Home / Magic: The Gathering / Duskmourn: House of Horror / Get Out
Get Out
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Instant

Get Out

uncommon · Instant · Duskmourn: House of Horror
$0.23
Low
$0.27
Market
$0.34
High

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

-/-Power / Toughness
{U}{U}Mana Cost
1Prints

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

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Suggested Pricing
$0.23 - $0.34
At the current market price of $0.27.
Average Time to Sell
3 days
At the current market price of $0.27.

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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

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