Far / Away


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Dragon's Maze Uncommon

Combos Browse all

Far / Away


Far - Return target creature to its owner's hand.

Away - Target player sacrifices a creature.

Fuse (You may cast one or both halves of this card from your hand.)

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Far / Away Discussion

RingweMakil on Budget Dimir Control

1 week ago

I wouldn't suggest her anyway, she's horrible with countermagic :P

4 Ashiok, Nightmare Weaver is surely too much. Drawing too many is bad; the card does nothing against a lot of decks such as Affinity/Infect/Burn. Why not play something like a Jace, Architect of Thought, Ob Nixilis Reignited, or Tamiyo, the Moon Sage to have win conditions that you can play in addition to Ashiok, but still get value/CA/more removal?

If we're doing Dragonlord Silumgar, you've got to do Crux of Fate. Flavour win + doesn't kill your own guy + cheaper than Finale. 4 mana is ideal for a sweeper, of course, but barring that owing to budget - though MM17 reprints should help with Damnation - Crux is the closest we can go.

Consider Fatal Push, Far / Away, and Geth's Verdict as replacements for the removal you have now; particularly Curse of Chains and Last Gasp. Instant speed edicts are very powerful, and Push is an obvious not-too-expensive upgrade over the Gasp. Murderous Cut, Hero's Downfall and Dismember are also not particularly expensive, and are all better than Doom Blade.

Consider Deprive for countermagic. It's a tempo loss, I'll grant you, but it's unconditional. Alternatively, just play Countersquall or Negate. I'm just not sold on Rune Snag, is all, but I could be very wrong, and perhaps the card has performed really well for you? Some small number of 3 mana countermagic like Disallow and Dissipate might not be the worst either. Yes, I like Dissolve, but scry 1 is not as important as exile or Stifle against Eldrazi, planeswalkers, etc.

Think Twice over some number of Telling Time and Divination. Instant speed, allowing you to hold up countermagic; 2 for 1, resilient to countermagic - def. seems like an upgrade over your current card draw spells. Also with regard to card draw, Jace's Ingenuity is a better restock spell than Divination. Instant speed draw 3 is quite good, and it is also sadly the best non Ancestral Vision option in the format. Further consider Shadow of Doubt. The card is backbreaking if you time it right, and worst case scenario, it replaces itself.

You don't want to scoop to resolved walkers, nor do you want to scoop to artifacts/enchantments; Hero's Downfall can take care of the former, while Engineered Explosives with a manabase of fetches and shocks is the best Dimir can do for the latter in Modern. That said, Ratchet Bomb can do a reasonable Explosives imitation a good deal of the time. Also definitely consider Extirpate in the board. It's not as expensive as Surgical Extraction but in a draw-go shell is arguably more powerful. It is also one of your only few ways to interact with graveyard based strategies since you don't have much direct exile or Kalitas, Traitor of Ghet. While the traitor I would recommend absolutely, I understand he is perhaps too expensive for what you have in mind.

Last, but not least, AEtherling. A lot of Modern decks concede to a resolved Aetherling.

With regard to the manabase, consider Sunken Hollow, Creeping Tar Pit, Temple of Deceit and Darkslick Shores as potential replacements for Evolving Wilds. Tar Pit is the only non-budget suggestion in that list, with the other lands being fairly cheap, and powerful in their effects. You should also be able to accommodate no small number of Ghost Quarter, which may shore up the Eldra/Tron matchup and give you better play against manlands from Raging Ravine to Celestial Colonnade to Inkmoth Nexus, and utility lands in the form of Gavony Township, Academy Ruins, etc.

I've been tinkering with Dimir in Modern for over a year now, and have perhaps spent a touch more time on the archetype than perhaps is healthy. :D I'm sorry about how long that was, but hopefully this is helpful!

gabrjaws on Esper Gifted Brains *PRIMER*

2 weeks ago

Haha, thank you. I really appreciate it. I've always been about the flavor. Far / Away would be amazing, That's two threats off the board for one mana. Thank you for the help.

TiagoMourao on Esper Gifted Brains *PRIMER*

2 weeks ago

gabrjaws, Thanks you for the attention and I am honestely really happy for being able to help you with an inspiration! O realized you really like making zombies with your Brain in a Jar Standard deck, and I must say, the flavor is AMAZING! Hahaha

So, I'm going to think about some suggestions for your Future modern deck (I can already tell you that Far / Away Should probably be in ther)!

Cheers! :)

Deruvid on Phenax, God of Wins

3 months ago

Without having played the deck myself it's hard to pinpoint specifics but here are my thoughts in general.

Concerning Wall of Vines, it's great to open with a 1-drop against aggro to help solidify the board, but you've only got 2 of them so the likelihood of them coming up early enough to help stave off aggro is very slim. 4 would be better, but I'd actually recommend dropping them for 2 more Overgrown Battlement because the deck, as you said, is slow and your game winning spells don't start happening till CMC5.

I would cut your copy spells. They are mana-intensive and really only help you win more. Once you've got a threat on the board, you don't need more of them, you just need to protect them. Take out the 4 slots of Cackling Counterpart and Followed Footsteps and max out your copies of Far / Away, Abrupt Decay and Mana Leak.

Lastly, the deck really fizzles without Phenax, God of Deception so more ways to dig to him would be nice. There's not a whole lot of space left for cutting cards, but maybe shave off some combination of Tree of Redemption, Wall of Frost, Lord of Extinction and Scavenging Ooze to find space for some card draw. I'd like to bridge the 4-CMC gap in your mana curve so perhaps something like Foresee or Concentrate.

Have you had a chance to playtest your build against a live deck at all? If so, what do you find to be the strengths/weaknesses?

rogerzanoni on

3 months ago

Once I get Teferi's Puzzle Box on the table I can use spells like Far / Away, Cyclonic Rift and Echoing Truth to return permanents to opponent's hand so Teferi's Puzzle Box will make everithing ho the bottom of the library. I'm considering removing Languish to add mass return-to-the-hand spells

mr_funk on American Scepter of Democracy

4 months ago

other options to consider (depending on your meta, preferences, sideboard, and deck strengths/weaknesses) could be Anticipate, Far / Away, Azorius Charm, Blessed Alliance, Celestial Purge, Cyclonic Rift, Dawn Charm, Dead/Gone, Disenchant, Echoing Truth, Flashfreeze, Hide/Seek, Holy Day, Hurkyl's Recall, Izzet Charm, Profit / Loss, Negate, Pollen Lullaby, Rest for the Weary, Skullcrack, Smash to Smithereens, Spell Snare (i hate this card soooo much, but it's good), Wear / Tear, Vapor Snag,

Tribal_Savage on Mill?

6 months ago

If you're looking to mill, I'd strongly suggest adding black. There are a ton of great cards I'd recommend, like, Breaking / Entering, Glimpse the Unthinkable, Mind Funeral, Haunting Echoes, Surgical Extraction, Far / Away you could also get some removal like Doom Blade, Go for the Throat. Snapcaster Mage is great for almost any blue deck. I have a deck using the cards I suggested and a few more I think you might like, if you're interested in checking it out or if you have any questions for me you're more than welcome to, you can find my deck here Dream Hack.

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