
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.
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.
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.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (UW), by popularity.