Viewing offers in Near Mint condition
Get Out
Oracle Text
Choose one —
• Counter target creature or enchantment spell.
• Return one or two target creatures and/or enchantments you own to your hand.
Card Details
Character Background
Get Out is a clean, flexible blue instant that fits best in tempo and control shells, especially in Duskmourn: House of Horror where every turn can feel like escaping a trap by inches. At {U}{U}, it asks for committed blue mana, but rewards you with either a hard stop on a creature or enchantment spell or a bounce spell that can save your own threats and reset value pieces. The counter mode is excellent against impactful permanents like utility creatures or build-around enchantments, while the second mode shines when you want to reuse enters-the-battlefield effects, protect key creatures from removal, or pick up two targets for a major swing. It pairs well with cards that trigger on casting or entering the battlefield, and in blink-adjacent or enchantment-heavy builds it can function as a tempo blowout. In practice, it is strongest when you can keep mana open and force awkward sequencing from the opponent.
Generated using gpt-5.4-mini
Buy from sellers
Peer-to-peer marketplace offers
Have a copy to sell?
List it in under a minute and reach buyers already browsing this page.
List Get Out
Set your condition, quantity, and price. Your listing appears in the offers table above as soon as you publish it.
- No listing fees — CardFlippr takes a small cut only when your card sells.
- Buyers message you directly through CardFlippr to arrange payment and shipping.
- Pricing is suggested from the last 30 days of market activity, but you're always in control.
Public Decks Using This Card
No public decks are currently using this card.
Character Background
Get Out is a clean, flexible blue instant that fits best in tempo and control shells, especially in Duskmourn: House of Horror where every turn can feel like escaping a trap by inches. At {U}{U}, it asks for committed blue mana, but rewards you with either a hard stop on a creature or enchantment spell or a bounce spell that can save your own threats and reset value pieces. The counter mode is excellent against impactful permanents like utility creatures or build-around enchantments, while the second mode shines when you want to reuse enters-the-battlefield effects, protect key creatures from removal, or pick up two targets for a major swing. It pairs well with cards that trigger on casting or entering the battlefield, and in blink-adjacent or enchantment-heavy builds it can function as a tempo blowout. In practice, it is strongest when you can keep mana open and force awkward sequencing from the opponent.
Generated using gpt-5.4-mini · Updated at 2026-08-11 02:20:42 UTC
