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Keep Out
Oracle Text
Choose one —
• Keep Out deals 4 damage to target tapped creature.
• Destroy target enchantment.
Card Details
Character Background
“Keep Out” is a small-but-fatal piece of gatekeeping magic: it lets you either punish a tapped intruder with 4 damage or simply shut down a problematic enchantment by destroying it. In practical terms, the first mode shines when you can force blocks or capitalize on opponents’ commitment—tap effects, combat tricks, or end-step actions that set up your turn let you convert their vulnerability into tempo, often removing a key attacker or threat that otherwise stabilizes the board. The enchantment-destruction mode is your hedge against engines—wipe away auras, stax pieces, or combo enablers before they start snowballing. As a tempo-control tool, it fits best in decks that want efficient answers while maintaining initiative. For synergy, pair it with decks that generate reliable tapped targets—equipment removal, untap denial, or creatures with vigilance and deathtouch pressures—so you consistently hit the “4 damage” line and keep their plan from ever getting fully off the ground.
Generated using gpt-5.4-nano
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Character Background
“Keep Out” is a small-but-fatal piece of gatekeeping magic: it lets you either punish a tapped intruder with 4 damage or simply shut down a problematic enchantment by destroying it. In practical terms, the first mode shines when you can force blocks or capitalize on opponents’ commitment—tap effects, combat tricks, or end-step actions that set up your turn let you convert their vulnerability into tempo, often removing a key attacker or threat that otherwise stabilizes the board. The enchantment-destruction mode is your hedge against engines—wipe away auras, stax pieces, or combo enablers before they start snowballing. As a tempo-control tool, it fits best in decks that want efficient answers while maintaining initiative. For synergy, pair it with decks that generate reliable tapped targets—equipment removal, untap denial, or creatures with vigilance and deathtouch pressures—so you consistently hit the “4 damage” line and keep their plan from ever getting fully off the ground.
Generated using gpt-5.4-nano · Updated at 2026-03-27 20:47:27 UTC
