Skip to content
  1. Commander Nexus
  2. Sets
  3. The Lord of the Rings: Tales of Middle-earth

The Lord of the Rings: Tales of Middle-earth

Every The Lord of the Rings: Tales of Middle-earth card, the four decks, the boxes and every official word from Wizards, in one place.

Key dates

From the reveal to release day and after

No dates announced yet.

Commander decks

Four Ready-to-Play Decks

All precons

Boosters and bundles

Boxes and Bundles

Boosters

Booster boxes

Bundles

Everything else

The Lord of the Rings: Tales of Middle-earth cards

854 Cards

See all cards

Sets in this release

Eight Set codes

Mechanics

Mechanics Used in This Set

Amass31 cards
30 cards
Food29 cards
19 cards
17 cards
15 cards
14 cards
13 cards
11 cards
10 cards
9 cards
9 cards

Keywords from Scryfall's card data.

News

Articles and Videos

No articles or videos about this set yet.

More set hubs

Past and Upcoming Sets

All sets
CommanderThe legendary card that leads your deck, and the name of the format itself. Your commander starts the game in the command zone instead of in your deck, and you can cast it from there. If it leaves the battlefield you can send it back and cast it again, paying 2 more mana each extra time. It is usually a legendary creature; a few other cards say they can be your commander.Atraxa, Praetors' VoiceOpen the full glossaryScryLook at the top card or cards of your library and choose to keep each on top or move it to the bottom. It improves your next draw without drawing anything.Open the full glossaryFlyingA creature with flying can only be blocked by creatures that also have flying or reach. It is the most common way to get combat damage past a ground army.Serra AngelOpen the full glossaryTreasureA token you can sacrifice for one mana of any color. Many cards make Treasure, and it is mana you can save for a later turn.Big ScoreOpen the full glossaryTrampleIf a creature with trample is blocked, damage beyond what is needed to destroy its blockers spills over to the defending player.Open the full glossaryEquipHow you attach an Equipment to one of your creatures: pay its equip cost and move it on. You can only do this on your own turn when nothing else is waiting to happen, and the Equipment stays on the battlefield if the creature leaves.Lightning GreavesOpen the full glossaryVigilanceA creature with vigilance does not tap when it attacks, so it is still available to block on the way back.Open the full glossaryHasteA creature with haste can attack and use its tap abilities the turn it arrives, instead of waiting a turn.Goblin GuideOpen the full glossaryFlashYou can cast a card with flash at any time you could cast an instant, even during your opponent's turn or in the middle of combat. That lets you surprise opponents with a creature or spell.Open the full glossaryMillPutting cards from the top of a player's library straight into their graveyard. You can mill an opponent to run their library out, or mill yourself to stock your graveyard for cards that use it.Glimpse the UnthinkableOpen the full glossaryWardWard is a shield on a creature or other permanent. When an opponent targets it with a spell or ability, that spell or ability is countered unless the opponent pays the ward cost, such as 2 mana or 3 life. It only works against your opponents, not against you.Open the full glossary