Image courtesy of Scryfall.com
Tempo, risk, and the soft gamble of a single spell
Blue has always thrived on brittle, beautiful balance—tempo for control, risk for hefty rewards, and a dash of misdirection that keeps the table guessing. Grasp of Phantoms embodies that delicate dance in a compact package: for {3}{U} you cast a precise, disruptive spell, and if you’re patient enough to sift through your graveyard, you get to reanimate the spell itself later via flashback. It’s a spell that asks you to weigh the immediate impact of taking a creature out of play against the long-term math of topdecks and card advantage 🧙♂️🔥. In Modern Masters 2017 form, this common card becomes a thoughtful piece for blue-based tempo or control shells, inviting players to weave timing, looting, and careful sequencing into a cohesive plan ⚡️.
What Grasp of Phantoms actually does
Put simply, you target a creature, and that creature gets moved to the top of its owner’s library. On the surface, that’s a blunt tempo move: you remove a threat before combat, you reset their development plan, and you buy a moment for your own plan to unfold. The catch is subtle but real: the top of the library is a peek into the next draw. If that creature is about to come back into play soon, you’ve simply slowed the game for a turn or two. If the top card is something you don’t want your opponent to draw, you’ve bought valuable space to accumulate answers 🧭. The ever-present risk is that, after the shuffle, the very same card may come back sooner than you’d like, restoring pressure on your position. That’s the rhythm of blue: risk managed with careful timing and a plan for future turns 🎲.
- Early game tempo: Casting Grasp when you’re facing an early 2- or 3-drop creature can buy you a turn or two to set up your counterplay without falling behind on board presence.
- Midgame disruption: Paired with draw effects and control tools, Grasp can slow an opponent’s advance, letting you deploy a classic blue finish—counterspells, card selection, and a well-timed finisher.
- Graveyard resilience: In a deck that can leverage the graveyard, Grasp becomes double-dippable: you get it on the front side, and you can flash it back later for a second chance at disruption.
Flashback as a second wind
The flashback cost—7{U}—is a trade-off built into the design. It’s not a cheap repeat performance, but it’s a genuine second chance to reassert control in a game that’s dragging into the late hours of a blue-dominated match 🧙♂️. When you reach that point and you’ve stacked the pieces for a second wave, reanimating Grasp from the graveyard can deny a late-game blow or push a stalled game toward a more favorable ending for you. The musty truth is that flashback encourages a game plan that values inevitability: you may have to survive a couple of turns with your lane held by a thread, but the payoff can be a locked-down victory path if you manage the climactic moment precisely 💎.
“Blue isn’t about flashy victories; it’s about precise, patient wins—the kind that feel like solving a puzzle you keep moving the pieces on.”
Deckbuilding notes: weaving it into a blue frame
Grasp of Phantoms shines when you embrace top-of-library manipulation and conservative card advantage. Think of it as a control-forward spell that doubles as a tempo tool. In a typical shell, you’ll want to pair Grasp with reliable draw and selection to ensure you’re not digging blindly for the spell you just cast. Cards that smooth draws, like cantrips or card-advantage engines, help you maximize value from the top-deck disruption. It also pairs nicely with graveyard-salvage themes; if your strategy leans into reanimation or yard interaction, the flashback option becomes a meaningful late-game engine, not just a nostalgic flourish 🧙♂️🎯.
Of course, the card’s mana cost and rarity place it squarely in the budget-friendly camp. As a common from Modern Masters 2017, Grasp of Phantoms delivers strategic bite without a steep price tag, with its nonfoil near a few cents and foils hovering higher—if you’re chasing the shiny version, you’re paying for the glow rather than game-breaking power. That accessibility makes it a fun pickup for casual foil fans, while still offering a genuine decision point for seasoned veterans in a blue-heavy metagame 🔎💫.
Art, flavor, and the design mirror
Izzy’s illustration for Grasp of Phantoms captures that ethereal, phantom-like quality blue is famous for—the idea of snatching away a threat and leaving a ghostly trace in its wake. The card’s flavor aligns with the archetype of blue’s meddling mind, where intellect and tempo trade places with raw power. While the spell may be modest in raw numbers, the artistry adds a layer of mystique that speaks to collectors and players who savor a card with quiet, inferential charm 🎨🗝️.
Value snapshot and playability in the wild
Grasp of Phantoms lands in the community’s shared space of practical, affordable playables. As a common from a Masters set, it tends to sit in the sub-dollar range in non-foil form, with foils a touch higher. It’s the kind of pickup you might snag while browsing for a casual blue control suite, and it remains a thoughtful pick for a budget-friendly cube or Commander deck where mass manipulation and graveyard synergy can shine. The balance it offers—tempo relief with a possible late-game echo—embodies the spirit of blue spellcraft: precise, sometimes unglamorous, but undeniably effective when timed well ⚔️.
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Grasp of Phantoms
Put target creature on top of its owner's library.
Flashback {7}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
ID: 86f4b833-0352-4dba-a3e7-6570cbeaad4f
Oracle ID: 0d96e4bc-ff4e-4f37-89b6-8a4e3c1069a0
Multiverse IDs: 425866
TCGPlayer ID: 128885
Cardmarket ID: 295928
Colors: U
Color Identity: U
Keywords: Flashback
Rarity: Common
Released: 2017-03-17
Artist: Izzy
Frame: 2015
Border: black
EDHRec Rank: 25281
Penny Rank: 16026
Set: Modern Masters 2017 (mm3)
Collector #: 41
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — not_legal
- Timeless — not_legal
- Gladiator — not_legal
- Pioneer — not_legal
- Modern — legal
- Legacy — legal
- Pauper — legal
- Vintage — legal
- Penny — legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — not_legal
- Alchemy — not_legal
- Paupercommander — legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.04
- USD_FOIL: 0.18
- EUR: 0.08
- EUR_FOIL: 0.17
- TIX: 0.04
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