Long ago, the four races lived together in peace. Everything changed when the Orcs attacked. Only the Nazgûl, masters of the Ring, could stop them. But when the world needed them most, they vanished.

Hmm, I think I'm mixing up all those Universes Beyond sets... Damn you, Wizards of the Coast! But it's true—the Nazgûl are missing from my deck. Let’s embark on an epic quest to collect them for my Lord of the Rings-themed deck. Of course, we wield the power of evil, for this deck is meant to rule them all!

But that being said, now for the proper introduction:

It began with the forging of the Great Rings. Three were given to the Elves—immortal, wisest, and fairest of all beings. Seven to the Dwarf-Lords—great miners and craftsmen of the mountain halls. And nine, nine rings were gifted to the race of Men, who above all else, desire power. For within these rings was bound the strength and the will to govern each race.

But they were all of them deceived, for another ring was made. Deep in the land of Mordor, in the Fires of Mount Doom, the Dark Lord Sauron forged a master ring. And into this ring, he poured his cruelty, his malice, and his will to dominate all life.

One Ring to rule them all.

Sauron landed in bracket 3 as 'upgraded.' I would not put it there. It's true that it's the Sauron precon, but I think it's more of a change than an upgrade. I changed it using only cards from the Lord of the Rings set, with a focus on building an army. In the future, I want to include the Nazgûl to make tempting a big part of the deck. On my own power scale, I would rate this deck a 4—a fun deck for Friday Night Magic with a flavorful theme. I want to keep it that way.

How i rate my decks:

  • Jank (1): a slow, awkward, or unreliable deck, a deck where all creatures have hats on.
  • Casual (2-3): a deck not intended for sanctioned tournament use, commanderprecons.
  • Focussed (4-5): a fun deck for Friday night magic, your upgraded precon, deck with theme, budget.
  • Optimised (6-7): a good deck for Friday night magic, good synergy, you have a way to win, good interaction, good manabase.
  • High power (8-9): A very powerfull deck, you can win fast, you have almost all the good cards, no budget, your missing some cards to make it competitive, you can stop others from winning, powerfull synergy, almost perfect manabase.
  • Competetive (10): A deck to win as fast as possible and preventing other from winning, you play the best commanders, you have all the best cards for your deck, your still testing and researching to make your deck better then competitive (11)

My Sauron deck works around amassing, tempting, and reanimating. Just as in The Lord of the Rings, Sauron gathers a massive army to conquer Middle-earth. We try to rebuild our army and swing for lethal blows. As a second strategy, I have many strong creatures from the ancient world that wreak havoc when brought back. And of course, the most important effect is all about the One Ring. Everyone will be tempted to use its power and be corrupted. Only Sauron has the power to use it. He—and he alone—has the deck to rule them all.

These are the filthy creatures that roam Middle-earth for too long. They need to be enslaved or destroyed!

Player 1: Is a master of artifacts. He always builds decks revolving around artifacts, such as Saheeli and Breya. He also has a discard/sacrifice deck led by Tergrid, but he doesn't bring it out very often. His decks are well-built, and I definitely shouldn't underestimate him.

Player 2: This player has extensive knowledge of the game (ex-judge) and can pilot any deck well. He builds a lot of decks (with proxies) and always surprises us with something new. He sometimes netdecks, so there's no specific playstyle, although sacrifice strategies frequently appear.

Player 3: All of his decks are tribal. He has a Merfolk, Vampire, Spiders, and Faeries deck. He always ensures enough control in his decks to avoid board wipes.

Player 4: He has a big budget, so he has access to many cards. He's not great at building or piloting decks, but he loves janky plays, kingsmaking, politics, trashtalk, and jokes during the game. I need to stay focused and prevent alliances from forming with him at the table. He has a large variety of decks: you'll often see tribal, jank, unique, and land-based decks.

Player 5: He's very good at building underdog decks. He often flies under the radar and wins out of nowhere with a combo or by stealing the win from someone who's put in a lot of effort. He enjoys playing with weenies, combos, and the graveyard.

Player 6: He plays on an extreme budget but can pilot a deck very well. He uses cheap and bizarre cards (you can't replicate his style) and always manages to snag a win. He enjoys playing luck-based decks, -1/-1 counters, enchantments, aggro, dragons, etc.

Players 7 and 8: Are new players who are currently using precons from Bloomburrow (Animated Army).

Player 9: He enjoys control and playing in the background. Oloro, Sen Triplets, and Grand Arbiter are decks he enjoys playing. In 1v1 or Two-Headed Giant, he often pulls out his cat deck, which is very strong. He also enjoys experimenting with the color black.

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91% Casual

Competitive