Arcane Foundry › Commanders › Far Fortune, End Boss
Far Fortune, End Boss
Legendary Creature — Human Mercenary · {2}{B}{R} · Black/Red commander
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 Far Fortune, End Boss deck →
What Far Fortune, End Boss actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever you attack, Far Fortune deals 1 damage to each opponent.
- Replacement effect · otherIf a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
What a Far Fortune, End Boss deck needs
Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.
- damage to opponents every turn to reach max speed (then every damage source adds one)
- many small damage sources
- attacks every turn (each one pings each opponent)
The Far Fortune, End Boss deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 23× A repeatable source of damage — a commander that adds to each damage event wants many small events, not one big one
- 18× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Far Fortune, End Boss
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A repeatable source of damage — a commander that adds to each damage event wants many small events, not one big one
- Impact Tremors2 mana
- Mount Doom0 mana
- Shivan Gorge0 mana
- Coruscation Mage2 mana
- Descent into Avernus3 mana
- Ramunap Ruins0 mana
- Agate Instigator2 mana
- Black Mage's Rod2 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Replicating Ring3 mana
- Omarthis, Ghostfire Initiate0 mana
- Andúril, Flame of the West3 mana
- Hanweir Garrison3 mana
- Sarkhan, Fireblood3 mana
- Field of the Dead0 mana
- Fountainport0 mana
- Grave Titan6 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Terminate2 mana
- Fatal Push1 mana
- Bitter Triumph2 mana
- Black Sun's Twilight1 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a whole board at once
- Toxic Deluge3 mana
- Damnation4 mana
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Bontu's Last Reckoning3 mana
- Street Spasm1 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
Refill your hand
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Morbid Opportunist3 mana
- Phyrexian Arena3 mana
- Professional Face-Breaker3 mana
- The One Ring4 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana
Get ahead on mana
- Sol Ring1 mana
- Rakdos Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana
Combos with Far Fortune, End Boss
Known combos from Commander Spellbook that Far Fortune, End Boss is a piece of, and how many decks list them.
- Far Fortune, End Boss + Walking Ballista + Unspeakable Symbol + Tor Wauki The Younger1 decks
- Far Fortune, End Boss + Walking Ballista + Unspeakable Symbol + The Rollercrusher Ride1 decks
- Far Fortune, End Boss + Walking Ballista + Unspeakable Symbol + Angrath's Marauders
- Far Fortune, End Boss + Walking Ballista + Unspeakable Symbol + Furnace Of Rath
- Far Fortune, End Boss + Walking Ballista + Unspeakable Symbol + Gratuitous Violence
- Far Fortune, End Boss + Walking Ballista + Unspeakable Symbol + Dictate Of The Twin Gods