Image courtesy of Scryfall.com
Ramp Renaissance: Faramir’s role in modern ramp
In the ever-shifting landscape of Commander and casual MTG, some cards redefine what it means to accelerate your setup. Faramir, Prince of Ithilien arrives with a crisp two-color design (blue and white) and a thoughtful, tempo-forward payoff that interacts with end steps in a way that reshapes how players think about ramping up. With a mana cost of {2}{W}{U} and a sturdy 3/3 body, this Legendary Creature — Human Noble isn’t just a pretty flavor card from The Lord of the Rings: Tales of Middle-earth; it’s a genuine engine for late-game planning 🧙♂️🔥. The real magic appears at the end of each turn, where you must choose an opponent and then watch the next end step either reward you with a card or flood your board with new white soldiers ⚔️.
Let’s tease apart what this means for ramp-based decks. First, the ability to draw a card at your chosen opponent’s next end step (provided they didn’t attack you that turn) acts as a delayed card advantage engine. That is a different flavor of ramp than mana rocks or cantrips, and it nudges you toward a plan that blends permission with inevitability. In a multiplayer setting, you can leverage political dynamics to encourage targets who are less likely to attack you, thereby ensuring you cash in that draw on a quieter turn. The other path—from that same trigger—creates three 1/1 white Human Soldier creatures if the opponent did attack you that turn. Those tokens become a flexible tool for tempo, chump blocking, or springboards for token-boosting synergies 🧙♂️🎲.
What the token path really adds to ramp
Token generation is a classic way to accelerate board presence, and Faramir’s tokens slot neatly into that tradition. In a UW setting, cards like Parallel Lives, Anointed Procession, and Doubling Season can dramatically amplify token output, turning “three 1/1s” into a substantial avenue for pressure or a springboard for further value. Even without token-doublers, three 1/1s per attack step can act as a shield or a platform for card-advantage engines that care about board state. In practical terms, this means your ramp plan can morph from simply playing mana accelerants to building a recursive, self-sustaining engine: draw into more permission or disruption while the board grows legions of white soldiers to soak up damage or fuel synergy with aura and equipment buffs ⚔️.
The fact that Faramir is a blue/white legendary creature with a flexible outcome each end step invites a more nuanced ramp pathway. In blue, you’ll lean into card selection, counterplay, and ways to leverage the end-step trigger to draw into crucial land drops or ramp spells later in the game. In white, you gain board resilience and value engines that reward you for maintaining an elevated board presence. The combo is potent when you pair Faramir with a plan to weather early aggression while you assemble the pieces needed to maximize the end-step reward—either securing card advantage or creating a formidable tempo swing through tokens 🧙♂️💎.
Deck-building ideas: how to design around Faramir
- Token amplification: Include token doublers like Parallel Lives or Doubling Season to maximize the impact of the three-token path when an opponent attacks you. The result is a dramatic escalation of board state with relatively little mana investment.
- End-step synergy: Build around draw-heavy targets that can close the game once you’ve drawn into key interaction or win-cons. Think of cantrips, card advantage engines, and recursion that keep you ahead on resources after each end step interaction.
- Political calculus: In multiplayer formats, cultivate a stable of “friendly” opponents who won’t immediately turn on you. The choice of opponent at end step is a powerful lever—use it to steer the table’s dynamics and to time your card draw when it will matter most 🔥.
- Board-state resilience: Include sits-for-two mana rocks and low-cost accelerants that help you survive early pressure so you can leverage Faramir’s late-game payoff into a stronger mid-game position.
- Theme and flavor: The Middle-earth flavor is your ally. Pair Faramir with other TLOTR: Tales of Middle-earth cards that reward diplomacy, leadership, and strategic restraint. The vibe matters as much as the math—the artful blend of lore and mechanics resonates with players who savor the narrative along with the win!
Adding Faramir to a ramp-focused deck invites you to embrace a hybrid strategy: you’re not just stacking lands and mana rocks; you’re stacking options. The dual-path trigger—draw or tokens—gives you a choice each turn, a rare luxury in ramp design. This is especially potent in formats where multiple opponents stretch the table and political calculus becomes as important as the number of forests or islands you’ve untapped 🧙♂️.
From a gameplay perspective, you’ll want to time your end-step decisions to line up with your critical plays. If you anticipate a key spell or a finisher you want to cast on the following turn, guiding an opponent to attack you in a way that yields token production can set up a sudden board swing. On the other hand, if you’re digging for a specific answer or a ramp piece, steering toward the draw-path helps you stay ahead, ensuring you haven’t fallen behind on card advantage when the table collides with big board states 💥.
Artistically, Faramir’s casting cost—{2}{W}{U}—and its noble-human flavor capture the classic balancing act of wisdom and foresight in warfare. The card’s rarity (rare) in a set designed to weave The Lord of the Rings mythos into the MTG fabric is a reminder that good ramp can arrive with character and story as well as raw numbers. The synergy between lore and mechanics is not just window dressing; it’s a beacon for players who want their decks to feel like they belong in Middle-earth itself 🎨.
A practical playthrough: a sample path
Turn 1–2: Establish a stable mana base with a few early cantrips and select draw spells. Turn 3–4: Play Faramir, begin the end-step ritual, and pick a target opponent who is likely to hold back on aggression. If that opponent doesn’t attack that turn, you cash in a card draw to accelerate your options. If they do attack, you welcome three Human Soldier tokens—great for blocking in a pinch or feeding into a high-impact synergy later (and who knows—one of those tokens might become a token-tapping engine itself). 🧙♂️
Turn 5 onward: With the board state growing and your card draw accelerating your hand, you pivot toward a plan that uses token buffers and late-game stability to access game-winning combos or big spells ahead of schedule. It’s not just about the mana on the battlefield—it’s about the momentum you generate through smart end-step timing and supportive card draw. The result is a ramp experience that embraces both strategy and storytelling, a rare blend that resonates with veterans and newcomers alike 🔥.
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Faramir, Prince of Ithilien
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.
ID: 8700923a-e9ff-4ced-87fe-1ab26554623a
Oracle ID: 8a8c7c20-beb7-4352-99ea-7f64a30b9f52
Multiverse IDs: 617032
TCGPlayer ID: 498844
Cardmarket ID: 716997
Colors: U, W
Color Identity: U, W
Keywords:
Rarity: Rare
Released: 2023-06-23
Artist: Tomas Duchek
Frame: 2015
Border: black
EDHRec Rank: 4369
Penny Rank: 3178
Set: The Lord of the Rings: Tales of Middle-earth (ltr)
Collector #: 202
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — legal
- Timeless — legal
- Gladiator — legal
- Pioneer — not_legal
- Modern — legal
- Legacy — legal
- Pauper — not_legal
- Vintage — legal
- Penny — legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — legal
- Alchemy — not_legal
- Paupercommander — not_legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.22
- USD_FOIL: 0.32
- EUR: 0.34
- EUR_FOIL: 0.70
- TIX: 0.03
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