Far Out 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.
Official card text
Rather than choose the indicated number of modes for spells and abilities you control, you may choose one or more modes. You can't choose any mode more than once.
Complete guide
Far Out is a unique enchantment that breaks the fundamental constraints of modal spells and abilities. By allowing you to choose one or more modes regardless of the original instructions, it turns restrictive choices into overwhelming utility. This card effectively upgrades every modal effect in your deck to its maximum potential.
Unlocking Every Option
Usually, modal spells are identified by the phrase 'Choose one —' followed by a bulleted list. Far Out replaces this restriction, allowing you to select every single mode listed if you wish. While you still cannot pick the same mode more than once, even for spells that normally allow repetition, you gain the ability to resolve every distinct effect printed on the card.
Resolution Order and Targeting
When you choose multiple modes, they resolve in the order they are printed on the card, from top to bottom. It is important to remember that if a mode requires a target, you must be able to choose a legal target for that mode at the time of casting or activation. If you cannot provide a legal target for a specific mode, you simply cannot choose that mode.
When to Play Far Out
Far Out is most effective in decks that rely on flexible charms, commands, or permanents with repetitive modal triggers. By having this enchantment on the battlefield, you transform your situational answers into high-value powerhouses that address multiple threats simultaneously for the same mana cost.
Interaction examples
If you control Far Out and trigger an ability like that of Outlaws’ Merriment, you can choose all three modes. Instead of picking one at random, you create a single 6/4 Human Warrior Cleric Rogue token with trample, lifelink, haste, and an enters-the-battlefield ability that deals 1 damage to any target. This happens because the effects of the chosen modes are combined into one creature.
While Ghostly Prison and Smothering Tithe are not modal cards themselves, playing Far Out alongside modal white spells like Dawn Charm allows you to protect these vital enchantments more effectively. With Far Out, a single Dawn Charm can simultaneously prevent all combat damage, regenerate a creature, and counter a spell that targets you, ensuring your defensive line remains intact.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Far Out
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Far Out applies only to modal spells and abilities. These include two or more options in a bulleted list preceded by instructions to choose a number of those options, such as “Choose one —” or similar. Each of those options is a mode. Older cards didn’t include the bulleted lists, but they have received updates to their Oracle texts and will be affected by Far Out.
No other card is named in this ruling.
- #2· Wizards of the Coast
The effects of modal spells and abilities always happen in the order the modes are printed on the card. The first mode will always happen before the second, which happens before the third, and so on.
No other card is named in this ruling.
- #3· Wizards of the Coast
Some spells have text that allows you to choose the same mode more than once. If you cast such a spell and choose to apply Far Out’s effect to it, you won’t be able to choose any single mode more than once.
No other card is named in this ruling.
- #4· Wizards of the Coast
If a mode requires a target, you must be able to choose a legal target in order to choose that mode.
No other card is named in this ruling.
- #5· Wizards of the Coast
Okay, so Outlaws’ Merriment and similar cards are weird. Far Out, even. For cards with mutually exclusive modes like Outlaws’ Merriment, you get all of the benefits of the modes you chose, combined as best you can. For Outlaws’ Merriment, that means you create a single red and white creature token with all the characteristics from every mode you chose. Powers get added together and toughnesses get added together. If you choose two modes (and why would you?), they’re still random. If you much more sensibly choose all three modes, you get a 6/4 Human Warrior Cleric Rogue with trample, lifelink, haste, and “When this creature enters the battlefield, it deals 1 damage to any target.”
No other card is named in this ruling.
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Meta decks with Far Out
No archived Top 8 deck with this card yet.



Ghostly Prison
Smothering Tithe