The Witch-king, Morgul King (7R221)
War Long Planned (7C220) | Back to Return of the King Index |
Deor (7C222) |
The Witch-king, Morgul King (7R221) is a Ringwraith Minion from the Return of the King set.
| ||||||||||||||||||||||
| ||||||||||||||||||||||
|
Strategy
The Witch-king, Morgul King is one of the strongest and most popular versions of the Witch-King. As long as you have a threat to consume, he can treat your Discard Pile as a toolbox, causing his value to increase as the game goes on and you burn through more of his deck. While his high Twilight cost limits his value as a hand extender in most situations, you'll often be able to afford a utility card or cheap minion. He also goes very well with the otherwise-difficult-to-use cards that can only be played on the Witch-King, particularly The Pale Blade (1R221) . Just discard the Pale Blade when you reconcile, and pick it up again once you play the Witch-King.
To use his game text, however, you'll need threats. Some of the best sources of threats are Morgul Destroyer (7U190) , Úlairë Cantëa, Faster Than Winds (7R211) , Dark Swooping Shadows (10R58) , Úlairë Lemenya, Eternally Threatening (15R185) , Captured by the Ring (7C53) , and Fat One Wants It (7R57) .\
Morgul King can also recur a card that can in turn recur himself. These cards include Out of Sight and Shot (7R204) , Ring of Ire (9R+43) , Ring of Aspersity , and Ring of Savagery (17R142) . He can also always just grab another copy of himself, to sit in your hand until you play it next turn.
Strengths and Weaknesses
Synergizes With...
- List friendly cards that work well with this card
Strong Versus...
- List enemy cards this card does well against
Weak Versus...
- List enemy or friendly cards to avoid playing this card with
Rulings
In this section:
- Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name
- Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the Rule of 4 for Saved From the Fire (8R20) )
- Link to rules discussions on TLHH
Alternate Personas
Portrait | Name | Game Text |
---|---|---|
The Witch-king, Lord of Angmar (1R237) | Fierce.
For each other Nazgûl you can spot, The Witch-king is strength +2. | |
The Witch-king, Lord of the Nazgul (2R85) | Twilight.
Return to Its Master may not be played. Each time The Witch-king wins a skirmish, you may exert him to wound the Ring-bearer twice. | |
The Witch-king, Deathless Lord (6P122) | Fierce. Each time a companion is killed in a skirmish involving a Nazgûl, wound an ally twice or exert a companion. | |
The Witch-king, Black Captain (8R84) | Enduring.
Each Man skirmishing The Witch-king loses all strength bonuses from weapons. | |
The Witch-king, Captain of the Nine Riders (11R226) | Fierce. Toil 2. (For each character you exert when playing this, its twilight cost is –2.) Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) | |
The Witch-king, Black Lord (12R183) | Fierce.
The Witch-king is twilight cost –1 for each wound on the Ring-bearer. Each time a companion is played, you may reveal this card from hand to exert the Ring-bearer. | |
The Witch-king, Conqueror of Arthedain (17R144) | Fierce.
Each time the Witch-king wins a fierce skirmish, you may exert a companion for each companion you can spot over 4. | |
The Witch-king, Dark Lord (19P40) | Fierce.
Skirmish: Discard a Nazgûl from hand to make The Witch-king strength +1 (or strength +2 if you can spot that discarded Nazgûl). | |
The Witch-king, Conqueror of Arthedain (0W37) | Fierce.
When you play the Witch-king, you may spot an exhausted companion to add 2 threats. Each time the Witch-king wins a skirmish, you may remove a threat to exert a companion for each companion over 4. |
See Also
- Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card
- Link to decks that use this card