The Witch-king, Morgul King (7R221)
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Deor (7C222) |
The Witch-king, Morgul King (7R221) is a Ringwraith Minion from the Return of the King set.
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Strategy[edit]
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. While you can get some threats from the sites like Hall of the Kings (7U339)
, City Gates (7U344)
, or Dagorlad (7U360)
in King Block-based formats like Movie Block, you'll generally need at least a trickle of threats from your own cards to make the most of Morgul King. 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 Asperity (9R42)
, 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[edit]
Synergizes With...[edit]
- List friendly cards that work well with this card
Strong Versus...[edit]
- List enemy cards this card does well against
Weak Versus...[edit]
- List enemy or friendly cards to avoid playing this card with
Rulings[edit]
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[edit]
| 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 | |
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, Empowered by His Master (V3_80)
|
Fierce. Enduring. Damage +1.
When you play this minion, hinder all Free Peoples cards of one type (except companion). The Free Peoples player may restore any number of their cards, and must exert one of their characters for each card restored. |
See Also[edit]
- Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card
- Link to decks that use this card








