot answer.
Best Commanders
Commanders with the highest synergy

Anikthea, Hand of Erebos
Anikthea, Hand of Erebos copies enchantments in the graveyard as token creatures, so a Grasp of Fate that gets destroyed just becomes fodder for a free copy — the removal effect resets and exiles a fresh set of threats.

Daxos the Returned
Daxos the Returned generates spirit tokens scaled to your total experience counters, and every enchantment cast ticks that count up; Grasp of Fate pulls triple duty by exiling three problems and pushing the experience engine forward in a single cast.

Yenna, Redtooth Regent
Yenna, Redtooth Regent copies non-legendary enchantments at the beginning of combat, and Grasp of Fate is a prime target — a copy means three more exiled permanents every turn the trigger resolves.


The Tenth Doctor // Rose Tyler
The Tenth Doctor // Rose Tyler rewards playing historic spells, and Grasp of Fate's enchantment type qualifies; the three-for-one removal effect pairs with the card-advantage triggers the deck wants to chain together.

Zur the Enchanter
Zur the Enchanter tutors any enchantment with mana value three or less directly onto the battlefield, and Grasp of Fate sits at exactly three — making it a guaranteed mid-combat answer that also advances Zur's control gameplan.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | not legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
Grasp of Fate is a Commander card through and through — the three-opponent exiling clause is irrelevant in one-on-one formats but warps the value equation in a four-player pod. In Legacy and Vintage it's technically legal but loses most of its punch, since it's just a worse Banishing Light against a single opponent with no upside. Commander and Oathbreaker are where it belongs: multiplayer tables mean you're always hitting at least two permanents, and enchantment synergy commanders push the ceiling even higher.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.37 bulk tier
At $0.37, Grasp of Fate is bulk — you're getting one of the most efficient three-for-one removal pieces in Commander for less than a dollar. That price is unlikely to erode further given the card's consistent demand across enchantment strategies.
Explore
Sources
Mentioned
- Anikthea, Hand of Erebos
- Daxos the Returned
- Yenna, Redtooth Regent
- The Tenth Doctor // Rose Tyler
- Zur the Enchanter
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.