
Faramir, Prince of Ithilien
The Commander
At the beginning of your end step, choose an opponent. At the beginning of that player's next end step, you draw a card if they didn't attack you that turn. Otherwise, create three 1/1 white Human Soldier creature tokens.
Guide
Gameplan
Faramir punishes opponents either way: leave you alone and you draw cards, or attack you and you flood the board with Human Soldiers. Build a pillow-fort that makes you an unappealing target while accumulating either tokens or card advantage every turn cycle. Close games with a wide go-wide army backed by anthems and token payoffs, or grind out value until you out-resource the table.
Strengths
- Generates inevitability: every turn yields either cards or three bodies regardless of opponent behavior
- UW access to premium board wipes, counterspells, and pillow-fort enchantments
- Token production synergizes with anthems, sacrifice, and go-wide finishers
- Built-in political leverage—you can target whoever needs punishing
Weaknesses
- Tokens only arrive on opponents' end steps, so payoffs are delayed a full turn cycle
- Slow clock without anthems or finishers; can durdle if the board stalls
- Vulnerable to board wipes that erase the Soldier army
- UW lacks ramp and dedicated recursion, so resource attrition can hurt
Key Cards
- Ghostly Prison — Discourages attacks, steering Faramir's trigger toward card draw while protecting you.
- Intangible Virtue — Pumps every token Faramir makes, turning chip-in Soldiers into a real army.
- Smothering Tithe — Converts the table's card draw into a mana engine that fuels your spells and finishers.
- Anointed Procession — Doubles the three Soldiers into six per trigger, snowballing your board presence.
- Cathars' Crusade — Each token entering buffs your whole team, making Faramir's bursts overwhelming.
- Skullclamp — Turns 1/1 Soldiers into a relentless card-draw engine when you don't need bodies.
Upgrade Path
Add token doublers (Anointed Procession, Parallel Lives) and powerful anthems (Cathars' Crusade, Intangible Virtue) to make each trigger lethal, and lean into draw payoffs with Smothering Tithe and Esper Sentinel. Tighten the pillow fort with Propaganda, Sphere of Safety, and Settle the Wreckage so opponents almost never attack you, maximizing card draw. Round out with efficient board wipes (Supreme Verdict, Farewell) and a decisive finisher such as Craterhoof Behemoth or Approach of the Second Sun.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Go wide with Soldier tokens and overrun the table via anthems or Overwhelming Stampede-style effects
- ▸Aristocrats drain through sacrifice outlets like Blood Artist plus token fodder
- ▸Grind out card advantage and win with a few large threats or a finisher like Approach of the Second Sun
Archetypes
- Tokens — Faramir steadily manufactures Human Soldiers that anthems and doublers turn into a lethal swarm.
- Pillow Fort / Control — Deterrent enchantments push opponents off attacking you, converting Faramir into a card-advantage engine.
- Aristocrats — A constant supply of expendable tokens feeds sacrifice outlets and drain effects.
- Group Slug / Stax — Taxing attackers and punishing aggression lets you control the pace while building inevitability.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (UW), by popularity.

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