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Rules guide · Legendary Creature

Far Fortune, End BossHow it works & interactions with other cards

By the ManaCount desk· 6 min read· Aetherdrift· February 14, 2025
Carte Magic Far Fortune, End Boss

Far Fortune, End Boss is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

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.

How it works : Far Fortune, End Boss

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    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.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    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.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    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.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    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.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    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.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

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

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    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.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

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

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    “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.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Walking Ballista
+Unspeakable Symbol
+Tor Wauki the Younger
+Far Fortune, End Boss
#1

Walking Ballista + Unspeakable Symbol + Tor Wauki the Younger + Far Fortune, End Boss

Infinite damageInfinite lifegain triggers
  1. 1Give Walking Ballista lifelink, if needed.
  2. 2If Walking Ballista has less than two +1/+1 counters on it, activate Unspeakable Symbol by paying 3 life, putting a +1/+1 counter on Walking Ballista.
  3. 3Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 3 damage to an opponent or a permanent an opponent controls, and causing you to gain 3 life.
  4. 4Repeat from step 2.
Walking Ballista
+Unspeakable Symbol
+The Rollercrusher Ride
+Far Fortune, End Boss
#2

Walking Ballista + Unspeakable Symbol + The Rollercrusher Ride + Far Fortune, End Boss

Infinite damageInfinite lifegain triggersInfinite lifegainInfinite +1/+1 counters on creatures you control
  1. 1Give Walking Ballista lifelink, if needed.
  2. 2If Walking Ballista has less than two +1/+1 counters on it, activate Unspeakable Symbol by paying 3 life, putting a +1/+1 counter on Walking Ballista.
  3. 3Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 4 damage to an opponent or a permanent an opponent controls, and causing you to gain 4 life.
  4. 4Repeat from step 2.
Walking Ballista
+Unspeakable Symbol
+Furnace of Rath
+Far Fortune, End Boss
#3

Walking Ballista + Unspeakable Symbol + Furnace of Rath + Far Fortune, End Boss

Infinite damageInfinite lifegain triggersInfinite lifegainInfinite +1/+1 counters on creatures you control
  1. 1Give Walking Ballista lifelink, if needed.
  2. 2If Walking Ballista has less than two +1/+1 counters on it, activate Unspeakable Symbol by paying 3 life, putting a +1/+1 counter on Walking Ballista.
  3. 3Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 4 damage to an opponent or a permanent an opponent controls, and causing you to gain 4 life.
  4. 4Repeat from step 2.
Walking Ballista
+Unspeakable Symbol
+Insult // Injury
+Far Fortune, End Boss
#4

Walking Ballista + Unspeakable Symbol + Insult // Injury + Far Fortune, End Boss

Infinite damageInfinite lifegain triggersInfinite lifegainInfinite +1/+1 counters on creatures you control
  1. 1Cast Insult by paying {2}{R}, doubling the damage sources you control would deal this turn.
  2. 2Give Walking Ballista lifelink, if needed.
  3. 3If Walking Ballista has less than two +1/+1 counters on it, activate Unspeakable Symbol by paying 3 life, putting a +1/+1 counter on Walking Ballista.
  4. 4Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 4 damage to an opponent or a permanent an opponent controls, and causing you to gain 4 life.
  5. 5Repeat from step 3.
Walking Ballista
+Unspeakable Symbol
+Far Fortune, End Boss
+Collective Inferno
#5

Walking Ballista + Unspeakable Symbol + Far Fortune, End Boss + Collective Inferno

Infinite damageInfinite lifegainInfinite lifegain triggersInfinite +1/+1 counters on creatures you control
  1. 1Give Walking Ballista lifelink, if needed.
  2. 2If Walking Ballista has less than two +1/+1 counters on it, activate Unspeakable Symbol by paying 3 life, putting a +1/+1 counter on Walking Ballista.
  3. 3Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 4 damage to an opponent or a permanent an opponent controls, and causing you to gain 4 life.
  4. 4Repeat from step 2.
Walking Ballista
+Unspeakable Symbol
+Angrath's Marauders
+Far Fortune, End Boss
#6

Walking Ballista + Unspeakable Symbol + Angrath's Marauders + Far Fortune, End Boss

Infinite damageInfinite lifegain triggersInfinite lifegainInfinite +1/+1 counters on creatures you control
  1. 1Give Walking Ballista lifelink, if needed.
  2. 2If Walking Ballista has less than two +1/+1 counters on it, activate Unspeakable Symbol by paying 3 life, putting a +1/+1 counter on Walking Ballista.
  3. 3Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 4 damage to an opponent or a permanent an opponent controls, and causing you to gain 4 life.
  4. 4Repeat from step 2.
Walking Ballista
+Unspeakable Symbol
+Dictate of the Twin Gods
+Far Fortune, End Boss
#7

Walking Ballista + Unspeakable Symbol + Dictate of the Twin Gods + Far Fortune, End Boss

Infinite damageInfinite lifegain triggersInfinite lifegainInfinite +1/+1 counters on creatures you control
  1. 1Give Walking Ballista lifelink, if needed.
  2. 2If Walking Ballista has less than two +1/+1 counters on it, activate Unspeakable Symbol by paying 3 life, putting a +1/+1 counter on Walking Ballista.
  3. 3Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 4 damage to an opponent or a permanent an opponent controls, and causing you to gain 4 life.
  4. 4Repeat from step 2.
Walking Ballista
+Unspeakable Symbol
+Gratuitous Violence
+Far Fortune, End Boss
#8

Walking Ballista + Unspeakable Symbol + Gratuitous Violence + Far Fortune, End Boss

Infinite damageInfinite lifegain triggersInfinite lifegainInfinite +1/+1 counters on creatures you control
  1. 1Give Walking Ballista lifelink, if needed.
  2. 2If Walking Ballista has less than two +1/+1 counters on it, activate Unspeakable Symbol by paying 3 life, putting a +1/+1 counter on Walking Ballista.
  3. 3Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 4 damage to an opponent or a permanent an opponent controls, and causing you to gain 4 life.
  4. 4Repeat from step 2.
03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
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Official source