
Spooky Dookie Nazgûl
Lord of the Nazgûl Commander Deck
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