Hypervolt Grasp

Enchantment — Aura

Enchant creature
Enchanted creature has "{T}: This creature deals 1 damage to any target."
{1}{U}: Return this Aura to its owner's hand.

CMC
3
Mana cost
{2}{R}
Color identity
RU
Rarity
uncommon
Set
Guildpact
Price
$0.09
EDHREC rank
#28318
Buy on TCGplayer
Hypervolt Grasp card art
Hypervolt Grasp turns any damage-dealing permanent into a repeatable ping engine — the on-board output is real and it scales hard with commanders like Bruce Banner // The Incredible Hulk who care about damage counters and transformation triggers. The cost is two mana to equip each time you want to reattach, which is a genuine friction point in fast games.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Hypervolt Grasp earns its slot in dedicated damage-synergy builds — commanders that want repeated non-combat damage triggers will get real mileage out of it, though it's too narrow for general goodstuff piles. In Legacy and Vintage, the card doesn't compete; both formats move too fast for a three-mana Equipment with a two-mana re-equip cost and a single point of damage output. Modern is legally accessible but practically irrelevant — the card simply doesn't clear the power bar for constructed play. Hypervolt Grasp is a Commander-only proposition, and even there it belongs in specific shells rather than the 99 at large.

Key Combos

Combo lines featuring this card

25 decks
Bruce Banner // The Incredible HulkHypervolt Grasp

Bruce Banner // The Incredible HulkHypervolt Grasp

Infinite combat phases; Infinite +1/+1 counters on a creature

View on Commander Spellbook ↗

Price Context

Current price

$0.09 bulk tier

At $0.09, Hypervolt Grasp is deep bulk — you're paying essentially nothing for a card with a real niche. That price will stay flat; there's no crossover demand from competitive formats to push it up.

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Mentioned

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Updated . Data from Scryfall, EDHREC, and Commander Spellbook.