There is nothing that Sauron cannot turn to evil uses

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jww 211

“There is nothing that Sauron cannot turn to evil uses.”

From the very first round, the weight of the palantíri presses upon their minds. Saruman and Denethor move in shadow, peering far and wide through the seeing‑stones, trading visions and whispers, weaving counsels that bind their fates ever tighter. Each doomed event is another glimpse into the Enemy’s mind, another thread in the web that Sauron so deftly spins. "We can bide our time, we can keep our thoughts in our hearts, deploring maybe evils done by the way, but approving the high and ultimate purpose: Knowledge, Rule, Order." — Saruman, The Two Towers

The appointed hour draws near. On the eve of the fourth round, Saruman claims the mantle of Lord of Isengard; resources surge, artifacts gleam, and the White Wizard’s reach extends across every sphere. Denethor, too, gazes unblinking into the depths, mistaking manipulation for mastery.

"Do you think the eyes of the White Tower are blind? I have seen more than you know." — Denethor, The Return of the King

Their strength is undeniable, their will formidable — but the palantír serves two masters, and the second will not be denied. At the End of All Things, Saruman and Denethor were Doomed after all.

Tactical Plan

Round 1 – Establish the engine

Mulligan for at least one Artifact (Palantir, Saruman's Staff, Stone of Elostirion, The Arkenstone, Celebrían's Stone to give Saruman all sphere icons immediately.

Deploy Tower of Orthanc So if in multiplay your fellow players won't have to deal with the doom you trigger.

Use Denethor to scry the encounter deck and position hazards.

Play safe doomed events to draw cards and build tempo.

The White Council: early use for resource‑fix or to recover a discarded key card (often from Palantir’s cost).

Round 2 – Expand control & draw

Maintain Artifact attachment on Saruman for spheres.

Add a second scry source (Far-sighted, Ravens of the Mountain for multi‑turn encounter planning.

If Pillars of the Kings is in hand and your board is stable, consider playing it to scout your entire deck and set up for the flip turn.

Use The White Council to recover any lost critical attachment or event from discard.

Round 3 – Power setup & Thorongil

Retain the Artifact‑Saruman all‑sphere ability while also gaining the COTW doomed‑readying text.

Trigger doomed events this round to ready Sarumann multiple times — quest, defend, and attack in the same round.

Use Word of Command to ensure Lord of Isengard and a second key card will be ready for Round 4.

Round 4 – The Lord of Isengard moment

Flip At the End of All Things: both heroes gain +3 resources, then search for Thorongil to play on Saruman, targeting his Challenge of the Wainriders hero card.

Attach an Artifact to Saruman to maintain all spheres; play Lord of Isengard immediately.

Continue readying Saruman via doomed plays, keeping constant pressure on quest, combat, and control.

Helm of Secrecy can swap heroes if a specific tactical shift is needed. Aragorn is a good choice when you need to lower your threat level.

"I have seen a sight that has sealed my doom, and yours, unless valor stays me." — Denethor, The Return of the King

The White Council post‑flip: recover any key piece you need right now — Close Call, Palantir, or even a discarded staff.

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