SKU: 93863799374
lotr mtg sauron commander deck

lotr mtg sauron commander deck Sauron, the Dark Lord LotR THE RING TEMPS YOU AMASS ORCS Magic Mtg Custom Commander Deck

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Description

lotr mtg sauron commander deck Sauron, the Dark Lord LotR THE RING TEMPS YOU AMASS ORCS Magic Mtg Custom Commander DeckImmerse your commander table into the lore of Lord of the Rings with this deck built around the powerful Sauron, the Dark Lord and his legendary horde. Designed to make the most of all four of Sauron's abilities, Amass an Army of Orcs while the Ring Tempts you, and control the battlefield with Sauron's evil hand providing a constant stream of removal and counterspells. This is a complete, ready to play, 100 card Commander EDH deck, made of authentic

Immerse your commander table into the lore of Lord of the Rings with this deck built around the powerful Sauron, the Dark Lord and his legendary horde. 

Designed to make the most of all four of Sauron's abilities, Amass an Army of Orcs while the Ring Tempts you, and control the battlefield with Sauron's evil hand providing a constant stream of removal and counterspells.

This is a complete, ready-to-play, 100-card Commander/EDH deck, made of authentic English-language Magic: the Gathering cards. The set printing of any individual card you receive will be random and may differ from those pictured. Card condition is near-mint to lightly played. Cards are nonfoil unless otherwise specified. 

Most Commander decks on eBay are loaded with low-quality filler cards to keep costs down, which comes at the expense of power, performance, and ultimately fun. I select the highest-quality cards available, including the newest cards that other sellers leave out, to create high-performance decks that truly make the most of their Commander. This deck will feel at home anywhere - at any table with any other decks and players - for years to come as a valued part of any collection. 

Decklist:

1 Sauron, the Dark Lord

1 Arcane Signet
1 Assault on Osgiliath
1 Barad-dûr
1 Bilbo, Retired Burglar
1 Blasphemous Act
1 Book of Mazarbul
1 Call of the Ring
1 Choked Estuary
1 Claim the Precious
1 Command Tower
1 Commander's Sphere
1 Corsairs of Umbar
1 Counterspell
1 Crumbling Necropolis
1 Decree of Pain
1 Dimir Signet
1 Dragonskull Summit
1 Dreadhorde Invasion
1 Drowned Catacomb
1 Dunland Crebain
1 Evolving Wilds
1 Fact or Fiction
1 Faithless Looting
1 Feed the Swarm
1 Fellwar Stone
1 Fiery Inscription
1 Foray of Orcs
1 Foreboding Ruins
1 Frostboil Snarl
1 Glorious Gale
1 Gollum, Patient Plotter
1 Gorbag of Minas Morgul
1 Gothmog, Morgul Lieutenant
1 Gríma Wormtongue
1 Grishnákh, Brash Instigator
1 Grond, the Gatebreaker
1 In the Darkness Bind Them
1 Inherited Envelope
5 Island
1 Izzet Signet
1 Lazotep Chancellor
1 Lazotep Plating
1 Lord of the Nazgûl
1 March from the Black Gate
1 Mauhúr, Uruk-hai Captain
1 Mind Stone
1 Mordor Muster
1 Moria Scavenger
6 Mountain
1 Negate
1 Nightscape Familiar
1 One Ring to Rule Them All
1 Orcish Medicine
1 Orcish Siegemaster
1 Rakdos Signet
1 Ringsight
1 Rogue's Passage
1 Saruman the White
1 Saruman, the White Hand
1 Saruman's Trickery
1 Sauron, Lord of the Rings
1 Sauron, the Necromancer
1 Sauron's Ransom
1 Smoldering Marsh
1 Sol Ring
1 Soothing of Sméagol
1 Sulfur Falls
1 Summons of Saruman
1 Sunken Hollow
9 Swamp
1 Swarming of Moria
1 Temple of Deceit
1 Temple of Epiphany
1 Terramorphic Expanse
1 The Balrog of Moria
1 The Mouth of Sauron
1 Thrill of Possibility
1 Treason of Isengard
1 Treasure Nabber
1 Uglúk of the White Hand
1 Widespread Brutality
1 Worn Powerstone

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SKU: 93863799374

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Tinkerer
Battle Creek, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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robert thompson
Grantham, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Pawtucket, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
J
Verified Purchase
Joan Rubio
Lexington, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Whiting, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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