Creatures 7
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1
Gollum, Patient Plotter
Gollum, Patient Plotter
Legendary Creature — Halfling Horror
3/1
When Gollum leaves the battlefield, the Ring tempts you.
, Sacrifice a creature: Return this card from your graveyard to your hand. Activate only as a sorcery.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Gríma Wormtongue
Gríma Wormtongue
Legendary Creature — Human Advisor
1/4
Your opponents can't gain life.
, Sacrifice another creature: Target player loses 1 life. If the sacrificed creature was legendary, amass Orcs 2.
- Spells and abilities that cause opponents to gain life still resolve while Gríma Wormtongue is on the battlefield. No opponent will gain life, but any other effects of that spell or ability will still happen.
- If an effect says to set an opponent's life total to a number that's higher than the opponent's current life total while Gríma Wormtongue is on the battlefield, the player's life total doesn't change.
- Gríma Wormtongue's activated ability checks whether the sacrificed creature was legendary as it last existed on the battlefield. It doesn't matter whether or not it's legendary in the graveyard.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
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1
Haunt of the Dead Marshes
Haunt of the Dead Marshes
Creature — Nightmare Elf
1/1
When this creature enters, scry 1.
: Return this card from your graveyard to the battlefield tapped. Activate only if you control a legendary creature.
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1
Nazgûl
Nazgûl
Creature — Wraith Knight
1/2
Deathtouch
When this creature enters, the Ring tempts you.
Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.
A deck can have up to nine cards named Nazgûl.
- The last ability of Nazgûl lets you ignore the "four-of" rule. It doesn't let you ignore format legality. For example, during a The Lord of the Rings: Tales of Middle-earth™ Limited event, you can't add Nazgûl from your personal collection, no matter how much Sauron might want you to.
- The last ability of Nazgûl also lets you ignore the "singleton" rule in formats like Commander.
- If you're fortunate enough to open or draft ten or more Nazgûl during a Limited event, you can include only nine of them in your deck. The rest remain in your sideboard.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Ringwraiths
Ringwraiths
Creature — Wraith Knight
5/5
When this creature enters, target creature an opponent controls gets -3/-3 until end of turn. If that creature is legendary, its controller loses 3 life.
When the Ring tempts you, return this card from your graveyard to your hand.
- If the target is not legal as Ringwraiths's first ability tries to resolve, the ability is removed from the stack. The creature's controller won't lose life.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
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1
Sauron, the Necromancer
Sauron, the Necromancer
Legendary Creature — Avatar Horror
4/4
Menace
Whenever Sauron attacks, exile target creature card from your graveyard. Create a tapped and attacking token that's a copy of that card, except it's a 3/3 black Wraith with menace. At the beginning of the next end step, exile that token unless Sauron is your Ring-bearer.
- The token copies exactly what was printed on the original card and nothing else, except the characteristics it specifically modifies. It doesn't copy any information about the object the card was before it was put into your graveyard.
- The token is a Wraith instead of its other creature types (and other subtypes if it has any) and is black instead of its other colors. Its base power and toughness are 3/3. These are copiable values of the token that other effects may copy.
- If the card copied by the token had any "when [this permanent] enters the battlefield" abilities, then the token also has those abilities and will trigger them when it's created. Similarly, any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities that the token has copied will also work.
- If the exiled card has in its mana cost, X is 0.
- The delayed triggered ability will exile the token at the beginning of your next end step unless Sauron, the Necromancer is your Ring-bearer at the time that the ability resolves. If Sauron, the Necromancer leaves the battlefield before the delayed triggered ability resolves, that ability will exile the token, even if Sauron, the Necromancer later returns to the battlefield or you control another copy of Sauron, the Necromancer as your Ring-bearer.
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1
Uruk-hai Berserker
Uruk-hai Berserker
Creature — Orc Berserker
3/2
When this creature enters, the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
Instants 2
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1
Gollum's Bite
Gollum's Bite
Instant
Target creature gets -2/-2 until end of turn.
, Exile this card from your graveyard: The Ring tempts you. Activate only as a sorcery.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Nasty End
Nasty End
Instant
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards. If the sacrificed creature was legendary, draw three cards instead.
Sorceries 3
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1
Claim the Precious
Claim the Precious
Sorcery
Destroy target creature. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Sam's Desperate Rescue
Sam's Desperate Rescue
Sorcery
Return target creature card from your graveyard to your hand. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
The Black Breath
The Black Breath
Sorcery
Creatures your opponents control get -1/-1 until end of turn. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
Black 12
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1
Claim the Precious
Claim the Precious
Sorcery
Destroy target creature. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Gollum's Bite
Gollum's Bite
Instant
Target creature gets -2/-2 until end of turn.
, Exile this card from your graveyard: The Ring tempts you. Activate only as a sorcery.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Gollum, Patient Plotter
Gollum, Patient Plotter
Legendary Creature — Halfling Horror
3/1
When Gollum leaves the battlefield, the Ring tempts you.
, Sacrifice a creature: Return this card from your graveyard to your hand. Activate only as a sorcery.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Gríma Wormtongue
Gríma Wormtongue
Legendary Creature — Human Advisor
1/4
Your opponents can't gain life.
, Sacrifice another creature: Target player loses 1 life. If the sacrificed creature was legendary, amass Orcs 2.
- Spells and abilities that cause opponents to gain life still resolve while Gríma Wormtongue is on the battlefield. No opponent will gain life, but any other effects of that spell or ability will still happen.
- If an effect says to set an opponent's life total to a number that's higher than the opponent's current life total while Gríma Wormtongue is on the battlefield, the player's life total doesn't change.
- Gríma Wormtongue's activated ability checks whether the sacrificed creature was legendary as it last existed on the battlefield. It doesn't matter whether or not it's legendary in the graveyard.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
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1
Haunt of the Dead Marshes
Haunt of the Dead Marshes
Creature — Nightmare Elf
1/1
When this creature enters, scry 1.
: Return this card from your graveyard to the battlefield tapped. Activate only if you control a legendary creature.
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1
Nasty End
Nasty End
Instant
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards. If the sacrificed creature was legendary, draw three cards instead.
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1
Nazgûl
Nazgûl
Creature — Wraith Knight
1/2
Deathtouch
When this creature enters, the Ring tempts you.
Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.
A deck can have up to nine cards named Nazgûl.
- The last ability of Nazgûl lets you ignore the "four-of" rule. It doesn't let you ignore format legality. For example, during a The Lord of the Rings: Tales of Middle-earth™ Limited event, you can't add Nazgûl from your personal collection, no matter how much Sauron might want you to.
- The last ability of Nazgûl also lets you ignore the "singleton" rule in formats like Commander.
- If you're fortunate enough to open or draft ten or more Nazgûl during a Limited event, you can include only nine of them in your deck. The rest remain in your sideboard.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Ringwraiths
Ringwraiths
Creature — Wraith Knight
5/5
When this creature enters, target creature an opponent controls gets -3/-3 until end of turn. If that creature is legendary, its controller loses 3 life.
When the Ring tempts you, return this card from your graveyard to your hand.
- If the target is not legal as Ringwraiths's first ability tries to resolve, the ability is removed from the stack. The creature's controller won't lose life.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
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1
Sam's Desperate Rescue
Sam's Desperate Rescue
Sorcery
Return target creature card from your graveyard to your hand. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Sauron, the Necromancer
Sauron, the Necromancer
Legendary Creature — Avatar Horror
4/4
Menace
Whenever Sauron attacks, exile target creature card from your graveyard. Create a tapped and attacking token that's a copy of that card, except it's a 3/3 black Wraith with menace. At the beginning of the next end step, exile that token unless Sauron is your Ring-bearer.
- The token copies exactly what was printed on the original card and nothing else, except the characteristics it specifically modifies. It doesn't copy any information about the object the card was before it was put into your graveyard.
- The token is a Wraith instead of its other creature types (and other subtypes if it has any) and is black instead of its other colors. Its base power and toughness are 3/3. These are copiable values of the token that other effects may copy.
- If the card copied by the token had any "when [this permanent] enters the battlefield" abilities, then the token also has those abilities and will trigger them when it's created. Similarly, any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities that the token has copied will also work.
- If the exiled card has in its mana cost, X is 0.
- The delayed triggered ability will exile the token at the beginning of your next end step unless Sauron, the Necromancer is your Ring-bearer at the time that the ability resolves. If Sauron, the Necromancer leaves the battlefield before the delayed triggered ability resolves, that ability will exile the token, even if Sauron, the Necromancer later returns to the battlefield or you control another copy of Sauron, the Necromancer as your Ring-bearer.
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1
The Black Breath
The Black Breath
Sorcery
Creatures your opponents control get -1/-1 until end of turn. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Uruk-hai Berserker
Uruk-hai Berserker
Creature — Orc Berserker
3/2
When this creature enters, the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
1 3
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1
Gollum's Bite
Gollum's Bite
Instant
Target creature gets -2/-2 until end of turn.
, Exile this card from your graveyard: The Ring tempts you. Activate only as a sorcery.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Haunt of the Dead Marshes
Haunt of the Dead Marshes
Creature — Nightmare Elf
1/1
When this creature enters, scry 1.
: Return this card from your graveyard to the battlefield tapped. Activate only if you control a legendary creature.
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1
Sam's Desperate Rescue
Sam's Desperate Rescue
Sorcery
Return target creature card from your graveyard to your hand. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
2 2
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1
Gollum, Patient Plotter
Gollum, Patient Plotter
Legendary Creature — Halfling Horror
3/1
When Gollum leaves the battlefield, the Ring tempts you.
, Sacrifice a creature: Return this card from your graveyard to your hand. Activate only as a sorcery.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Nasty End
Nasty End
Instant
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards. If the sacrificed creature was legendary, draw three cards instead.
3 5
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1
Claim the Precious
Claim the Precious
Sorcery
Destroy target creature. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Gríma Wormtongue
Gríma Wormtongue
Legendary Creature — Human Advisor
1/4
Your opponents can't gain life.
, Sacrifice another creature: Target player loses 1 life. If the sacrificed creature was legendary, amass Orcs 2.
- Spells and abilities that cause opponents to gain life still resolve while Gríma Wormtongue is on the battlefield. No opponent will gain life, but any other effects of that spell or ability will still happen.
- If an effect says to set an opponent's life total to a number that's higher than the opponent's current life total while Gríma Wormtongue is on the battlefield, the player's life total doesn't change.
- Gríma Wormtongue's activated ability checks whether the sacrificed creature was legendary as it last existed on the battlefield. It doesn't matter whether or not it's legendary in the graveyard.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
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1
Nazgûl
Nazgûl
Creature — Wraith Knight
1/2
Deathtouch
When this creature enters, the Ring tempts you.
Whenever the Ring tempts you, put a +1/+1 counter on each Wraith you control.
A deck can have up to nine cards named Nazgûl.
- The last ability of Nazgûl lets you ignore the "four-of" rule. It doesn't let you ignore format legality. For example, during a The Lord of the Rings: Tales of Middle-earth™ Limited event, you can't add Nazgûl from your personal collection, no matter how much Sauron might want you to.
- The last ability of Nazgûl also lets you ignore the "singleton" rule in formats like Commander.
- If you're fortunate enough to open or draft ten or more Nazgûl during a Limited event, you can include only nine of them in your deck. The rest remain in your sideboard.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
The Black Breath
The Black Breath
Sorcery
Creatures your opponents control get -1/-1 until end of turn. The Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Uruk-hai Berserker
Uruk-hai Berserker
Creature — Orc Berserker
3/2
When this creature enters, the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.