Run Out of Town MTG Card


Run Out of Town - Streets of New Capenna
Mana cost
Converted mana cost4
RarityCommon
TypeInstant
Released2022-04-29
Set symbol
Set nameStreets of New Capenna
Set codeSNC
Number58
Frame2015
LayoutNormal
BorderBlack
Illustred byLucas Staniec

Key Takeaways

  1. Provides card advantage by returning creatures to owners’ hands, disrupting opponent strategies.
  2. Instant speed allows flexibility and surprise during crucial gameplay moments.
  3. Demanding specific mana and discard requirements affect deck versatility and resource management.

Where to buy

If you're looking to purchase Run Out of Town MTG card by a specific set like Streets of New Capenna, 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 Run Out of Town and other MTG cards:

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Text of card

The owner of target nonland permanent puts it on the top or bottom of their library.

Better to depart in haste than be dearly departed.


Card Pros

Card Advantage: Run Out of Town helps to bounce an opponent’s creature back to their hand, disrupting their board presence and potentially causing them to waste mana spent on casting it initially. This sort of temporary removal can lead to a card advantage if it prevents your opponent from executing their strategy or makes them reuse resources.

Resource Acceleration: Although Run Out of Town doesn’t directly produce resources, it can indirectly accelerate yours by buying you time. By setting your opponent back, you gain extra turns to develop your own board and draw into more powerful spells, which can be a critical element in outpacing the competition.

Instant Speed: Being an instant, Run Out of Town offers the element of surprise. You can cast it during your opponent’s turn, perhaps in response to an attack or another ability, or simply at the end of their turn to maintain the tempo. The flexibility of instant speed means you can adapt to the ongoing game and make decisions with the most current information.


Card Cons

Discard Requirement: Run Out of Town demands a card to be discarded in addition to its other costs. This requirement can be a steep price, especially in situations where your hand is already depleted or when every card holds significant strategic value.

Specific Mana Cost: This card’s mana cost is strictly in the realm of blue, necessitating at least two blue mana sources. This can be restrictive and may not align well with decks that are not heavily focused on blue mana, thereby limiting its versatility in multi-colored deck builds.

Comparatively High Mana Cost: The card’s effectiveness must be weighed against its mana cost. With a cost of three mana, including the specific blue mana mentioned, it competes with numerous other options that might offer similar or even more impactful effects for the same or less investment, making it a less favorable choice in tight gameplay scenarios where mana efficiency is key.


Reasons to Include in Your Collection

Versatility: Run Out of Town offers a flexible solution for dealing with opponent’s troublesome creatures. This card can be a handy tool across a variety of deck types, especially those looking for a disruptive tempo play.

Combo Potential: Although primarily a bounce spell, Run Out of Town can seamlessly integrate into decks that capitalize on casting spells or those that benefit from opponent’s creatures entering the battlefield under specific circumstances.

Meta-Relevance: As the meta shifts, having a card that can temporarily remove an opponent’s threat becomes increasingly valuable. In an environment with heavy creature-based strategies, having Run Out of Town in your arsenal could give you the critical turn needed to swing the game in your favor.


How to Beat Run Out of Town

Run Out of Town is an intriguing blue spell that can set your opponent back by bouncing their creature to their hand. While this can be disruptive, it can also be circumvented by anticipating the bounce and playing creatures with enter-the-battlefield effects, ensuring you still gain value even if returned to your hand. Similarly, you can exploit the spell’s tempo loss by swiftly rebuilding your board with lower-cost creatures, thereby maintaining pressure. Keeping mana open for instant-speed responses can also mitigate the setback, allowing you to recast the creature or activate abilities in response. Although Run Out of Town can temporarily derail your strategy, a well-prepared player with a clear game plan can easily outmaneuver this setback and maintain control of the game.


Cards like Run Out of Town

Run Out of Town introduces a nuanced twist to the suite of bouncing spells within Magic: The Gathering. It’s reminiscent of other bounce spells like Unsummon, which allows you to target a creature to be returned to its owner’s hand, with a straightforward and less costly approach. Nonetheless, Run Out of Town adjusts this dynamic by giving you the utility to exploit your opponent’s momentum, notably requiring them to reach certain thresholds before the creature can return to the battlefield.

Comparable to this effect is that of Exile into Darkness, which mandates a creature to be sacrificed unless its controller pays a specific amount of mana, dependent on the power of the creature. Although both cards deal with delaying opponent’s creatures, Run Out of Town’s delaying is hingeing on an opponent’s progress, whereas Exile into Darkness can be more immediately impactful. Another parallel can be drawn with the card Delay, which also suspends a creature, albeit in a different form – by countering a spell and exiling it with time counters.

In essence, while Run Out of Town shares common ground with other bounce and delay spells, its unique mechanics offer an innovative strategic layer, aptly disrupting the tempo by setting conditions on your opponents in MTG.

Unsummon - MTG Card versions
Exile into Darkness - MTG Card versions
Delay - MTG Card versions
Unsummon - MTG Card versions
Exile into Darkness - MTG Card versions
Delay - MTG Card versions

Legalities

Magic the Gathering formats where Run Out of Town has restrictions

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

Rules and information

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

Date Text
2022-04-29 That permanent's controller chooses whether to put it on the top or bottom of the library. If the target permanent is made up of multiple cards (due to mutate or meld, for example), that permanent's controller puts all of them on the top or all of them on the bottom. They do not need to reveal the order those cards were put into the library this way.