The Witch-king, Morgul King (7R221)
|War Long Planned (7C220)||
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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
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In this section:
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|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.
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