Far // Away
Bounce a creature with Far, force a sacrifice with Away, and you have a Dimir interaction spell with two honest halves: blue tempo on one side, black attrition on the other. The reason to play the pair instead of two separate spells lives in the order the fused cast resolves. Edicts have a structural weakness: the defender chooses what dies, so against any board with chaff they hand you their worst body and keep the threat. Cast both halves together and the bounce resolves first, lifting the cheapest decoy off the board before the sacrifice ever asks the question. What ordinarily punishes only a mono-creature board now reaches into a developed one and bites something the opponent would rather keep. That sequencing is the card's real identity. Each half is serviceable alone, and the fused mode is not two removal spells stapled side by side: it is a small piece of stack management, a manipulation of the sacrifice pool that the opponent has to anticipate and play around. Holding three modes in one card (bounce, edict, or the engineered combination that narrows the sacrifice pool before the opponent chooses) is what justifies the complexity of the split-with-fuse frame here. The spell rewards reading the opponent's board and deciding whether the cheap one matters enough to clear before you make them choose.

