Grasp of Fate is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
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.)
How it works : Grasp of Fate
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If Grasp of Fate leaves the battlefield before its triggered ability resolves, no nonland permanents will be exiled.
No other card is named in this ruling.
- #2· Wizards of the Coast
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.
No other card is named in this ruling.
- #3· Wizards of the Coast
If a token is exiled, it ceases to exist. It won't be returned to the battlefield.
No other card is named in this ruling.
- #4· Wizards of the Coast
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.
No other card is named in this ruling.
- #5· Wizards of the Coast
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.
No other card is named in this ruling.
Legal formats
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Meta decks with Grasp of Fate
No archived Top 8 deck with this card yet.




