The Witch-king, Lord of Angmar (1R237)

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Wreathed in Shadow (1U238)

The Witch-king, Lord of Angmar (1R237) is a Ringwraith Minion from the Fellowship of the Ring set.

Collection Info
Title The Witch-king
Subtitle Lord of Angmar
Unique Yes
Collectible Yes
Set 1 - The Fellowship of the Ring
Rarity R - Rare
Card Number 237
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.

For each other Nazgûl you can spot, The Witch-king is strength +2.

Lore “...his hair was long and gleaming and on his helm was a crown.”
DE - German
Card Name Der Hexenkönig, Herrscher von Angmar
Game Text Erbittert.

Für jeden weiteren Nazgûl, den du entdecken kannst, erhält der Hexenkönig Stärke +2.

Lore ...sein Haar war lang und schimmernd, und auf seinem Helm war eine Krone.
ES - Spanish
Card Name El Rey Brujo, Señor de Angmar
Game Text Fiero. Por cada otro Nazgûl que puedas avistar, El Rey Brujo es fuerza +2.
Lore “...tenia una cabellera brillante y larga, y sobre el yelmo llevaba una corona.”
FR - French
Card Name Le Roi-Sorcier, Seigneur d'Angmar
Game Text Acharné.

Pour chaque autre Nazgûl que vous pouvez désigner, le Roi-Sorcier a +2 en force.

Lore “ cheveux étaient longs et luisants, et sur son heaume se trouvait une couronne.”
IT - Italian
Card Name Il Re Stregone, Sire di Angmar
Game Text Feroce.

Per ogni altro Nazgûl che puoi avvistare, aggiungi +2 alla forza del Re Stregone.

Lore “...i capelli lunghi luccicavano e sull'elmo era posta una corona.”
PL - Polish
PT - Portuguese
ZH - Chinese

Technical Info
Wiki Base Card ID LOTR-EN01S237.0
GEMP ID 1_237
LOTRO Hex ID 4D 32 F4
LOTRO Image ID 01_237


Useful for Nazgul beatdown in Fellowship block. Lord of Angmar's Fierce keyword and strength related ability make him much more suited to this role than Lord of the Nazgul. Lord of Angmar is rarely seen beyond Fellowship block however, as his game text is limited by the high cost of Nazgul and the strength bonus is often superfluous.

In the later sets, it is sometimes possible to produce "Nazgul Swarms" using cards such as Morgul Gates, Black Marshal, Dark Approach and Later than You Think. Captain of the Nine Riders is generally preferred for this purpose, but Lord of Angmar can be used with intent to likely overwhelm 2 characters, as his strength will probably be in the twenties.

Alternate Personas[edit]

Portrait Name Game Text
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, Morgul King (7R221) 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.

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. ​