Lord of the Nazgûl — Commander art

Spooky Dookie Nazgûl

Lord of the Nazgûl Commander Deck

by mikelion100 cards

Lord of the Nazgûl turns every instant and sorcery cast into a 3/3 menace Wraith, and the deck is packed with cheap cantrips, counterspells and one-mana removal so that interaction and card flow double as an army. It casts on opponents' turns as much as its own, holding up counters and instant-speed answers to build a board while staying reactive. Once nine Wraiths are out, each further spell makes all of them base 9/9 for the turn. Clone effects, extra-trigger effects and Wraith tribal support multiply that engine. How it wins: It floods the board with menace Wraith tokens from a stream of cheap spells, then casts a spell with nine or more Wraiths out to turn them all into 9/9s and swing for lethal, often with evasion granted. Key roles: - Cheap spell chaining: One-mana cantrips, card selection and free or discounted spells keep instants and sorceries flowing, each one a new Wraith and often a card back (Brainstorm, Frantic Search, Baral, Chief of Compliance). - Instant-speed interaction as threat generation: Counterspells and cheap creature removal protect the plan and make a Wraith on every opponent's turn, with value draws on top (Counterspell, Flusterstorm, Deadly Rollick). - Commander duplication and trigger doubling: Copies of Lord of the Nazgûl, legend-rule removal and doubled creature triggers make each spell produce multiple Wraiths. Mass-copy effects can turn the whole board into Lords (Sakashima of a Thousand Faces, Roaming Throne, Nanogene Conversion). - Spell-triggered card engines: Permanents that draw whenever spells are cast turn the spell density into a refilling hand, so the chain never stops (Archmage Emeritus, Rhystic Study, Wavebreak Hippocamp). - Wraith tribal support: Cards that grow, count or make Wraiths help reach the nine-Wraith threshold and pump the army. Changeling tokens and shadow-counter Wraith conversion add bodies (Nazgûl, Patchwork Banner, Minas Morgul, Dark Fortress). - Evasion and finishing: Granting fear to Wraiths, or briefly stripping every creature of abilities, pushes the 9/9 menace horde past blockers. Mass bounce clears the way for the final swing (Cover of Darkness, Dress Down, Cyclonic Rift).

Spooky Dookie Nazgûl decklist

  • 9× Island
  • 7× Swamp
  • Wavebreak Hippocamp
  • Arcane Signet
  • Command Tower
  • Drown in the Loch
  • Mystic Sanctuary
  • Opt
  • Swan Song
  • Bojuka Bog
  • Arcane Denial
  • Baleful Strix
  • Brainstorm
  • Counterspell
  • Dispel
  • Frantic Search
  • Negate
  • Preordain
  • Rhystic Study
  • Sol Ring
  • Thought Vessel
  • Thought Scour
  • Serum Visions
  • Spell Pierce
  • Fellwar Stone
  • Dimir Signet
  • Underground River
  • Sunken Hollow
  • Sleight of Hand
  • Tainted Isle
  • Rapid Hybridization
  • Watery Grave
  • Toxic Deluge
  • Morphic Pool
  • Remand
  • Choked Estuary
  • Cavern of Souls
  • Urborg, Tomb of Yawgmoth
  • Baral, Chief of Compliance
  • Cyclonic Rift
  • Polluted Delta
  • Flusterstorm
  • Gitaxian Probe
  • Darkslick Shores
  • Drowned Catacomb
  • Snuff Out
  • Talisman of Dominance
  • Spark Double
  • Deadly Rollick
  • Ponder
  • Cover of Darkness
  • The Ozolith
  • Pongify
  • Clearwater Pathway // Murkwater Pathway
  • Feed the Swarm
  • Malakir Rebirth // Malakir Mire
  • Glasspool Mimic // Glasspool Shore
  • Sakashima of a Thousand Faces
  • Archmage Emeritus
  • Liquimetal Torque
  • Dress Down
  • Consider
  • Infernal Grasp
  • Shipwreck Marsh
  • An Offer You Can't Refuse
  • Displacer Kitten
  • Black Market Connections
  • The One Ring
  • 9× Nazgûl
  • Minas Morgul, Dark Fortress
  • Nanogene Conversion
  • Roaming Throne
  • Undercity Sewers
  • Sink into Stupor // Soporific Springs
  • Fell the Profane // Fell Mire
  • Patchwork Banner
  • Unstoppable Plan

Spooky Dookie Nazgûl

BlueBlackLord of the Nazgûl

updated 4h ago100 cards