Far // Away Carta MTG


Far // Away offers valuable card advantage with its two-for-one potential, altering the board state in your favor. Flexibility is a key strength, permitting instant-speed, reactive plays to disrupt opponent strategies significantly. Despite restrictions like specific mana requirements, its strategic depth justifies inclusion in many MTG decks.
Far // Away - Dragon's Maze
El coste de maná
Costo de maná convertido5
RarezaPoco común
TipoInstant
Habilidades Fuse
Liberado2013-05-03
Coleccione símbolo
Coleccione nombreDragon's Maze
Coleccione códigoDGM
Número127
Frame2003
DisposiciónDividir
BorderNegra
Ilustrado porGreg Staples

Texto de la carta

Target player sacrifices a creature. Fuse (You may cast one or both halves of this card from your hand.)


Cartas como Far // Away

Far // Away fuses the flexibility of split cards with the strategic depth Magic: The Gathering players appreciate. It’s akin to other dual-purpose cards like Fire // Ice. Both offer two distinct effects in one card, providing players with the ability to adapt to diverse game situations. Far // Away though specializes in control, with its Far side allowing players to bounce creatures back to their owners’ hands, comparable to the functionality of Unsummon.

Moving further into the realm of removal and control, we encounter a card like Recoil. This card also offers the ability to return a creature to its owner’s hand, but includes the added sting of forcing a discard, combining aspects of both sides of Far // Away. While Recoil is a single spell, it’s not as mana-efficient as utilizing Far // Away’s separate halves when the situation calls for it.

In contrast to these cards, Far // Away stands out in Commander and other formats that value versatility. Its ability to split its effect into two cheaper costs or combine them for a potent swing in board state makes it a powerful tool in any deck focused on dictating the pace of the match.

Fire // Ice - Carta Magic versiones
Unsummon - Carta Magic versiones
Recoil - Carta Magic versiones
Fire // Ice - Carta Magic versiones
Unsummon - Carta Magic versiones
Recoil - Carta Magic versiones

Cartas similares a Far // Away por color, tipo y coste de maná

Silumgar's Command - Carta Magic versiones
Counterpoint - Carta Magic versiones
Silumgar's Command - Carta Magic versiones
Counterpoint - Carta Magic versiones

Card Pros

Card Advantage: This merged card uniquely provides a two-for-one deal, offering the chance to bounce an opposing creature to its owner’s hand while also forcing a sacrifice, potentially clearing the path for your own attacks or disrupting your opponent’s strategy significantly.

Resource Acceleration: While not directly ramping your mana, the flexibility of casting either half of Far // Away or both through its Fuse mechanic ensures that you’re efficiently using your resources each turn, effectively accelerating your tactical options and board presence.

Instant Speed: The ability to cast Far // Away at instant speed provides significant strategic advantage, allowing you to respond to threats or opponent’s moves during their turn, which can shift the tide of play in your favor by minimizing their board state while maintaining yours.


Card Cons

Discard Requirement: Far // Away necessitates that you have a creature that an opponent controls to target in order to activate its full effect, potentially causing a situation where the card becomes less useful if your opponent has an empty board or non-targetable creatures.

Specific Mana Cost: Requiring both blue and black mana, Far // Away can’t be included just anywhere. This split of colors may restrict it primarily to Dimir or other multicolored decks with a mana base that can support both colors efficiently, reducing its overall versatility.

Comparatively High Mana Cost: For a total of five mana to unleash both halves of this card, some players might consider the cost steep. This is particularly true when compared to other removal or bounce spells in MTG that could perform similar functions for less mana, and this could make Far // Away less favored when deck-building under tight mana curves.


Reasons to Include Far // Away in Your Collection

Versatility: The card offers split design, giving players options to either cause an opponent to sacrifice a creature or return a troublesome creature to its owner’s hand. This flexibility makes it a great fit in decks that adapt to various situations.

Combo Potential: Far // Away can be used to disrupt opponent’s board presence, making it a great enabler for decks that benefit from opponents having fewer creatures. It could easily tie into strategies revolving around sacrificing and bouncing creatures.

Meta-Relevance: Given the ever-shifting nature of the metagame, controlled removal like Far // Away is often a good choice. It can be particularly powerful in a meta filled with creature-based synergies or decks that rely on key creatures to function.


How to beat

Facing the combined forces of Far // Away in a Magic: The Gathering match can be quite the challenge. As a split card, it offers tactical flexibility that can throw opponents off balance. Players can force an opponent to sacrifice a creature with the Away half or bounce an opposing threat back to its owner’s hand with Far. When deployed together, it becomes a powerful tempo play that disrupts your opponent’s board presence significantly.

To effectively counter this, maintain a board state with multiple low-value creatures to minimize the impact of sacrifice, ensuring that your valuable creatures remain untouched. Additionally, instant-speed spells like Counterspell or Dispel can intercept Far // Away, completely negating its effects. Another strategy is to use hexproof or indestructible creatures, which are resistant to sacrifice and bounce effects. Rely on these tactics, and you’ll find that turning the tide against Far // Away becomes a manageable task, preserving your board and maintaining your path to victory.

Every card presents an opportunity for strategic growth, and understanding how to navigate around Far // Away grants players an insightful edge in their gameplay, bolstering their adaptability and resilience in the dynamic environment of Magic: The Gathering.


BurnMana Recommendations

Reflecting on the insights from Far // Away in MTG, it highlights the game’s intricate dance of strategy and resource management. The card exemplifies the importance of flexibility and the need to adapt your tactics to the constantly changing battlefield. Its dual nature as both an offensive and defensive tool aligns it with the ever-evolving meta, proving to be a valuable asset in a variety of deck archetypes. For players looking to refine their deck’s control elements or simply appreciate the finesse such a card offers, Far // Away merits consideration. Let’s delve deeper into the world of MTG, uncovering more strategies and building decks that resonate with your personal playstyle. The quest for the perfect play begins with understanding each card’s potential – join us in the next chapter of your MTG journey.


Donde comprar

Si estás buscando comprar una carta MTG Far // Away de un coleccione específico como Dragon's Maze, existen varias opciones confiables que debes considerar. Una de las fuentes principales es tu tienda de juegos local, donde a menudo puedes encontrar paquetes de refuerzo, cartas individuales y mazos preconstruidos de colecciones actuales y pasadas. A menudo ofrecen el beneficio adicional de una comunidad donde puedes intercambiar con otros jugadores.

Para un inventario más amplio, particularmente de colecciones más antiguos, mercados en línea como TCGPlayer, Card Kingdom y Card Market ofrecen amplias selecciones y te permiten buscar cartas de colecciones específicos. Las plataformas de comercio electrónico más grandes como eBay y Amazon también tienen listados de varios vendedores, lo que puede ser un buen lugar para buscar productos sellados y hallazgos raros.

Además, el sitio oficial de Magic suele tener un localizador de tiendas y listas de minoristas para encontrar Wizards of the Productos con licencia costera. Recuerde comprobar la autenticidad y el estado de las cartas al comprarlas, especialmente a vendedores individuales en mercados más grandes.

A continuación se muestra una lista de algunos sitios web de tiendas donde puede comprar las Far // Away y otras cartas MTG:

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Legalidades

Formatos de Magic the Gathering donde Far // Away tiene restricciones

FormatoLegalidad
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PioneerLegal
PennyLegal

Reglas e información

La guía de referencia para las reglas de las cartas Far // Away de Magic: The Gathering proporciona las reglas oficiales, las erratas emitidas, así como un registro de todas las modificaciones funcionales que se han producido.

Fecha Texto
2013-04-15 Away targets only a player. It doesn’t target any creatures. The target player chooses which creature to sacrifice as the spell resolves.
2013-04-15 If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
2013-04-15 If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
2013-04-15 If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.
2013-04-15 On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.
2013-04-15 Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.
2013-04-15 Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
2013-04-15 To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.
2013-04-15 When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
2013-04-15 When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn’t resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.
2013-04-15 You can choose the same object as the target of each half of a fused split spell, if appropriate.