Editing Witch-King

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* {{Card|The Witch-King, Black Captain}} goes all-in on attempting to [[overwhelm]] [[companion]]s, usually with the help of {{Card|Between Nazgul and Prey}}. The problem is the high twilight cost of both of those cards. He requires too much help from [[exertion]] cards to get his strength up, and if you don't use BNAP, he will probably only do one wound without another card to make him Fierce. He's too finicky and unreliable for such an expensive minion, and mostly serves as a scapegoat for complaints about (the far superior) {{Card|Castamir of Umbar}}.
* {{Card|The Witch-King, Black Captain}} goes all-in on attempting to [[overwhelm]] [[companion]]s, usually with the help of {{Card|Between Nazgul and Prey}}. The problem is the high twilight cost of both of those cards. He requires too much help from [[exertion]] cards to get his strength up, and if you don't use BNAP, he will probably only do one wound without another card to make him Fierce. He's too finicky and unreliable for such an expensive minion, and mostly serves as a scapegoat for complaints about (the far superior) {{Card|Castamir of Umbar}}.
* {{Card|The Witch-King, Black Lord}} is fun and has some neat synergy with {{Card|Shapes Slowly Advancing}}, but outside of that single, very gimmicky deck, he probably won't get to exert the ring-bearer unless you start with him in hand. That won't happen often unless you play the full four copies of him and [[Mulligan|mulligan]] aggressively for him. Few decks want to do that, because the twilight cost discount of Captain of the Nine Riders is more reliable and generally larger.
* {{Card|The Witch-King, Black Lord}} is fun and has some neat synergy with {{Card|Shapes Slowly Advancing}}, but outside of that single, very gimmicky deck, he probably won't get to exert the ring-bearer unless you start with him in hand. That won't happen often unless you play the full four copies of him and [[Mulligan|mulligan]] aggressively for him. Few decks want to do that, because the twilight cost discount of Captain of the Nine Riders is more reliable and generally larger.
* {{Card|The Witch-King, Conqueror of Arthedain}} was created in the [[Hunters Design-a-Card Contest]]. That's where his notoriety stops. Possibly inflicting an extra wound or two after winning a fierce skirmish is an unreliable effect and his 14 strength doesn't go far against [[Hunters Block]]'s many [[hunter]] companions, so this card is almost never played.
* {{Card|The Witch-King, Conquerer of Arthedain}} was created in the [[Hunters Design-a-Card Contest]]. That's where his notoriety stops. Possibly inflicting an extra wound or two after winning a fierce skirmish is an unreliable effect and his 14 strength doesn't go far against [[Hunters Block]]'s many [[hunter]] companions, so this card is almost never played.
* {{Card|The Witch-King, Dark Lord}} is far behind the power curve for a minion of its cost. It's highly debatable whether he's even better than Lord of Angmar; his only real merit is the unpredictability of his gametext.
* {{Card|The Witch-King, Dark Lord}} is far behind the power curve for a minion of its cost. It's highly debatable whether he's even better than Lord of Angmar; his only real merit is the unpredictability of his gametext.


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