Unnerving Grasp

Unnerving Grasp

Sorcery

Mana cost: {2}{U}

How we read this card

Return up to one target nonland permanent to its owner's hand. Manifest dread.

on-cast — bounce

on-cast —

Causes: an artifact leaves the battlefield, a battle leaves the battlefield, a creature leaves the battlefield, an enchantment leaves the battlefield, a planeswalker leaves the battlefield, put anything onto the battlefield, mill a card.

Cares about: nothing.

Works well with

a sorcery is cast — 3,720 cards in the game can cause this (Unnerving Grasp is one).

When Unnerving Grasp is cast:

  1. Spellweaver Volute — copies a spell
  2. Lilah, Undefeated Slickshot — gets +1/+1
  3. Niblis of Frost — gets +1/+1
  4. Primeval Bounty — puts 3 counters on a creature
  5. Tetsuko Umezawa, Pursuer — gets +1/+1
  6. Thor, God of Thunder — deals that spell's mana value damage
  7. Krile Baldesion — brings a card back
  8. Summon: Good King Mog XII — makes a token
  9. Kykar, Wind's Fury — makes a token
  10. Blood Funnel — sacrifices a creature

424 other cards care about it too. These are the ones with the most connections.

a nontoken creature leaves the battlefield — 4,133 cards in the game can cause this (Unnerving Grasp is one).

  1. Dual Nature — When a creature leaves the battlefield thanks to Unnerving Grasp, Dual Nature exiles a creature

3 other cards care about it too. These are the ones with the most connections.

a creature leaves the battlefield — 4,238 cards in the game can cause this (Unnerving Grasp is one).

When a creature leaves the battlefield thanks to Unnerving Grasp:

  1. Extractor Demon — mills a card
  2. Valor of the Worthy — makes a token
  3. Traveling Plague — returns itself from the graveyard
  4. Funeral March — makes a player sacrifice a creature

25 other cards care about it too. These are the ones with the most connections.

a card in a graveyard — 7,589 cards in the game can cause this (Unnerving Grasp is one).

  1. Gale, Waterdeep Prodigy — Unnerving Grasp puts cards into the graveyard that Gale, Waterdeep Prodigy can bring back
  2. Harness the Storm — Unnerving Grasp puts cards into the graveyard that Harness the Storm can bring back
  3. Samwise Gamgee — Unnerving Grasp puts cards into the graveyard that Samwise Gamgee can bring back
  4. Bloodbond March — Unnerving Grasp puts cards into the graveyard that Bloodbond March can bring back
  5. Transplant Theorist — Unnerving Grasp puts cards into the graveyard that Transplant Theorist can bring back
  6. Heart-Shaped Herb — Unnerving Grasp puts cards into the graveyard that Heart-Shaped Herb can bring back
  7. Wayward Angel — Unnerving Grasp fills your graveyard toward the 7 or more cards Wayward Angel needs
  8. Rescue from the Underworld — Unnerving Grasp puts cards into the graveyard that Rescue from the Underworld can bring back
  9. Victimize — Unnerving Grasp puts cards into the graveyard that Victimize can bring back
  10. Bound // Determined — Unnerving Grasp puts cards into the graveyard that Bound // Determined can bring back

434 other cards care about it too. These are the ones with the most connections.

anything goes to a graveyard — 7,589 cards in the game can cause this (Unnerving Grasp is one).

When a card hits the graveyard thanks to Unnerving Grasp:

  1. Quest for Ancient Secrets — puts a quest counter on itself
  2. Planar Void — hits a graveyard
  3. Measure of Wickedness — gives an opponent control of itself
  4. Energy Field — sacrifices itself

7 other cards care about it too. These are the ones with the most connections.

anything enters the battlefield — 26,499 cards in the game can cause this (Unnerving Grasp is one).

  1. Zenos yae Galvus // Shinryu, Transcendent Rival — When Zenos yae Galvus // Shinryu, Transcendent Rival enters thanks to Unnerving Grasp, it shrinks a creature by -2/-2
  2. The Reaper, King No More — When The Reaper, King No More enters thanks to Unnerving Grasp, it puts a counter on a creature
  3. Rosheen, Roaring Prophet — When Rosheen, Roaring Prophet enters thanks to Unnerving Grasp, it mills a card
  4. Kotose, the Silent Spider — When Kotose, the Silent Spider enters thanks to Unnerving Grasp, it brings a card back
  5. Pigment Wrangler // Striking Palette — When Pigment Wrangler // Striking Palette enters thanks to Unnerving Grasp, it becomes prepared
  6. Aang, Airbending Master — When Aang, Airbending Master enters thanks to Unnerving Grasp, it triggers
  7. Aang, at the Crossroads // Aang, Destined Savior — When Aang, at the Crossroads // Aang, Destined Savior enters thanks to Unnerving Grasp, it puts a creature onto the battlefield
  8. Meathook Massacre II — When Meathook Massacre II enters thanks to Unnerving Grasp, it makes a player sacrifice a creature
  9. Sokka, Bold Boomeranger — When Sokka, Bold Boomeranger enters thanks to Unnerving Grasp, it draws and discards
  10. Sanar, Unfinished Genius // Wild Idea — When Sanar, Unfinished Genius // Wild Idea enters thanks to Unnerving Grasp, it becomes prepared

30 other cards care about it too. These are the ones with the most connections.

anything is cast — 31,128 cards in the game can cause this (Unnerving Grasp is one).

When Unnerving Grasp is cast:

  1. Windrider Wizard — draws you 1 card
  2. Relic Amulet — puts a charge counter on itself
  3. Rockslide Sorcerer — deals 1 damage
  4. Umara Wizard // Umara Skyfalls — grants flying
  5. Alania, Divergent Storm — makes an opponent draw 1 card
  6. Umara Mystic — gets +2/+0
  7. Master of Winds — triggers

5 other cards care about it too. These are the ones with the most connections.