Sun Clasp

Enchantment — Aura

Enchant creature
Enchanted creature gets +1/+3.
{W}: Return enchanted creature to its owner's hand.

CMC
2
Mana cost
{1}{W}
Color identity
W
Rarity
common
Set
Visions
Price
$0.15
EDHREC rank
#18775
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Sun Clasp card art
Sun Clasp replaces itself immediately and gives a creature +0/+3 until end of turn — the card draw is the real reason to run it, and the toughness bump is incidental upside. It's a bulk common that does just enough to see fringe play in white weenie or lifegain shells that need cheap cantrips, but it's rarely a first pick.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Sun Clasp competes in a format where white has access to better cantrips and protection spells, so it earns a slot only in decks that specifically want cheap, on-theme tricks — lifegain payoff commanders or those that care about toughness. Pauper is its most credible home, where the cantrip density matters more and the tempo of a one-mana draw-a-card plus a combat trick is genuinely relevant. In Legacy and Vintage, Sun Clasp is legal but never played — the power floor in those formats makes a +0/+3 pump irrelevant. Oathbreaker mirrors Commander in that the card is fine but rarely optimal.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.15 bulk tier

At $0.15, Sun Clasp is deep bulk — you're paying for cardboard and shipping, not the card itself. That price is stable because demand is low and supply is plentiful; don't expect movement in either direction.

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Mentioned

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