Add to Wishlist
Card Info
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.)
Illustrated by: Tomasz Jedruszek
Watermark: N/A
Legal Formats
Alchemy
Brawl
Commander
Duel
Explorer
Future
Gladiator
Historic
Legacy
Modern
Oathbreaker
Oldschool
Pauper
Paupercommander
Penny
Pioneer
Predh
Premodern
Standard
Standardbrawl
Timeless
Vintage
The List (PLST)
#C15-3 - rare - en
Sets & Prices
Prints | USD | USD Foil | TIX |
The List | $0.32 | - | - |
Doctor Who | - | $1.51 | - |
Doctor Who | - | $1.50 | - |
Doctor Who | $0.27 | $0.32 | - |
Doctor Who | $0.17 | $0.35 | - |
Wilds of Eldraine: Enchanting Tales | $0.20 | $0.19 | 0.04 |
Commander Masters | $0.28 | - | 0.19 |
Commander 2015 | $0.50 | - | - |








Rulings
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.
(2015-11-04)