Overview
The Hosts of Mordor is built around two interlocking mechanics: The Ring Tempts You and Amass Orcs. Casting Sauron, Lord of the Rings is an immediate burst of value: amass Orcs 5, mill five cards, then return a creature card from your graveyard to the battlefield, all off one spell. From there, whenever an opponent's commander dies, the Ring tempts you, and the deck is built to make the most of every temptation: Sauron, the Dark Lord can wheel your hand each time it fires, while running the deck's namesake Nazgûl gives you a repeatable trigger of your own, tempting the Ring on its own entry and buffing your Wraiths every time the Ring is tempted afterward.
The Grixis colour identity enables everything this strategy needs. Blue provides card draw and counterspells to protect key pieces. Black supplies removal and Shelob, Dread Weaver's exile-based reanimation, turning opposing creatures that die into either card draw or a stolen threat. Red adds the direct damage and Amass support that gives the Orc Army lethal reach once it grows large. The One Ring backs up the whole plan: inherently indestructible, it grants protection from everything for a turn when you cast it, and turns burden counters into a repeatable card-draw engine at the cost of mounting upkeep life loss.
Key Cards
Playing the Deck
The early game is about casting Sauron, Lord of the Rings as efficiently as possible and using its immediate amass, mill, and reanimate burst to get ahead in one swing. Before that, cheap Wraiths and Nazgûl copies develop the board and chip in extra Ring temptations of their own, since every temptation is a strict upgrade once Nazgûl or Sauron, the Dark Lord are in play.
The mid game is where the Amass Orc token becomes the deck's primary threat. Sauron, the Dark Lord accelerates it further every time an opponent casts a spell, and each point of combat damage the Army lands tempts the Ring again, looping back into his wheel effect or another Wraith counter. Shelob, Dread Weaver quietly turns the removal war in your favour: every nontoken creature an opponent loses becomes fuel for her own growth or a reanimation target for you.
The deck closes games through the Orc Army reaching a size that cannot be profitably blocked, backed by direct damage from red spells and the resilience of Shelob's stolen reanimation targets. The One Ring's repeatable card draw keeps the hand stocked with answers and threats even as its burden counters chip away at your life total.
Strengths & Weaknesses
Strengths: The Hosts of Mordor stacks several self-sustaining engines on top of each other: Sauron, Lord of the Rings' cast trigger, Sauron, the Dark Lord's ongoing amass-and-wheel, and Shelob's exile-based reanimation all reward simply playing out a normal game rather than assembling a combo. The One Ring is a genuinely powerful card at any power level, and running up to nine Nazgûl is one of the most distinctive deckbuilding decisions in recent Commander history.
Weaknesses: The Amass strategy concentrates a large share of the deck's combat power in a single Army token, making it vulnerable to exile effects like Swords to Plowshares or Path to Exile, which undo several turns of amass triggers without giving anything back. Sauron, Lord of the Rings' cast trigger is a one-time burst rather than a repeatable engine, so if he's countered or removed before connecting, the deck leans more heavily on Sauron, the Dark Lord and Shelob to keep pace. The One Ring's upkeep life loss is a real cost across a long game.
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All 100 cards from the out-of-the-box Hosts of Mordor precon, enriched with current prices. Click any card to expand it.