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Decks goals are simple. Norin, the commander gets on to the field. He drops everything and runs (to the command zone) anytime there's combat or spells are cast. But he returns at the end of the turn.

Purphoros, God of the Forge is your best friend. You never swing with him, his goal is to deal damage everytime Norin comes back to the battlefield. In a 4 man pod that's a max of 8 damage to every other player (32 damage total!)

Since we're talking about Norin returning to the battlefield, Pandemonium and Hero's Blade combos to deal a total of 5 damage, that's 20 damage in a 4 man pod! (albeit to only single targets)Another Pandemonium-like card is Warstorm Surge which adds some redundancy to ensure we can get our engine going.

Impact Tremors also assists in doing 1 damage everytime a creature enters the battlefield. With Norin, constantly running away, that's 4 damage every round!

Panharmonicon will double that damage

Archwing Dragon will allow us to potentially constantly through him out to deal damage on both ETB and haste.Viashino Sandscout is weaker as again, we get the ETB triggers on the enchantments but the problem still lies in that we don't have any blockers

Genesis Chamber is a way around this. As Norin enters the battlefield so often, we'd generate a lot of tokens to potentially block.

Norin utilizes a lot of enchantments, with board wipes, and removal we'd need a way to get our primary damage dealers back to the field.Crystal Chimes will allow us to get our primary enchantments back. however we're still susceptible to graveyard exiles.

One of the problems with how this Norin chooses to live life, is that there aren't many blockers that he puts up to protect us.

Crawlspace will help in that it slows our death.

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Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 1 Mythic Rares

51 - 6 Rares

14 - 2 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 3.53
Tokens Kobolds of Kher Keep 0/1 R, Myr 1/1 C
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