Get Lost MTG Card


Card setsReleased in 2 setsSee all
Mana cost
Converted mana cost2
RarityRare
TypeInstant
Abilities Explore

Key Takeaways

  1. “Get Lost” removes threats and can disadvantage opponents by exiling key cards.
  2. Its instant speed casts offer flexibility and adaptability during crucial turns.
  3. Demanding specific mana makes it less versatile in multicolored decks.

Where to buy

If you're looking to purchase Get Lost MTG card by a specific set like The Lost Caverns of Ixalan and The Lost Caverns of Ixalan, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Get Lost and other MTG cards:

Continue exploring other sealed products in Amazon
See MTG Products

Text of card

Destroy target creature, enchantment, or planeswalker. Its controller creates two Map tokens.


Card Pros

Card Advantage: “Get Lost” offers a strategic edge by temporarily removing a threat and potentially causing an opponent to lose a card if the exiled piece is crucial to their game plan.

Resource Acceleration: While not directly providing mana or acceleration, the strategic timing of “Get Lost” could disrupt an opponent’s development, effectively giving you a lead in resources as they fall behind.

Instant Speed: The ability to cast “Get Lost” at instant speed offers considerable flexibility. It lets you adapt to your opponent’s moves and decide on the optimal moment to hinder their strategy without sacrificing your own turn’s actions.


Card Cons

Discard Requirement: Get Lost presents a hurdle having a discard condition, creating a scenario where the player must forfeit another card in their hand. This stipulation can be detrimental during critical moments when card advantage is paramount.

Specific Mana Cost: The card demands a restrictive mana configuration, necessitating two blue mana sources. This can pose challenges in multicolored decks where mana flexibility is crucial to strategy execution.

Comparatively High Mana Cost: Requiring three mana in total makes Get Lost a weighty choice in a deck. Considering the vast universe of MTG cards, there exist alternatives with lower costs that offer similar or more versatile disruption abilities.


Reasons to Include in Your Collection

Versatility: Get Lost offers a unique spell effect that’s adaptable across a wide array of deck types, providing disruption to opponent’s plans and protecting your key cards from being targeted. It’s an essential tool in a world where pinpoint precision can turn the tides of the game.

Combo Potential: Its ability to bounce any targeted spell or ability back to the owner’s hand means it can be slotted into combos where such disruptions can be re-utilized or where you can capitalize on the tempo gain. This utility makes Get Lost a card that combo enthusiasts would find beneficial for their intricate plays.

Meta-Relevance: Control and tempo decks might find extreme value in Get Lost due to its efficiency in the current meta that might be filled with heavy-targeted interactions. In environments where key spells define wins, having this card can provide significant advantage over opponents.


How to beat

The Get Lost card introduces a unique twist to gameplay strategies in Magic: The Gathering. Similar to other forms of interaction like Counterspell, it effectively puts a stop to your opponent’s spell. However, Get Lost goes a step further by forcing the opponent to choose and shuffle one of their lands into their library, disrupting their mana base. This goes beyond mere negation and impacts their resource development directly.

Overcoming the setback imposed by Get Lost involves careful play around one’s mana pool. Cards like Veil of Summer can protect your spells from being countered and provide an additional layer of defense by giving you card draw, should Get Lost target a green spell. Balancing land drops with alternate mana sources, such as artifacts or ramp spells, could also mitigate the impact of losing a land. Moreover, instant-speed spells and abilities that utilize the stack can help maintain control over the board and lessen the effectiveness of disruption tactics that Get Lost embodies.

Devising a well-rounded strategy that supports both spell resolution and land preservation is key when facing down the unique challenge that Get Lost presents in a match. Efficient deck-building and tactical foresight will ensure that you maintain tempo and resource advantage, even when this tricky card is in play.


BurnMana Recommendations

Mastering the magic of MTG is a journey of strategic brilliance and continual learning. “Get Lost” serves as both a tactical weapon and a learning opportunity. It pushes players to think of card interaction and timing more critically. With its nuanced ability to exile spells, disrupting not just creatures but any targeted component, it elevates gameplay intricacy. If you’re looking to refine your deck and optimize your strategy, understanding and potentially incorporating this spell could be pivotal. Dive deeper with us into the world of MTG, where every card holds the power to change the game. Amplify your prowess and outmaneuver the competition with insights and tips from BurnMana.


Cards like Get Lost

Get Lost firmly carves out its own niche in the world of countermagic within Magic: The Gathering. It echoes the sentiment of classic disruption spells like Negate, which also effectively counters noncreature spells. Yet, Get Lost takes an extra step by exiling the countered spell, therefore removing it from the game entirely. This is a critical upgrade from Negate, which merely puts the countered spell into the opponent’s graveyard, potentially allowing for its recursion.

Comparably, we can observe Disdainful Stroke in the discussion. Disdainful Stroke also counters noncreature spells but targets only those with a mana value of four or greater. This limitation is a double-edged sword – while it misses on low-cost spells, it’s superb in shutting down late-game bombs that can turn the tide. Get Lost, offering no such mana threshold, provides a broader safety net. Then there is the card Essence Scatter, known for its singularity in countering creature spells, it serves a focused role unlike the wider net cast by Get Lost.

In conclusion, evaluating the capabilities and flexibility of Get Lost against its peers reveals its strengths. While it doesn’t have the same mana cost efficiency as some, the ability to exile spells gives it a distinctive edge in player arsenals, making it a formidable option in the line-up of countermagic in Magic: The Gathering.

Negate - MTG Card versions
Disdainful Stroke - MTG Card versions
Essence Scatter - MTG Card versions
Negate - MTG Card versions
Disdainful Stroke - MTG Card versions
Essence Scatter - MTG Card versions

Cards similar to Get Lost by color, type and mana cost

Disenchant - MTG Card versions
Lightning Blow - MTG Card versions
Divine Offering - MTG Card versions
Alabaster Potion - MTG Card versions
Invulnerability - MTG Card versions
Remedy - MTG Card versions
Rhystic Shield - MTG Card versions
Samite Ministration - MTG Card versions
Shield Wall - MTG Card versions
Life Burst - MTG Card versions
Shelter - MTG Card versions
Equal Treatment - MTG Card versions
Aura Extraction - MTG Card versions
Raise the Alarm - MTG Card versions
Test of Faith - MTG Card versions
Echoing Calm - MTG Card versions
Bathe in Light - MTG Card versions
Dawn Charm - MTG Card versions
Graceful Reprieve - MTG Card versions
Last Breath - MTG Card versions
Disenchant - MTG Card versions
Lightning Blow - MTG Card versions
Divine Offering - MTG Card versions
Alabaster Potion - MTG Card versions
Invulnerability - MTG Card versions
Remedy - MTG Card versions
Rhystic Shield - MTG Card versions
Samite Ministration - MTG Card versions
Shield Wall - MTG Card versions
Life Burst - MTG Card versions
Shelter - MTG Card versions
Equal Treatment - MTG Card versions
Aura Extraction - MTG Card versions
Raise the Alarm - MTG Card versions
Test of Faith - MTG Card versions
Echoing Calm - MTG Card versions
Bathe in Light - MTG Card versions
Dawn Charm - MTG Card versions
Graceful Reprieve - MTG Card versions
Last Breath - MTG Card versions

Printings

The Get Lost Magic the Gathering card was released in 1 different sets between 2023-11-17 and 2023-11-17. Illustrated by 2 different artists.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12023-11-17The Lost Caverns of IxalanLCI 3332015NormalBorderlessPsydrian
22023-11-17The Lost Caverns of IxalanLCI 142015NormalBlackEli Minaya

Legalities

Magic the Gathering formats where Get Lost has restrictions

FormatLegality
StandardLegal
HistoricbrawlLegal
HistoricLegal
LegacyLegal
OathbreakerLegal
GladiatorLegal
AlchemyLegal
PioneerLegal
CommanderLegal
ModernLegal
FutureLegal
VintageLegal
DuelLegal
ExplorerLegal
BrawlLegal
TimelessLegal

Rules and information

The reference guide for Magic: The Gathering Get Lost card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2023-11-10 If a resolving spell or ability instructs a specific creature to explore but that creature has left the battlefield, the creature still explores. If you reveal a nonland card this way, you won't put a +1/+1 counter on anything, but you may put the revealed card into your graveyard. Effects that trigger "whenever a creature explores" trigger as appropriate.
2023-11-10 If an ability instructs a creature to explore, its controller reveals the top card of their library. If it's a land card, they'll put it into their hand. Otherwise, they'll put a +1/+1 counter on that creature, then choose to either leave that card on top of their library or put it into their graveyard.
2023-11-10 If no card is revealed, most likely because that player's library is empty, the exploring creature receives a +1/+1 counter.
2023-11-10 In some unusual cases, noncreature permanents may explore. For example, if the creature card returned by Defossilize is somehow not a creature once it's on the battlefield, it can still explore. You'll take all the same actions, and you may end up putting a +1/+1 counter on the permanent. (Note that some effects target a creature, and those effects would still require a legal target to have it explore.)
2023-11-10 Map tokens are a kind of predefined token. Each one is a colorless artifact with the artifact subtype Map and the ability ", , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery."
2023-11-10 Once an ability that causes a creature to explore begins to resolve, no player may take any other actions until it's done. Notably, opponents can't try to remove the exploring creature after you reveal a nonland card but before it receives a counter.
2023-11-10 Some spells or abilities might cause a creature to explore multiple times in a row. If you reveal a nonland card when a creature explores and leave it on top of your library, then the creature explores again immediately afterwards, you'll reveal the same card again.