Ferris Wheel 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
Visit — Choose target creature that hasn't been phased out with this Attraction. That creature phases out until you roll a 3 or less while rolling to visit your Attractions.
Complete guide
Welcome to the fairground, where the rides are high and the stay is longer than you might expect! Ferris Wheel is a unique Attraction that traps creatures in a temporal loop, removing them from the game without technically making them leave the battlefield. Let's look at how to keep your opponents' best threats stuck in the air while you enjoy the rest of the park.
How the Ride Works
Ferris Wheel uses the Visit keyword, which triggers when you roll a die at the start of your main phase and the result matches one of the lit-up numbers on the card. When you visit, you choose a target creature that hasn't been phased out by *this specific* Ferris Wheel before. That creature phases out, meaning it and everything attached to it are treated as though they do not exist until a specific condition is met.
The Step-by-Step Resolution
First, the Visit ability triggers and you choose a legal target. Upon resolution, the creature phases out immediately. Unlike traditional phasing which returns at the start of your next turn, these creatures stay gone until you roll a 3 or less during your future Attraction visit rolls. Because phasing isn't 'leaving the battlefield,' no 'enters the battlefield' or 'leaves the battlefield' triggers will occur. The creature simply stops existing for all gameplay purposes until the wheel stops turning.
Common Mistakes to Avoid
A frequent error is trying to target a creature that has already been phased out by the same Ferris Wheel; the card keeps a memory of its 'passengers' and won't let them ride twice. However, if a creature leaves the battlefield and returns, it counts as a new object and can be targeted again. Also, remember that phasing out an attacking creature removes it from combat entirely, and any Equipment attached to the creature phases out and in right along with it.
Strategic Timing
Play Ferris Wheel when you need to bypass a large blocker or neutralize a static ability that is hindering your game plan. Since you can only visit Attractions during your main phase, use it to clear the way for an attack. The best part is that the creature remains phased out even during your opponent's turns, keeping their board thin until you eventually roll a low number.
Interaction examples
If you target a creature that is currently an artifact creature powered by other effects, or simply a creature you control to protect it, you won't be able to use its abilities. For instance, if you were to somehow turn your Sol Ring into a creature and phase it out with Ferris Wheel, you lose access to that extra mana until you roll a 3 or less and it phases back in.
If a creature equipped with Skullclamp is targeted by Ferris Wheel's Visit ability, both the creature and the Skullclamp phase out together. The Skullclamp remains attached to the creature while phased out and will still be attached when they both phase back in. Because the creature didn't 'die' or leave the battlefield, you do not draw cards from Skullclamp's trigger.
When you roll to visit your attractions at the start of your main phase, if you roll a number that triggers Ferris Wheel, you must target a creature that has not been phased out by this card yet. If you later roll a 1, 2, or 3 for your attraction visit (regardless of whether that roll triggers a visit to this specific wheel), all creatures previously phased out by this Ferris Wheel will phase back in simultaneously.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Ferris Wheel
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Each Ferris Wheel that comes under your control is a new, exciting experience. Its ability can target creatures that have been phased out in the past by other Ferris Wheels.
No other card is named in this ruling.
- #2· Wizards of the Coast
Similarly, if a creature rides the Ferris Wheel, leaves the battlefield, and then returns to the battlefield, it will be a new object with no memory of being phased out by the Ferris Wheel. It is again a legal target.
No other card is named in this ruling.
- #3· Wizards of the Coast
If you visit Ferris Wheel and there are no legal targets to choose, the ability is removed from the stack and has no effect. However, if there’s at least one legal target, you must choose one, even if it’s a creature you don’t want to phase out.
No other card is named in this ruling.
- #4· Wizards of the Coast
Phased-out permanents are treated as though they don’t exist. They can’t be the targets of spells or abilities, their static abilities have no effect on the game, their triggered abilities can’t trigger, they can’t attack or block, and so on.
No other card is named in this ruling.
- #5· Wizards of the Coast
As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they’ll phase in still attached to that permanent.
No other card is named in this ruling.
- #6· Wizards of the Coast
Permanents usually phase back in during their controller’s untap step, immediately before that player untaps their permanents. But Ferris Wheel isn’t so forgiving. The phased-out creatures will stay phased out until a player rolls a 3 or less. If a permanent had counters or stickers on it when it phased out, it will have them when it phases back in.
No other card is named in this ruling.
- #7· Wizards of the Coast
An attacking or blocking creature that phases out is removed from combat.
No other card is named in this ruling.
- #8· Wizards of the Coast
Phasing out doesn’t cause any “leaves the battlefield” abilities to trigger. Similarly, phasing in won’t cause any “enters the battlefield” abilities to trigger.
No other card is named in this ruling.
- #9· Wizards of the Coast
Any continuous effects with a “for as long as” duration ignore phased-out objects. If ignoring those objects causes the effect’s conditions to no longer be met, the duration will expire.
No other card is named in this ruling.
- #10· Wizards of the Coast
Choices made for permanents as they entered the battlefield are remembered when they phase in.
No other card is named in this ruling.
Legal formats
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Meta decks with Ferris Wheel
No archived Top 8 deck with this card yet.



Sol Ring
Skullclamp