Get Lost

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Tokens

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Get Lost

Instant

Destroy target creature, enchantment or planeswalker. Its controller creatures two Map tokens. (It's an artifact with ", , Sacrifice this artifact: Target creature you control explores. Activate this ability only as a sorcery. To have it explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a !/! counter on that creature, then put the card back or put it into your graveyard.)

jawz on GW Enchantment

3 weeks ago

Seems pretty solid. Not sure there's really anything to change. GW enchantment decks have a pretty specific set of cards to work with.

I wonder if Invasion of Ikoria  Flip gives similar value to Invasion of Theros  Flip. Ikoria can put the Fang of Shigeki out on the board on turn 3 which is probably better than what Theros can do in the same situation. Theros can get the Hallowed Haunting which is probably an important play for the deck. Ikoria can get out a Kami on turn 4 if you don't have one. Theros can fetch the Naturalist. Ikoria flipping gives a kind of Overrun finishing ability for a cheaper go-wide deck like this. Theros flipping gives a value engine for your enchantments for longer grindier games.

If Ikoria is the play then maybe you'd want some Careful Cultivation for the possibility to channel out some extra ramp on turn 2 which opens up Ikoria to guarantee a Kami on turn 3. The extra ramp could maybe help with bigger X values later in the game.

Does the Banishing Slash work without any artifacts? I guess opponents might be hitting your cards with Get Lost.

If you're running into a lot of Boros Convoke, maybe you want the March of Otherworldly Light in the main deck to stop their Gleeful Demolition on turn 2.

Swing4Lethal on Esper Control 3.0

1 month ago

I am very excited to hear you have been playing my list and enjoying it! I still believe the deck is very powerful and consistently better than straight Azorius Control.

I'll address Oath of Kaya first - It is way too slow. You can't afford to be tapping out for a single target sorcery speed removal effect. Especially not with Sorin, Imperious Bloodlord + Vein Ripper dominating like it is. You need to have 2-3 mana available for counter spells the turn they can drop Sorin. Temporary Lockdown is good enough in the 3 mana removal slot and clears most of the things you care about early.

Second, Get Lost is a great catch all option that bridges the small gaps in utility amongst Fatal Push, Vanishing Verse, and Void Rend. The map tokens the opponent gets are mostly irrelevant with only the Amalia Combo decks caring about them. Theoretically you should be able to control the board enough that they never get to use them. With that said, Vein Ripper presents a threat with a protection ability this deck has not had to deal with before, so you could get away with a second copy of Void Rend over Get Lost you just lose an effect that can hit land creatures.

Third, I agree whether you like the card or not, Reckoner Bankbuster is a great card. It gives the deck extra reach that it desperately needs. Deduce is fine, if you absolutely do not want to play Bankbuster but you lose the imminent body and damage threat that Bankbuster gives. The token would give you revolt, but you'd need to run 4 copies for that to be consistent and casting a 3 mana Fatal Push feels not great. Mazemind Tome is far too little impact to make it in the list. Your life gain is handled by The Wandering Emperor and Shambling Vent. Search for Azcanta  Flip is too slow and is really bad in Pioneer due to all of the graveyard exile effects being used.

Fourth, If you personally prefer to run 1 basic and 1 Otawara, Soaring City that's fine too. It's really just personal preference and relevant to your area's meta. I find that Dovin's Veto and Void Rend are good enough in the control match up that Otawara is not necessary. The biggest drawback is that Otawara always costs 4 mana game 1 and has a small chance to cost less in games 2/3. The very first iteration of the deck had both Otawara and Eiganjo, Seat of the Empire but I found I was being wastelanded by Field of Ruin too often and utilizing the channel abilities so rarely that I just cut them in favor of basics.

Finally, yes The End made it into the deck. It is the best possible removal option against so many creatures that decks rely on to win. Greasefang, Okiba Boss, Arclight Phoenix, Mayhem Devil, Vein Ripper (if you can pay the ward), and Amalia Benavides Aguirre are all game winning targets for it. Honestly I have even been considering cutting the Rest in Peace for a second copy of the end. I also swapped Make Disappear out for No More Lies. It is just a far better card in every way.

BioProfDude on Mono White Vigilance

4 months ago

I think if you have the budget, you need to at least upgrade the mana. Include 2x Eiganjo, Seat of the Empire, 1x or maybe 2x Castle Ardenvale, 1x Shefet Dunes (you'd be surprised at how effective that +1/+1 thing can be at istant speed!), and maybe 1x Cave of the Frost Dragon as a place to sink mana for attacking if you get wrathed.

Guardian of Faith also nicely fits your theme and is an underrated card that can be extremely useful. I get that you're trying to stick with humans, but I think there's already a really, really good humans deck, so I would exploit the vigiliance and worry less about the humans aspect (see below).

On that note, Reidane, God of the Worthy  Flip would be a solid addition, if at least for the sideboard.

While it doesn't have vigilance when activated, maybe Smuggler's Copter? Ha! I know, we're jamming it in every deck to see if it will work, but in this type of aggro deck it just might and it provides you a nice way to draw some cards.

Last suggestions for the main are Brave the Elements and maybe something like Temporary Lockdown or Ossification in the main board. I get that you have humans, but I think these are just better than Sanctuary Lockdown or Collective Effort. Even Get Lost would be a great addition, or possibly Declaration in Stone in the sideboard.

Your sideboard should probably include Rest in Peace to deal with Izzet Phoenix and Amalia Combo, and probably should have Damping Sphere to deal with Lotus Combo. Containment Priest is also another solid sideboard consideration.

Oh, a fun card that might be cool would be Rally the Ancestors (or Return to the Ranks, maybe). For surprise blocking? Just a thought.

Cool deck idea! +1 from me!

Apollo_Paladin on Timeless Domain Zoo

4 months ago

+1 just for seeing another Arena player on here.

I haven't messed with Timeless at all, but I have a couple half-completed decks saved that I'm still kicking around. Looks like some unique picks here so it'd be neat to see it in full action.

Add me on Arena if you ever feel like talking dech tech or running test games (or whatever) -- Info is on my profile.

Either way, cool build - though any particular reason for Fateful Absence on the Sideboard and not the new Get Lost which just seems superior in almost every way?

Crow_Umbra on Why Are So Many Recent …

4 months ago

I like having restrictions on mechanics and abilities for the following reasons:

  • Helps with power creep.

  • Adds a variety of wrinkles and choices to make for card inclusions in decks. Having a variety of effects with slightly different restrictions pushes us to make & justify different decisions. I can choose between Generous Gift, Stroke of Midnight, Excise the Imperfect, Get Lost, and Soul Partition (to name a few). Each has different drawbacks, which makes deciding on their inclusion more interesting.

  • None of these design decisions are permanent. Whatever we are going to be playing in a couple of years is likely being designed currently, & being informed by current play environments. Hell, MaRo has the "Storm Scale" to try to quantify the likelihood of the return for mechanics.

As I've stated across the various responses, design elements & mentalities change & fluctuate, based in part from player feedback. Restrictions make for interesting decision making, instead of just defaulting to the most busted possible option.

Restrictions are inherent to game design. A plethora of games have level caps, or other restrictions for in-game progress to create a sense of achievement in that context, or skill trees with different restrictions to encourage decision making.

(Typing off mobile, but yeah)

Hyunkel on Wild and Unchained

5 months ago

Yoooo dude, I was thinking exactly the same thing as I was writing the description, I was like "on the other hand, Teferi's Protection gets around everything for the same cost..." I think I looked, the other day, on the deckbuilder, and I couldn't find Teferi's Protection... For reference, I'm building this deck for Traditional Explorer and I think it's only available in Historic. I'm not too much of a fan of Alchemy nonsense, though, so that's why I usually stick to Explorer. However, thanks to your intervention, this got me thinking and Guardian of Faith does a marvelous job in this deck. It's a creature and it basically accomplishes the same thing, with the downside of not actually protecting you against burn spells to the face or protecting your enchantments and planeswalkers, it's a bit less flexible than Teferi's Protection but it has the added bonus of being a flash creature that can also get me some ETB triggers, with cards like Topiary Stomper, Titan of Industry and Vorinclex  Flip.

I was also considering Get Lost, I heard about how it's the best possible 2-drop removal in standard, and I think I might end up swapping the Ram Through for them, it looks solid, so I'll definitely at least test it.

Apollo_Paladin on Wild and Unchained

5 months ago

If exile control is proving a consistent issue for you, Teferi's Protection might prove a better option than Unbreakable Formation since it will in fact save you from stuff like Sunfall and Farewell.

I used to run Unbreakable Formation in a number of different creature decks on Arena myself, but I've made the switch over to Teferi's given how common exile control is now. I so rarely actually played Unbreakable Formation on my own turn that its 'upside' of counters and Vigilance wasn't really relevant, usually preferring to just save it as a buffer against a wipe. Plus, Teferi's can even protect far more than just your creatures, leaving far less "outs" for an opponent to get you anyway.

You might also look at Get Lost from the newest Ixalan set as it's pretty clearly the best 2-mana removal of any color currently on Arena. I don't see the Ram Throughs being nearly as effective, so that would be a solid swap if you have a couple Rare wildcards.

In any case, +1 for some creative picks and for seeing another Arena player here on TappedOut. Feel free to add me on Arena if you ever want to test decks and/or discuss builds (Add Me: Apollo_Paladin#83413)

Either way good luck!