Get Lost – Lost Caverns of Ixalan
Date Reviewed: December 5, 2023
Commander [EDH]: 3.38
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Get Lost isn’t just interesting because of another name that could have been in an Un-set a few years ago, nor because of the layers of keyword actions that Map tokens involve. It’s a pseudo-universal removal spell that nonetheless demands thought. The card selection and effects that Map tokens can generate is significant enough that you have to use it at the right place and time, and there can be actual consequences if you cast it at the wrong one. If you’re backed into a corner, it will sometimes ramp your opponent into another wave of threats. But in spite of all that, it’s powerful enough and cheap enough that it can also win the game for you. It seems like one of those cards that is easy to use and hard to master, which is not always easy to design when you’re talking about removal spells, and probably good to have around just in general.
Commander [EDH]: 3
Two mana kill spells rarely go out of style, and Get Lost is a flexible removal spell with a good bit of breadth to it. It’s not without downsides: allowing for exploration is a bit of a cost to it, and it’s certainly fraught with peril…but, remember, map tokens trigger at sorcery speed, so if you land this on your turn or during an end step, this technically has no downside through that turn cycle. Being able to hit multiple permanent types is great, especially since enchantment removal is rarely worth main decking on its own merits, so having a spell with creature-killing powers that can also remove enchantments makes it already a pretty potent weapon. Get Lost is likely to be a pretty heavily played spell in this Standard format, and while I think it’s maybe not quite Modern-worthy, it could make i there as a bit of a flexible spell.
Commander [EDH]: 3.75 (spot removal is rarely great, but this is flexible, cheap spot removal)
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