The Witch-king, Morgul King (7R221)

From LOTR-TCG Wiki
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.

Collection Info
Title The Witch-king
Subtitle Morgul King
Unique Yes
Collectible Yes
Set 7 - Return of the King
Rarity R - Rare
Card Number 221
Language EN - English
Revision 0
Gameplay Info
Playable Yes
Culture Ringwraith
Side Shadow
Card Type Minion
Race Nazgul
Twilight Cost 8
Strength 14
Vitality 4
Site Number 3
Game Text Fierce.

When you play The Witch-king, you may remove a threat to take a card into hand from your discard pile.

The Ring-bearer cannot take threat wounds.

DE - German
Card Name Der Hexenkönig, König von Minas Morgul
Game Text Erbittert.

Du darfst eine Bedrohung entfernen, wenn du den Hexenkönig spielst, um eine Karte aus deinem Ablagestapel wieder auf deine Hand zu nehmen. Der Ringträger kann keine Wunden durch Bedrohungen erleiden.

FR - French
IT - Italian

Technical Info
Wiki Base Card ID LOTR-EN07S221.0
GEMP ID 7_221
LOTRO Hex ID 6D 09 AD 06
LOTRO Image ID 07_221


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


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 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[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