September 3, 2019
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Get Out! is a flexible card that any deck can side in to help out against an opponent.
Aside from some rogue strategies that make little to no use of the Extra Deck, it is safe to say that 90% and maybe even more decks in the game Special Summon from the Extra Deck. This card is simple to use, costs you nothing, avoids triggering destruction effects, and is easily activated. What else could you want in a card? A double bounce back to the deck is great because of the reasons previously mentioned. I’d love to write more about this card but nothing more needs to really be said.
Side Deck card for sure in 2’s if you have the space.
Until Next Time
I’d appreciate it if my cards weren’t yelling at me, but today we’re reviewing Get Out!
Get Out! is a Normal Trap that targets 2 monsters your opponent controls that were Special Summoned from the Extra Deck and shuffles them into the deck. I respect it saying to shuffle them into the deck instead of bouncing them into the hand because you wouldn’t want to bounce your opponent’s Pendulum Monsters that did come from the Extra Deck back to their hand to Pendulum Summon again. For the most part though, that shuffling into the deck isn’t much since the monsters are more likely than not going back to the Extra Deck since you’ll likely target Fusions, Xyzs, Synchros, Links, and whatever new Extra Deck mechanics come in the future. It has to specifically be two, so you can’t just have your opponent have 1 monster that qualifies for this and bounce it back to the Extra Deck, you got to wait for the second, which is fine because then this card will be a nice +1 for you and a -1 for the opponent. It can be a really good card against Extra Deck centric decks, so you get that obvious hard once per turn on this card so you can’t just clear their board with relative ease. It’s a great Trap card, though it might seem dependent on if meta decks are spamming Extra Deck cards like crazy, but I’m pretty sure there’s enough in the format to warrant this being side decked or main decked, just hope that board isn’t full of negations.
Advanced Rating: 4.25/5
Art: 4.5/5 Those silly alchemic magician girls.
Get Out! is a rather seemingly simple Trap card…but sort of not. Bouncing two Monsters from the Field is a good thing. It’s a better thing when you can do it with one card. That’s a +1 in terms of field and card advantage for the player. Can’t argue with things like that, now can we? This is a Targeting effect, as most are these days, but it’s still worth pointing out. That’s a pro and a con.
Said Monsters have to have been Special Summoned from the Extra Deck. This is also a pro and a con. It’s easy enough to have your opponent bring two Special Summons out from their Extra Deck, but if this encompassed all Special Summons, it would probably border on the line of broken, and we can’t be having that now, can we? And since this is advantage for the user, limiting it to the Extra Deck makes sense to me.
You’re limited to using one of these a turn, and that’s absolutely necessary. Imagine having your opponent swarm you with 4 or even 5 Monsters from the Extra Deck in one turn, popping two of these and getting yourself out of that hole that fast. Nobody likes being swarmed, but that’s unfair. This is an honest advantage card, with a necessary, specific requirement, but still easy to use.
Art: 3/5 Nothing special here. I like the mischievousness in the picture, but there’s nothing too impressive here.
Simple card = simple review. Get Out! is a free once per turn Normal Trap Card that spins exactly 2 targeted opponent’s Extra Deck Summoned Monsters back into the deck. My observation is that there are going to be a lot of people running Sky Striker this season. Get Out! can be very advantageous but there are some decks that don’t leave more than one monster on the field. It also targets. I would say to put it in the side and let it wreck the cards that it can.
Score: 4/5 Art: 4/5
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