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For those reading this: I have a bad feeling abut this

Norin the Wary may seem like a coward, but in this deck, he’s the key to a clever and chaotic strategy. Every time Norin flees the battlefield and returns, you trigger a cascade of powerful effects, from generating tokens to dealing damage, all while frustrating your opponents with his constant comings and goings. This deck thrives on chaos, using Norin’s cowardice to fuel a series of unpredictable, game-changing interactions. Watch as your opponents struggle to keep up with the pandemonium while you build an overwhelming advantage, one Norin-trigger at a time!

Disclaimer: In response Norin the Wary exile himself

On a plane far, far away, a temporal crisis erupted. In response, Norin exiled himself.

What a coward!

Norin is a 6 or optimized (little chaotic) commander deck

How i rate my decks:

  • Jank (1): a slow, awkward, or unreliable deck, a deck where all creatures have hats on.
  • Casual (2-3): a deck not intended for sanctioned tournament use, commanderprecons.
  • Focussed (4-5): a fun deck for Friday night magic, your upgraded precon, deck with theme, budget.
  • Optimised (6-7): a good deck for Friday night magic, good synergy, you have a way to win, good interaction, good manabase.
  • High power (8-9): A very powerfull deck, you can win fast, you have almost all the good cards, no budget, your missing some cards to make it competitive, you can stop others from winning, powerfull synergy, almost perfect manabase.
  • Competetive (10): A deck to win as fast as possible and preventing other from winning, you play the best commanders, you have all the best cards for your deck, your still testing and researching to make your deck better then competitive (11)

How to play and how to win?

Norin exiles himself whenever a spell is cast or a creature attacks, only to return at the end of each turn. This seemingly minor action creates a lot of opportunity for triggering continuous effects. Here's how you build your strategy:

Norin as the Engine: Norin exiles himself constantly, which might seem like a weakness, but your deck is designed to exploit this behavior. Every time Norin leaves and re-enters the battlefield, you can trigger abilities of cards that care about creatures entering or leaving.

Enter the Battlefield (ETB) Triggers: Norin constantly flickers in and out, so cards that have ETB effects are crucial. These effects range from dealing damage, creating tokens, or creating chaos.

Impact Tremors, Purphoros, God of the Forge, ...: Each time Norin re-enters the battlefield, these enchantments deal damage to all your opponents, steadily wearing them down.

Genesis Chamber: Each time Norin returns, you get a free 1/1 Myr token, quickly building up a board of creatures. Permanent-based Triggers: Some cards reward you for creatures entering the battlefield under your control repeatedly.

Confusion in the Ranks: With Norin swapping control of creatures, it creates a chaotic environment that can disrupt your opponents' strategies, allowing you to gain control of key permanents.

The dark side: NORIN OBLITERATE!!! Casting Obliterate while Norin and an ETB enchantment are on the field will give you an evil advantage. But to pull it off, you must join the dark side (P.S. we have cookies).

These are the players I sit with most often at the table and the "typical" decks they play.

Player 1: Is a master of artifacts. He always builds decks revolving around artifacts, such as Saheeli and Breya. He also has a discard/sacrifice deck led by Tergrid, but he doesn't bring it out very often. His decks are well-built, and I definitely shouldn't underestimate him.

Player 2: This player has extensive knowledge of the game (ex-judge) and can pilot any deck well. He builds a lot of decks (with proxies) and always surprises us with something new. He sometimes netdecks, so there's no specific playstyle, although sacrifice strategies frequently appear.

Player 3: All of his decks are tribal. He has a Merfolk, Vampire, Spiders, and Faeries deck. He always ensures enough control in his decks to avoid board wipes.

Player 4: He has a big budget, so he has access to many cards. He's not great at building or piloting decks, but he loves janky plays, kingsmaking, politics, trashtalk, and jokes during the game. I need to stay focused and prevent alliances from forming with him at the table. He has a large variety of decks: you'll often see tribal, jank, unique, and land-based decks.

Player 5: He's very good at building underdog decks. He often flies under the radar and wins out of nowhere with a combo or by stealing the win from someone who's put in a lot of effort. He enjoys playing with weenies, combos, and the graveyard.

Player 6: He plays on an extreme budget but can pilot a deck very well. He uses cheap and bizarre cards (you can't replicate his style) and always manages to snag a win. He enjoys playing luck-based decks, -1/-1 counters, enchantments, aggro, dragons, etc.

Players 7 and 8: Are new players who are currently using precons from Bloomburrow (Animated Army).

Player 9: He enjoys control and playing in the background. Oloro, Sen Triplets, and Grand Arbiter are decks he enjoys playing. In 1v1 or Two-Headed Giant, he often pulls out his cat deck, which is very strong. He also enjoys experimenting with the color black.

Suggestions

Updates Add

Profet93 made some great suggestions. I'm taking Star Compass and Mounting out of the deck in favor of Humble Defector and Homeward Path, which together create a nice card-draw synergy.

Comments

99% Casual

Competitive

Date added 3 weeks
Last updated 1 week
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

36 - 0 Rares

13 - 0 Uncommons

12 - 0 Commons

Cards 99
Avg. CMC 3.20
Tokens Elemental 3/1 R, Emblem Chandra, Fire of Kaladesh, Emblem Chandra, Torch of Defiance, Human Soldier 1/1 W, Myr 1/1 C, Ogre 3/3 R, On an Adventure, Spirit 1/1 C, Treasure
Folders My EDH decks, Possible decks
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