Grip of Amnesia: Decoding Its Power-Toughness Ratio

Grip of Amnesia: Decoding Its Power-Toughness Ratio

In TCG ·

Grip of Amnesia card art from Judgment set

Image courtesy of Scryfall.com

Grip of Amnesia and the Curious Case of Power-Toughness Ratios

In the grand tapestry of Magic: The Gathering, power and toughness are the heartbeat of creatures. They tell you how much real estate a body occupies on the battlefield and how much damage it can dish out or withstand. But when we pivot from creatures to countermagic and graveyard disruption—as Grip of Amnesia does—the old ratio game shifts. The real measure becomes tempo, card advantage, and how efficiently a spell can tilt the game in your favor. 🧙‍♂️🔥 This Judgment-era instant embodies blue’s first love: to outthink and outlast your opponent, not out-muscle them. 💎⚔️

Grip of Amnesia is a compact lesson in blue design. For 1 colorless and 1 blue mana (CMC 2), you cast an instant that reads: “Counter target spell unless its controller exiles all cards from their graveyard. Draw a card.” In neutral terms, it’s a two-part payoff: deny a key play now, then replace your card advantage with a fresh draw. That’s the kind of swing blue heroes dream of—tempo with a side of refill. And because it’s an instant, you can flash it in during your opponent’s turn to maximize pressure, a hallmark of the color’s strategic grammar. 🧭🎲

“Would you abandon your past to save your future?” —Ambassador Laquatus

What the card’s numbers really mean for play

  • Mana cost: {1}{U} — a fair tempo commitment for a flexible effect. It’s cheap enough to cast early in the game when you’re trying to stop a pivotal moment, yet it remains a meaningful card late enough to swing the last few turns of a race.
  • Type and rarity: Instant, common in Judgment with foil and nonfoil options. The common slot is a reminder that blue doesn’t only laser-focus on rare, flashy answers; it also packs affordable disruption for a wide range of players. 🔎
  • Effect: Counter target spell unless its controller exiles all cards from their graveyard; draw a card. The counter is the true crown jewel here, but the card draw smooths over the tempo hit if the spell resolves. It’s a subtle, efficient two-for-one that blue fans will recognize as classic control vocabulary. ⚡
  • Flavor and lore: The flavor text, paired with its art by Bradley Williams, hints at identity and memory, a theme that resonates with many blue-control strategies—outlasting, outremembering, and choosing which past to carry forward. The line “Would you abandon your past to save your future?” anchors the card in a dilemma that’s as timeless as a tangle of counterspells. 🎨
  • Graveyard interaction: The requirement to exile all cards from the graveyard adds an extra layer of interaction with graveyard-reliant decks. In formats where players leverage the yard for value, Grip of Amnesia both punishes and punishes back, creating a careful chess move rather than a blunt weapon. 🧙‍♂️

Because Grip of Amnesia isn’t a creature, its “P/T ratio” isn’t a traditional calculation. The card’s value lives in its opportunity cost and its ability to trade on tempo while replenishing your hand. If you imagine a creature, you might compare its body to its cost; with a spell, you compare its impact per mana and its ability to shape the next draw or mana turn. In that sense, blue’s strength shows up as a ratio of disruption plus card advantage, rather than a straightforward body on the battlefield. The result is a card that ages gracefully—useful in Legacy and various control shells, shedding its novelty quickly in formats where graveyard play is either rampant or tightly regulated. 🔥💎

Deck-building takeaways

  • Tempo-first mindset: Cast Grip of Amnesia to blunt a big spell while forcing your opponent to commit more of their graveyard strategy or to overextend into another counterspell. The draw helps you keep pressure up even if the spell is countered. ⚔️
  • Graveyard-hate synergy: In decks that already play graveyard hate, Grip of Amnesia becomes a one-two punch—countering while nudging the opponent toward exile or graveyard disruption you’re already planning. If your poison is graveyard recursion, you’ll want to time this carefully. 🧿
  • Format awareness: It’s legal in Legacy and Vintage, and Commander formats often welcome efficient counters in blue-heavy builds. It’s a strong pick for asking someone to rethink their plan rather than just reacting. Not Standard, but that’s part of the card’s retro charm. 📜
  • Art and nostalgia: Judgment’s art and flavor connect today’s players with the early 2000s era of blue dominance. The line about memory and future fits the way players remember classic control mirrors—nostalgia with a practical toolkit. 🎨

As a player, you’ll enjoy Grip of Amnesia when you need a lightweight counter with a built-in bonus. It answers a surprising variety of threats and gives you a card to keep the flow going. The dual payoff is the heart of many blue control suites—destroy the plan, then rebuild with momentum. It’s the kind of card that invites conversation at the table about how much value a single spell can squeeze from its cost. 🧙‍♂️💎

For collectors and casual players alike, Judgment-era cards tell a story of evolving control, cunning, and the joy of drafting around blue’s clever tricks. If you’re chasing nostalgia or building a modern Legacy deck that doesn’t rely on the newest set every season, Grip of Amnesia is a compact reminder that sometimes the best answers come with a thoughtful question. 🎲

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Grip of Amnesia

Grip of Amnesia

{1}{U}
Instant

Counter target spell unless its controller exiles all cards from their graveyard.

Draw a card.

"Would you abandon your past to save your future?" —Ambassador Laquatus

ID: 43dc7e2a-5b9b-4f0f-8b2e-a7c7f847e1f1

Oracle ID: 0144d9bb-d3cb-4c23-b133-6653d7c3a76d

Multiverse IDs: 34808

TCGPlayer ID: 10201

Cardmarket ID: 2167

Colors: U

Color Identity: U

Keywords:

Rarity: Common

Released: 2002-05-27

Artist: Bradley Williams

Frame: 1997

Border: black

EDHRec Rank: 18994

Penny Rank: 6634

Set: Judgment (jud)

Collector #: 41

Legalities

  • Standard — not_legal
  • Future — not_legal
  • Historic — not_legal
  • Timeless — not_legal
  • Gladiator — not_legal
  • Pioneer — not_legal
  • Modern — not_legal
  • Legacy — legal
  • Pauper — legal
  • Vintage — legal
  • Penny — not_legal
  • Commander — legal
  • Oathbreaker — legal
  • Standardbrawl — not_legal
  • Brawl — not_legal
  • Alchemy — not_legal
  • Paupercommander — legal
  • Duel — legal
  • Oldschool — not_legal
  • Premodern — legal
  • Predh — legal

Prices

  • USD: 0.14
  • USD_FOIL: 4.11
  • EUR: 0.10
  • EUR_FOIL: 1.11
  • TIX: 0.04
Last updated: 2025-11-21