Get Lost

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Tokens

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard 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 token: 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 +1/+1 counter on that creature, then put the card back or put it into your graveyard.)

Cloudy2024 on PinHead Deck Wins

3 months ago

maybe 1 Get Lost in the main

Gearhead93 on New to Pioneer. *HELP*

4 months ago

I would recommend a small mix up in the interaction. Lofty and Pierce are solid, though I would go with four lofty and only two or three pierce in the main, but Disallow doesn't seem like the pick for a tempo/aggro deck. I know you said more controlling, but in my experience spirits tends to be a tempo beatdown kind of deck. To that end I'd recommend cutting the Disallow for Get Lost to deal with resolved creatures and any problematic enchantments like Temporary Lockdown. Remorseful Cleric is a graveyard nuke on a relevant body, giving you one or two pieces of graveyard hate in the main that could be worth running depending on your local meta.

Also, I don't think this is a 24 land deck. With a curve topping out at three, 22 lands should do you just fine. That would free up a couple slots which could be filled with the 4th Supreme Phantom and Mausoleum Wanderer.

I also recommend some more anti-aggro tech in the sideboard, as mono-red is always around. Plenty of options, but my picks are Elspeth's Smite or Knockout Blow. For other sideboard options, some amount of Authority of the Consuls can be great for aggro and decks trying to haste in threats like Arclight Phoenix or Greasefang's many vehicles. Guardian of Faith is a pet card option I like for dodging wraths (especially Supreme Verdict) and sometimes spot removal.

Hope this is helpful, and best of luck!

Worrad75 on Pia-tiful Impulse Control

5 months ago

The deck has been through quite a few iterations. Here are the changes at a macro level:

Interaction

Get Lost: flexible, cheap removal. Maps aren't so bad to gve because we're going FAST.

Case of the Gateway Express: getting a free anthem stapled to a Doom Blade is great. Sorcery speed is a downside but well worth it

Requisition Raid: Same as the Case above, but for artifacts + enchantments. Super nice that there's only 1 pip in the cost (Commander Liara Portyr can let us cast this from exile with all 3 modes for a single white mana!)

Damage

Delney, Streetwise Lookout, Mondrak, Glory Dominus, Stridehangar Automaton: Double tokens = good. Delney has overlapping synergy with a few notable cards (Professional Face-Breaker and Grenzo, Havoc Raiser chief amoung them) and is essentially exactly what we wanted from Cursed Mirror in the initial build but WAY better. The new build has a greater diversity of tokens as well, so Mondrak isnt just here to 2x Pia. Automaton doubling Pia AND triggering off of other artifact tokens is incredible (more on that below).

Illustrious Wanderglyph, Charismatic Conqueror, Dollmaker's Shop / Porcelain Gallery: token diversity is important to this deck; it helps take heat off of our commander (who previously was the only thing producing a meaningful boardstate), and offers us another way to make tokens if our exile plan isn't fully getting off the ground. Wanderglyph buffs our thopters and the Shop tokens (both have incredible synergy with Stridehangar Automaton), Conqueror's tokens give us a bit of much needed lifegain (and synergize with the newly added Case of the Gateway Express), but the biggest add here is the Shop: measly 2 mana investment up front for some free chump blockers/Impact Tremorsfoil triggers, and a MASSIVE threat whenever you have 6 mana for the Gallery. Its comically easy to attack with a handful of thopters and have EACH of them hit for 10+ damage, especially because on attack the 3 tokens you get essentially give +3/+3. thats a free Skyhunter Strike Force every turn!

Unstable Amulet, Warleader's Call: Impact Tremorsfoil is already a fantastic card that we run. Amulet is essentially a Tremors that also draws us a card and gives us a body thanks to Pia. Warleader's Call is a Tremors stapled to a Glorious Anthem. The passive burn damage with continue until morale improves!

Cards

Connecting the Dots: This seemingly innocuous card is an example of 'layering' at its finest. This deck's ability to build a boardstate is impressive, but it isn't the best at protecting it (using impulse draw as your primary advantage engine makes cards like the now-removed Boros Charmfoil worse than they normally are, as you usually can't use them at the perfect time, and your opponents will see it coming). On top of that, you are usually "spending" the cards in your hand to exile cards from your deck; its not uncommon for this deck to impulse draw 3+ cards a turn while also only having <=3 cards actually in hand. Similar to Skullclamp, CtD allows you to convert your boardstate back into card advantage, but this time its 'delayed' and doesn't require continuous mana investment or for you to get rid of your creatures. Its not uncommon to swing out after playing this, get board-wiped on someone else's turn, only to crack this right before you untap and essentially draw 10+ cards to rebuild with. Low initial mana investment for a huge upside swing that refills the only resource we often get low on; cards in our actual hand.

Ogrecorps on "Unbeatable" card combo, or so …

7 months ago

UPDATE: VICTORY!!

Here's the deck I used (warning, it is not great and I'm open to suggestions to improve it as a more general-purpose meme deck that strips out important things and leaves someone else to actually kill people in free-for-all format.) https://tappedout.net/mtg-decks/18-06-25-SkD-grrr/?cb=1750236034

The story: 3 players, me with the meme deck, work friend with the "you cannot lose the game" mystery deck, and a third with a deck specifically filled with legendaries of as many types as he can make work.

My starting hand had Leyline of the Void and I kicked off hostilities with Bitter Ordeal and got to peruse through the "cannot lose" deck to see how it works. Key cards found: Herald of Eternal Dawn, Negate, Three Steps Ahead, Restricted Office / Lecture Hall, Virtue of Persistence. I took out one of the 4 Heralds. The legendaries deck built up nicely with about 6 or 7 big creatures with deathtouch (All-Out Assault) and flying and vigilance and lifelink and other such nonsense. This player normally likes to be fair (i.e. spread the damage around, not pick on anyone) when he feels like he's winning so I had to warn him off with the strongest arguments I could that I was absolutely not a threat to him, that I had built the deck specifically to counter the other player. Cannot Lose had no creatures out so Legendaries swung at him fully with enough to put him to -9 life. Looked like it was over already and then pop! Cannot Lose flashed out Herald of Eternal Dawn before combat damage was dealt, keeping him alive despite negative life.

Cannot Lose then quickly got out two lecture halls from Restricted Office / Lecture Hall, giving the herald and both lecture halls hexproof. Around here I realized a major weakness in my deck: it largely has to target something in the opponent's graveyard, making Leyline of the Void super not helpful. Happily, Cannot Lose Get Lostd it. Because nothing much was going to graveyards that I wanted to strip out, I built up a little supply of Extirpate and Surgical Extraction - this will be important later... Legendaries took about 6 turns and smashed Cannot Lose to about -30 life while enjoying all the lifelink that gave him.

It was at this point that Cannot Lose messaged me privately to say that he'd won, it was just going to take an hour. The next turn, he used Loran's Escape on his Herald and then used one of his Restricted Offices for a boardwipe. My defenses being so pathetic, were fine. Legendaries, however, got cleaned out, 7 or 8 big beasts in the graveyard... This left Cannot Lose as the only one on the table with any attacking power and a pair of Fountainports to slowly grow an army of fish with.

Somewhere in the excitement I'd stripped out all of his Get Lost, and Stock Up. I knew from searching his hand that he had a Negate still ready for something that might kill his Herald, the only thing keeping him alive. Then came the exchange I'm going to be hearing about all day today at work from Cannot Lose, the part where he's kicking himself for doing what he did: Legendaries brought out a planeswalker; Cannot Lose used Three Steps Ahead to counter it, putting a copy of one of his 2 counter spells in his graveyard. I targeted it with Surgical Extraction. He Negated. I surgical extracted his Three Steps and then Extirpated his Negate, successfully exiling all of his counterspells! He has already told me that he shouldn't have countered the planeswalker, that he should have just used fish from Fountainport to neutralize it.

And then Legendaries Ruinous Ultimatumd. Herald, hexproofs, and my two Wall of Vines all gone! Cannot Lose was at -30 something life and evaporated in a long silence followed by a drawn out frustrated groan. He'd nearly fought his way back and if only he could have had another Herald in hand to flash out or I hadn't stripped out his counterspells... He was also intimately familiar with Legendaries' deck because the two of them worked on it closely together so knew exactly how little strength he had left after all of those creatures got wiped with no serious options for bringing any back. Either way though, I still had 3 Sudden Spoilings in my library somewhere so chances were decent I'd get him killed for being in negative life sooner or later.

Thus began the long, slow final phase of the battle wherein I had only defensive creatures, and Legendaries had 40-something life but only one or two offensive options left in his deck which was down to about 27 cards to my 35ish. I used Liquimetal Coating and Splinter on one of his Plains, a generally useless move and one I probably should have saved for an actual threat but I was just happy Cannot Lose had lose'd. The end came when I fired off a kicked Sadistic Sacrament, ensuring that there wasn't going to be anything left to hurt me. Before I searched his deck, however, Legendaries capitulated and we called it there, official cause of death: inevitable milling out.

Mortlocke on The Queen's Egg

8 months ago

Hey all,

I never seem to find a moment to just sit down and answer comments, so sorry for the wait. Doombeard1984, I've been noticing a trend at more competitive tables that players are favoring non-basics over just regular islands. I'd contemplate cutting Carpet of Flowers for another interaction piece like Flusterstormfoil or the aforementioned Aura Shards. I'd have to give it some thought on what would be a good replacement. Nature's Claim has to stay in though, as it's interaction without any caveats which is my personal preference, plus that sweet TimeSpiral Remastered old border foil just gets my neurons going.

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And Mother Sliver Queen's Blessings upon you as well. May you generate many Slivers.

Hi Daevied. I do believe the deck could be downgraded to a Bracket 3 deck with the simple removal of all but maybe 3 game changers. The identity of the deck lies in the curated list of Slivers - the rest is just to ensure your opponents can't thwart your plans. I highly encourage you to try your hand at your own iteration of the deck, some spells i'd suggest including would be:

That's just a list of spells i'd consider - nothing definitive mind you. If you do follow through with your decklist please send me a link to the page. I always like to see what other Hives are brewing.

Andramalech on Miku and her Rabbits

9 months ago

This is an invested list. I'm foremost, super happy to see this level of understanding. I'll explain myself with a question.

Do you feel like there's just an insurmountable amount of cards that NEVER stand the chance to see play in EDH? For one reason or another, cards that fundamentally don't belong in a traditionally built format like EDH, where one of everything. Well?

Cards like this, and for example, Doubling Chant, Echoing Courage, and the like are very explosive, unheard of, and wouldn't be of use otherwise.. if not for Hare Apparent.

My commentary is mostly gonna be brief because I see you stand on your bidness and perform well, but in a few bullet points..

  • put Pearl Medallion back in, you'll like feel better with around 32 or 33 copies of the Hare Apparent. It's a numbers game when you're going to overwhelm like this, pun not intended.

  • I really appreciate your sense of proper, consistent play. The blink effects are cool, so maybe slot Ephemerate, and other spells like that.

  • You have next to no Instants in the deck, so a lot of what's happening is just ignoring removal/spot removal. Maybe include things like Get Lost, Path to Exile, Swords to Plowshares, Swift Reconfiguration, Shelter, etc.

  • I respect and see what you're going for here, and have decks similar in design and heads pace. I really like decks with large numbers like that! A very specific and curious concept, no matter what colors you're using. I'm gonna insert deck tags for my comment so you can go find the lists.

  • the first one is more stax focused (Ursavus) and happens to be really particular about it's execution- it happened to be a lot of fun in play testing.

Balaam__ on New to Pioneer. *HELP*

1 year ago

Ah, many thanks BioProfDude, I’ll take all the help I can get.

I’m glad you suggested Cavern of Souls—I originally intended to include it, but (long story short) when I added it to the deck it got flagged as illegal so I took it out. Idk the cardpool yet and I was reading mixed things, but it’s good to have confirmation.

Thanks for the sideboard suggestions too—I’ll roll with them until I get a feel for what I’m up against, and what works/doesn’t.

I will say Curious Obsession has been holding up well. I was running out of steam too soon and a set of those more or less put an end to that problem. I feel like I want to continue running them until something better comes along.

Get Lost and Sheltered by Ghosts are both new to me; I can see value in both, but between all the countermagic and faux removal (Skyclave Apparition etc) do you think they’re still necessary?

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