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COMMANDER(S)
Lord of the Nazgûl
QR Code
B U
- Dimir
OVERVIEW
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ANALYSIS

Overview:

A thematic Dimir control deck led by Lord of the Nazgûl that focuses on generating value through Wraith tokens while controlling the board, with a secondary theme around The Ring mechanics and card advantage.

Primer:

This deck operates as a control-oriented strategy that aims to generate value through its commander's ability to create 3/3 Wraith tokens whenever you cast instants or sorceries. The deck includes multiple Nazgûl creatures and Ring-related synergies that provide additional value engines. The primary gameplan involves establishing board control through removal and countermagic while building up an army of Wraiths that can potentially become 9/9 creatures when critical mass is achieved.

The secondary strategy revolves around card advantage and control elements, utilizing various Ring-tempting mechanics and powerful artifacts like The One Ring to maintain card flow. The deck can win through either commander damage, overwhelming Wraith armies, or grinding out opponents through consistent value generation and control elements.

Weaknesses:

The deck is somewhat reliant on its commander for its token generation strategy, making it vulnerable to repeated removal. The mana base could be more optimized, potentially leading to consistency issues in the early game. The deck also lacks infinite combos or fast mana acceleration, making it slower against higher-powered decks.

Top 10 Most Impactful Cards:

  • The One Ring
  • Cabal Coffers
  • Toxic Deluge
  • Living Death
  • Storm of Saruman
  • Mystic Confluence
  • Decree of Pain
  • Witch-king of Angmar
  • Fact or Fiction
  • Urborg, Tomb of Yawgmoth

Attribute Ratings:

  • Speed: 4/10
  • Resilience: 6/10
  • Consistency: 5/10
  • Interaction: 7/10

Rating Justification:

This deck sits in the focused casual range due to its coherent strategy and decent interaction suite, but lacks the explosive power or fast mana needed for higher power levels. While it can control the board effectively and generate value, it typically won't threaten wins until turn 10 or later. The deck would struggle against optimized builds but could hold its own against other casual decks through its strong removal and countermagic package.

Final power level rating: 5.0 - 5.5

DECK LIST
Lord of the Nazgûl
Creature: 12
9
Nazgûl
2 B
1
Ringwraiths
4 B B
1
Witch-king of Angmar
3 B B
1
Witch-king, Bringer of Ruin
4 B B
Sorcery: 20
1
Birthday Escape
U
1
Boon of the Wish-Giver
4 U U
1
Claim the Precious
1 B B
1
Decree of Pain
6 B B
1
Deep Analysis
3 U
1
Extract from Darkness
3 U B
1
Feed the Swarm
1 B
1
Languish
2 B B
1
Lash of the Balrog
B
1
Living Death
3 B B
1
Lórien Revealed
3 U U
1
Night's Whisper
1 B
1
Preordain
U
1
Reanimate
B
1
Shadow of the Enemy
3 B B B
1
Subjugate the Hobbits
5 U U
1
The Black Breath
2 B
1
The Torment of Gollum
3 B
1
Toxic Deluge
2 B
1
Treason of Isengard
2 U
Instant: 14
1
Arcane Denial
1 U
1
Bitter Downfall
3 B
1
Borne Upon a Wind
1 U
1
Consider
U
1
Council's Deliberation
1 U
1
Fact or Fiction
3 U
1
Go for the Throat
1 B
1
Isolation at Orthanc
3 U
1
Mystic Confluence
3 U U
1
Opt
U
1
Press the Enemy
2 U U
1
Saruman's Trickery
1 U U
1
Sauron's Ransom
1 U B
1
Soothing of Sméagol
1 U
Artifact: 11
1
Arcane Signet
2
1
Basalt Monolith
3
1
Commander's Sphere
3
1
Lembas
2
1
Mind Stone
2
1
Palantír of Orthanc
3
1
Shadowspear
1
1
Sol Ring
1
1
Stone of Erech
1
1
The One Ring
4
1
Worn Powerstone
3
Enchantment: 5
1
Bewitching Leechcraft
1 U
1
Call of the Ring
1 B
1
Morgul-Knife Wound
1 B
1
One Ring to Rule Them All
2 B B
1
Storm of Saruman
4 U U
Land: 37
1
Ash Barrens
1
Barad-dûr
1
Bojuka Bog
1
Cabal Coffers
1
Choked Estuary
1
Command Tower
1
Drowned Catacomb
1
Evolving Wilds
1
Field of Ruin
12
Island
1
Mouth of Ronom
1
Rivendell
1
Shire Terrace
1
Sunken Hollow
8
Swamp
1
Terramorphic Expanse
1
The Black Gate
1
Underground River
1
Urborg, Tomb of Yawgmoth