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Far Fortune, End Boss

Far Fortune, End Boss

Legendary Creature — Human Mercenary

Far Fortune wants a deck that deals damage straight to its opponents. It also suits a deck that hurts every player at once and outlasts the pain.

  • Mana cost2 genericblackred
  • Black, Red ()
  • Power / toughness4 / 5
  • RarityRare

Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)

Whenever you attack, Far Fortune deals 1 damage to each opponent.

Max speed — If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.

Build a deck with Far Fortune Find it in the app

Themes
  • Humans
  • Mercenaries

Cards That Fit Far Fortune, End Boss

Picked for what they do in Far Fortune's deck. When two cards do the same job, the one with the lower comes first. All of them fit Far Fortune's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Far Fortune, End Boss

explain how Far Fortune works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 7 Feb 2025

“Max speed — [ability]” means “As long as you have max speed, this object has [ability].” If the granted ability functions in a zone other than the battlefield, the max speed ability does too.

Wizards of the Coast 7 Feb 2025

A player “has max speed” if their speed is 4.

Wizards of the Coast 7 Feb 2025

Each player tracks their speed (or lack thereof) separately. Increasing your speed has no effect on whether another player has speed.

Wizards of the Coast 7 Feb 2025

If an effect needs to know what a player’s speed is and that player doesn’t have a speed, their speed is considered 0.

Wizards of the Coast 7 Feb 2025

If another effect modifies how much damage your sources would deal, including preventing some of it, the player being dealt damage or the controller of the permanent being dealt damage chooses an order in which to apply those effects. If all of the damage is prevented, Far Fortune’s last ability no longer applies.

Wizards of the Coast 7 Feb 2025

If damage dealt by a source you control is being divided or assigned among multiple permanents an opponent controls or among an opponent and one or more permanents they control, divide the original amount before adding 1. For example, if you attack with a 5/5 creature with trample and your opponent blocks with a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then modified to 3 and 4, respectively.

Wizards of the Coast 7 Feb 2025

Start your engines! isn’t a triggered ability. Increasing your speed to 1 is something that happens as a state-based action as soon as you control a permanent with the ability. Notably, this includes gaining control of a permanent with the ability that another player controls.

Wizards of the Coast 7 Feb 2025

The additional 1 damage from Far Fortune’s last ability is dealt by the same source as the original source of damage. The damage isn’t dealt by Far Fortune unless Far Fortune is the original source of damage.

Wizards of the Coast 7 Feb 2025

Your speed doesn’t change until a spell or ability says so, such as the inherent triggered ability that cares about opponents losing life during your turn. Notably, losing control of permanents with start your engines! doesn’t affect your speed.

9 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Far Fortune, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBRPlayers write colors as letters: B for black, R for red.BurnBurn decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.Open the Burn pageMass BurnDeals damage to everything, or to every opponent at once, rather than to a single target. In a four player game the same card hits three people, so small repeated amounts add up quickly. Blasphemous Act, Impact TremorsOpen the Mass Burn pageRepeatable DamageDeals damage again and again rather than once. It comes from an activated ability you can use every turn, or a trigger that fires whenever something happens. Walking Ballista, Impact TremorsOpen the Repeatable Damage pageGroup SlugGroup Slug decks hurt every player at the table at once, then make sure they can survive the pain better than anyone else. Typical cards make each player take damage or lose life whenever they draw, cast a spell or tap a land for mana.Open the Group Slug pageBurnDeals damage directly, to creatures or to players. Because it can hit a player as easily as a creature, the same card can remove a blocker or finish off an opponent. Lightning Bolt, Blasphemous ActOpen the Burn pagePingersPinger decks deal one damage at a time, again and again, to pick off small creatures and wear opponents down. The damage usually comes from creatures you tap to deal 1 damage, or from cards that deal damage whenever something happens.Open the Pingers page