- Commander Nexus
- Commanders
- Far Fortune, End Boss
Command zone
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 cost
- 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.
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- Archetypes
- Themes
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- 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.
Open the full glossary
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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
“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.
A player “has max speed” if their speed is 4.
Each player tracks their speed (or lack thereof) separately. Increasing your speed has no effect on whether another player has speed.
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.
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.
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.
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.
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.
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 ↗
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