Witch-king of Angmar is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Flying Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature of their choice that dealt combat damage to you this turn. The Ring tempts you. Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap him.
How it works : Witch-king of Angmar
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
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.
No other card is named in this ruling.
- #2· Wizards of the Coast
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.
No other card is named in this ruling.
- #3· Wizards of the Coast
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.
No other card is named in this ruling.
- #4· Wizards of the Coast
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.
No other card is named in this ruling.
- #5· Wizards of the Coast
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.
No other card is named in this ruling.
- #6· Wizards of the Coast
Each time the Ring tempts you, you must choose a creature if you control one.
No other card is named in this ruling.
- #7· Wizards of the Coast
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Norman Osborn // Green Goblin + Hullbreaker Horror + Witch-king of Angmar
- 1Activate Witch-king of Angmar by discarding a nonland permanent card that costs
or less.
- 2Cast the permanent from your graveyard for its mayhem cost by paying
due to Green Goblin.
- 3Hullbreaker Horror trigger, returning another nonland permaennt that costs 2 or less from the battlefield to your hand.
- 4Resolve the spell from step 2.
- 5Repeat.
Cryptcaller Chariot + Kindred Discovery + Witch-king of Angmar
- 1Activate Witch-king of Angmar by discarding a card.
- 2Cryptcaller Chariot triggers, causing you to create a tapped 2/2 Zombie creature token.
- 3When the Zombie enters the battlefield, Kindred Discovery triggers, causing you to draw a card.
- 4Resolve the Witch-king of Angmar ability.
- 5Repeat.
Vilis, Broker of Blood + Feast of Sanity + Witch-king of Angmar
- 1Activate Witch-king of Angmar by discarding a card.
- 2Feast of Sanity triggers, dealing 1 damage to you and causing you to gain 1 life.
- 3Vilis triggers, causing you to draw a card.
- 4Resolve the Witch-king of Angmar ability, giving Witch-king of Angmar indestructible until end of turn and tapping it
- 5Repeat
Niv-Mizzet, Visionary + Glint-Horn Buccaneer + Witch-king of Angmar
- 1Activate Witch-king of Angmar by discarding a card.
- 2Glint-Horn Buccaneer triggers, dealing 1 damage to each opponent.
- 3Niv-Mizzet triggers, causing you to draw that many cards.
- 4Resolve the Witch-king of Angmar ability.
- 5Repeat.
Ketramose, the New Dawn + Containment Construct + Sheoldred, the Apocalypse + Witch-king of Angmar
- 1Activate Witch-king of Angmar by discarding a card.
- 2Containment Construct triggers, exiling the discarded card with the ability to play it until end of turn.
- 3Ketramose triggers, causing you to draw a card and lose 1 life.
- 4Sheoldred triggers, causing you to gain 2 life.
- 5Resolve the Witch-king of Angmar ability.
- 6Repeat.
Magar of the Magic Strings + Rise of the Eldrazi + Witch-king of Angmar
- 1Activate Witch-king of Angmar by discarding Rise of the Eldrazi.
- 2Activate Magar by paying
, noting Rise of the Eldrazi and putting it face down on the battlefield as a 3/3 creature.
- 3During your next turn, deal combat damage to an opponent using the 3/3 creature that has Rise of the Eldrazi noted.
- 4The creature triggers, casting a copy of Rise of the Eldrazi without paying its mana cost.
- 5Resolve the Rise of the Eldrazi copy, causing you to take an extra turn after this one.
- 6Repeat from step 3 during each turn.
Ketramose, the New Dawn + Containment Construct + Starving Revenant + Witch-king of Angmar
- 1Activate Witch-king of Angmar by discarding a card.
- 2Containment Construct triggers, exiling the discarded card with the ability to play it until end of turn.
- 3Ketramose triggers, causing you to draw a card and lose 1 life.
- 4Starving Revenant triggers, causing you to gain 1 life and an opponent to lose 1 life.
- 5Resolve the Witch-king of Angmar ability.
- 6Repeat.
Ketramose, the New Dawn + Necropotence + Sheoldred, the Apocalypse + Witch-king of Angmar
- 1Activate Witch-king of Angmar by discarding a card.
- 2Necropotence triggers, exiling the discarded card from your graveyard.
- 3Ketramose triggers, causing you to draw a card and lose 1 life.
- 4Sheoldred triggers, causing you to gain 2 life.
- 5Resolve the Witch-king of Angmar ability.
- 6Repeat.
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