Lord of the Nazgûl is everything I was hoping for in a commander when they showed off the Nazgûl themselves. Perfect synergy, and a different kind of tribal synergy and play style than anything else I have currently. Awesome ideas for cards too! I recommend either a Sauron, the Dark Lord video utilizing a bunch of Amass synergy and self discard shenanigans, or Tom Bombadil with the Sagas as your next deck tech videos, since they seem super fun to build and play.
honestly I think including those 9 nazgul is not great. for cost purposes you can create nazguls better with 1/2 mana spells and counters. so you could make wraiths faster than just having those in the mix. you should go a full route of protection, counters, and draw spells to optimize protection and wraith creation. those wraiths alone are quite weak and a waste of a card slot
@@beliffywu5804 The thing is that they buff with a +1/+1 counter your whole board when they ETB. If you have 2 out, you put 2 +1/+1 counters on all your wraiths
If you play the Nazgul I would suggest including several instant and sorceries the can clone the Nazgul as well as the good clones such as Phantasmal Image. Also Araumi and Blade of Selves are very good then.
Darn I crafted Nazguls to get 9 in the Arena - but ended up them all being with the same art. :( Not that it matters much - they just rock with Lunar Frenzy - "Moon Knight combo"... :)
Hay I’m considering this for my first deck with black in it and I’m confused about something. On Edhrec why are infernal grasp(in 40% decks) and go for the throat (in 38% of decks) when cards like malicious affliction, soul shatter and snuff out are not used In any decks. Am I missing something? A card like mallicious affliction seems better than the commonly played cards because it’s often a 2 for 1 for the same amount of mana.
Part of it will be availability, Infernal Grasp and Go for the Throat have been in standard sets recently so people are likely to just already own them. They are also more consistent, only having one black mana symbol makes them very easy to cast and they always answer the thing you want them to answer. Malicious Affliction is a bit harder to cast early in a 2+ colour deck, but if you think you're reliably turning on Morbid then can be worth it. Soul Shatter might not always answer the thing you actually need to answer would be my guess why it doesn't see as much play. Most of the time it will answer the best things on the board but when it doesn't that will really hurt. Snuff Out is a bit different as its effectively free to cast, it would be played a lot more if it was cheaper its very good.
There are certain cards like Nazgul, rat pack and alike that explicitly say that it is legal to have more than the normal allowed number of copies. That rule supersedes the one card rule of Commander.
honestly I think including those 9 nazgul is not great. for cost purposes you can create nazguls better with 1/2 mana spells and counters. so you could make wraiths faster than just having those in the mix. you should go a full route of protection, counters, and draw spells to optimize protection and wraith creation. those wraiths alone are quite weak and a waste of a card slot
@@beliffywu5804 The advantadge of playing the nine Nazguls is that the deck can function without the commander. You cann amass an extremly powerful board with a handfull of Nazgul and/or clones. If this works great. If the board gets whiped we can then play the commander on T7 or T8 with protection up and have another plan. If you don't run the Nazgul the deck won't do much until you deploy the commander and whenever he gets handled. On the other hand the deck will run more smoothly because you can increase the instant and sorcery count by quite a bit. Both are valid options.
If the text on a card violates rules of the game the card text usually wins. It's similar to the card "Explore" which allows you to play a second land in one turn even though you would normally only be allowed to play one land per turn.
Because they share the spot of one Uncommon, thus each of them is 9 times more rare than the other Uncommons, putting them closer to "mythic" rarity than to "rare" rarity. This wouldn't be the case if they were treated as 9 different Uncommons however then Limited (Draft/Sealed) would be a mess because the Nazgul would dominate there.
Imho it's way too creature centric. I'd cut all wraiths for more cheap cantrips, counter spells recursion and removal - and build my wraith board and overrun from there. Though this decklist seems a bit more casual and more fun to actually play against
The advantadge of playing the nine Nazguls is that the deck can function without the commander. You cann amass an extremly powerful board with a handfull of Nazgul and/or clones. If this works great. If the board gets whiped we can then play the commander on T7 or T8 with protection up and have another plan. If you don't run the Nazgul the deck won't do much until you deploy the commander and whenever he gets handled. On the other hand the deck will run more smoothly because you can increase the instant and sorcery count by quite a bit. Both are valid options.
I think if you get your Commander bounced a few times this deck will stall out. I am trying to run it with the OG Wraiths as well, along with ways to give my opponents Swamps. (They very kindly printed The Dead Marshes for us.) It's kind of a janky 2nd win-con, but adding all the old Swampwalker Wraiths seems on theme.
honestly I think including those 9 nazgul is not great. for cost purposes you can create nazguls better with 1/2 mana spells and counters. so you could make wraiths faster than just having those in the mix. you should go a full route of protection, counters, and draw spells to optimize protection and wraith creation. those wraiths alone are quite weak and a waste of a card slot
@@beliffywu5804 My current build has the Nazgul and a bunch of Clones to make more Nazgul. When I hit 9 Wraiths they become base 9/9’s with a ton of +1/+1 counters on them. I killed all 3 of my opponents in one shot when I hit 9 Wraiths. I’ve seen builds without the Nazgul, and I can see running it that way, but it’s a glass cannon IMO. If your Commander gets bounced a couple times it does nothing.
honestly I think including those 9 nazgul is not great. for cost purposes you can create nazguls better with 1/2 mana spells and counters. so you could make wraiths faster than just having those in the mix. you should go a full route of protection, counters, and draw spells to optimize protection and wraith creation. those wraiths alone are quite weak and a waste of a card slot
The advantadge of playing the nine Nazguls is that the deck can function without the commander. You cann amass an extremly powerful board with a handfull of Nazgul and/or clones. If this works great. If the board gets whiped we can then play the commander on T7 or T8 with protection up and have another plan. If you don't run the Nazgul the deck won't do much until you deploy the commander and whenever he gets handled. On the other hand the deck will run more smoothly because you can increase the instant and sorcery count by quite a bit. Both are valid options.
Ya but by the time you get 9 nazguls out, bringing them to 9/9 severely weakens them. Lol Even if only 3 of your wraiths are nazguls. ...esssspecially with call of the ring active
The advantadge of playing the nine Nazguls is that the deck can function without the commander. You cann amass an extremly powerful board with a handfull of Nazgul and/or clones. If this works great. If the board gets whiped we can then play the commander on T7 or T8 with protection up and have another plan. If you don't run the Nazgul the deck won't do much until you deploy the commander and whenever he gets handled. On the other hand the deck will run more smoothly because you can increase the instant and sorcery count by quite a bit. Both are valid options.
I really wanted to use the Nazgul in a edh deck and was thinking about this commander. Thanks for the great Decklist!
Lord of the Nazgûl is everything I was hoping for in a commander when they showed off the Nazgûl themselves. Perfect synergy, and a different kind of tribal synergy and play style than anything else I have currently.
Awesome ideas for cards too! I recommend either a Sauron, the Dark Lord video utilizing a bunch of Amass synergy and self discard shenanigans, or Tom Bombadil with the Sagas as your next deck tech videos, since they seem super fun to build and play.
where do i get them from anyway? I dont see them in any of the commander product.
a tom bombadil deck tech would be awesome, especially if its flavourful with lotr sagas
Changeling Outcast would be insanely good in this deck. Its an unblockable wraith!
This will basically be the exact deck Im excited to build. Im planning to shove Glamdring in too. Somewhere.
That sword is indeed an interesting addition. I think your best bet is to replace Street Wraith for Glamdring
honestly I think including those 9 nazgul is not great. for cost purposes you can create nazguls better with 1/2 mana spells and counters. so you could make wraiths faster than just having those in the mix. you should go a full route of protection, counters, and draw spells to optimize protection and wraith creation. those wraiths alone are quite weak and a waste of a card slot
@@beliffywu5804 The thing is that they buff with a +1/+1 counter your whole board when they ETB. If you have 2 out, you put 2 +1/+1 counters on all your wraiths
@@beliffywu5804 When the Ring Tempts You, I forgot to precise
Thank you. This helped me finish my deck.
If you play the Nazgul I would suggest including several instant and sorceries the can clone the Nazgul as well as the good clones such as Phantasmal Image. Also Araumi and Blade of Selves are very good then.
As someone who has blade of selves in this deck, I can confirm that it is fanTASTIC
Darn I crafted Nazguls to get 9 in the Arena - but ended up them all being with the same art. :( Not that it matters much - they just rock with Lunar Frenzy - "Moon Knight combo"... :)
Wish Lord of the Nazgul was available on Arena
Great deck tech - was a big fan of this commander but was unsure in which direction to go - think I'll be nabbing a few ideas from this video!
Cool deck tech
Maskwood nexus and necroduality
Hay I’m considering this for my first deck with black in it and I’m confused about something. On Edhrec why are infernal grasp(in 40% decks) and go for the throat (in 38% of decks) when cards like malicious affliction, soul shatter and snuff out are not used In any decks. Am I missing something? A card like mallicious affliction seems better than the commonly played cards because it’s often a 2 for 1 for the same amount of mana.
Part of it will be availability, Infernal Grasp and Go for the Throat have been in standard sets recently so people are likely to just already own them. They are also more consistent, only having one black mana symbol makes them very easy to cast and they always answer the thing you want them to answer.
Malicious Affliction is a bit harder to cast early in a 2+ colour deck, but if you think you're reliably turning on Morbid then can be worth it. Soul Shatter might not always answer the thing you actually need to answer would be my guess why it doesn't see as much play. Most of the time it will answer the best things on the board but when it doesn't that will really hurt.
Snuff Out is a bit different as its effectively free to cast, it would be played a lot more if it was cheaper its very good.
Coat of arms would pop off in this deck
I have displacer kitten in mine and the flicker gets SO MUCH MILEAGE if you have multiple wraiths out due to getting multiple ring-tempt procs
So sad that there is no foil of this commander card 😢
greaatt videoo🎉🎉🎉❤
Correct me if I am wrong. A commander deck can't run more than one copy of any card, so 9xNazgul is not legal.
The card states you can have up to 9 in the text.
There are certain cards like Nazgul, rat pack and alike that explicitly say that it is legal to have more than the normal allowed number of copies. That rule supersedes the one card rule of Commander.
honestly I think including those 9 nazgul is not great. for cost purposes you can create nazguls better with 1/2 mana spells and counters. so you could make wraiths faster than just having those in the mix. you should go a full route of protection, counters, and draw spells to optimize protection and wraith creation. those wraiths alone are quite weak and a waste of a card slot
@@beliffywu5804 The advantadge of playing the nine Nazguls is that the deck can function without the commander. You cann amass an extremly powerful board with a handfull of Nazgul and/or clones. If this works great. If the board gets whiped we can then play the commander on T7 or T8 with protection up and have another plan.
If you don't run the Nazgul the deck won't do much until you deploy the commander and whenever he gets handled. On the other hand the deck will run more smoothly because you can increase the instant and sorcery count by quite a bit. Both are valid options.
If the text on a card violates rules of the game the card text usually wins. It's similar to the card "Explore" which allows you to play a second land in one turn even though you would normally only be allowed to play one land per turn.
Why are the Nazgul cards valuable? They currently go for 11USD each. Why?
Because they share the spot of one Uncommon, thus each of them is 9 times more rare than the other Uncommons, putting them closer to "mythic" rarity than to "rare" rarity. This wouldn't be the case if they were treated as 9 different Uncommons however then Limited (Draft/Sealed) would be a mess because the Nazgul would dominate there.
Imho it's way too creature centric. I'd cut all wraiths for more cheap cantrips, counter spells recursion and removal - and build my wraith board and overrun from there. Though this decklist seems a bit more casual and more fun to actually play against
The advantadge of playing the nine Nazguls is that the deck can function without the commander. You cann amass an extremly powerful board with a handfull of Nazgul and/or clones. If this works great. If the board gets whiped we can then play the commander on T7 or T8 with protection up and have another plan.
If you don't run the Nazgul the deck won't do much until you deploy the commander and whenever he gets handled. On the other hand the deck will run more smoothly because you can increase the instant and sorcery count by quite a bit. Both are valid options.
I think if you get your Commander bounced a few times this deck will stall out. I am trying to run it with the OG Wraiths as well, along with ways to give my opponents Swamps. (They very kindly printed The Dead Marshes for us.) It's kind of a janky 2nd win-con, but adding all the old Swampwalker Wraiths seems on theme.
honestly I think including those 9 nazgul is not great. for cost purposes you can create nazguls better with 1/2 mana spells and counters. so you could make wraiths faster than just having those in the mix. you should go a full route of protection, counters, and draw spells to optimize protection and wraith creation. those wraiths alone are quite weak and a waste of a card slot
@@beliffywu5804 My current build has the Nazgul and a bunch of Clones to make more Nazgul. When I hit 9 Wraiths they become base 9/9’s with a ton of +1/+1 counters on them. I killed all 3 of my opponents in one shot when I hit 9 Wraiths. I’ve seen builds without the Nazgul, and I can see running it that way, but it’s a glass cannon IMO. If your Commander gets bounced a couple times it does nothing.
oooh.. i was wondering about this.. so, the nazguls don't get weakened to 9/9? they get a base of 9/9?
@@danielgoldberg2129
honestly I think including those 9 nazgul is not great. for cost purposes you can create nazguls better with 1/2 mana spells and counters. so you could make wraiths faster than just having those in the mix. you should go a full route of protection, counters, and draw spells to optimize protection and wraith creation. those wraiths alone are quite weak and a waste of a card slot
The advantadge of playing the nine Nazguls is that the deck can function without the commander. You cann amass an extremly powerful board with a handfull of Nazgul and/or clones. If this works great. If the board gets whiped we can then play the commander on T7 or T8 with protection up and have another plan.
If you don't run the Nazgul the deck won't do much until you deploy the commander and whenever he gets handled. On the other hand the deck will run more smoothly because you can increase the instant and sorcery count by quite a bit. Both are valid options.
Ya but by the time you get 9 nazguls out, bringing them to 9/9 severely weakens them. Lol
Even if only 3 of your wraiths are nazguls. ...esssspecially with call of the ring active
It's 9/9 BASE power and toughness
@@TheDesertSpear i have since realized this lol thank you
I will not add the 9 nazgul cards. they are inferior cards and 9 others would be better
Running 9 more cheap removals and counterspells seems way more viable. They come with another free 3/3 wraith with after all
The advantadge of playing the nine Nazguls is that the deck can function without the commander. You cann amass an extremly powerful board with a handfull of Nazgul and/or clones. If this works great. If the board gets whiped we can then play the commander on T7 or T8 with protection up and have another plan.
If you don't run the Nazgul the deck won't do much until you deploy the commander and whenever he gets handled. On the other hand the deck will run more smoothly because you can increase the instant and sorcery count by quite a bit. Both are valid options.
3 nazguls become 12/13 11/12 10/11 with call of the ring in like 3 turns
L
3/3 with menace.....and if you have nine or more they are 9/9 with threat......what Talrand would give to have this😂😂😂