Sideboard


Norin Tremors

Any comments or suggestions welcome!!!!

I want to break Impact Tremors! I saw it and immediately wanted to abuse it. The potential damage output I think can be huge, and I want to prove it. It is not a card people will expect or be ready to deal with. If ignored, this build can rapidly dish out a lot of damage with creatures that dodge most removal in the format. It's then a case of burning the opponent out, swinging with tokens or controlling the game and bleeding them dry depending on the sideboarding.

Key interactions and cards:

Impact Tremors + Norin the Wary is the key damage output. Almost every turn Norin is likely to leave play and return to do 1 damage. T1 Norin into T2 Impact means the enchantment will do something the turn it comes out (for all those "but it doesn't do anything the turn you play it" people).

Genesis Chamber + Norin the Wary is the second part of this engine, as seen in previous Boros Soul Sister builds. Can likely activate every turn and will often leave you with more myrs than your opponent, which is why I am fine playing all 4.

With all of the above on the field - potential 4 damage each cycle of turns before doing anything else. Let's add to that damage.

Lightning Beserker + Zurgo Bellstriker are 2 very good dash cards that can count as T1 plays when on the aggro front. The dash counts as a cast, so will trigger Norin. They are also repeatable triggers for Genesis Chamber + Impact Tremors and dodge all sorcery speed removal. Cheap and effective, and can be used to convoke a Stoke when needed if not attacking. I may change out the zurgo for some Mardu Scouts though as the dash cost is the same but the damage output is better and they work with the rabblemaster. I don't expect them to stay around on the field and they can attack into more things. Testing pending.

Goblin Rabblemaster is a proven beast and beatstick. If unanswered he wins games alone. Draws attention from other targets and provides further Tremor triggers. He isn't the main plan which is why I have only slotted in 2 but when he works he is a joy (for me).

Outpost Siege is amazing in this deck as it can put both options to amazing use. Depends on how ahead/behind you are in the game. Everything will be able to be played off it, and you can still dash from exile.

The burn package is tailored more to the presence of a lot of artifacts and tokens. Electrolyze can help you 2-for-1 on opposing myrs and let our tokens push through, all while helping refuel the burners with the draw. Shrapnel Blast can win out of nowhere very quickly, or deal with pesky Rhinos and is rarely a dead card with so many myr tokens. However I only have 2 because without them it is useless. Stoke the Flames is very powerful and I may increase this to the full set with so many tokens etc. I particularly like that Norin can help cast it to trigger himself, and a dashed berserker if not attacking can trigger Genesis Chamber + Impact Tremors and help reduce the cost of the Stoke overall (due to the token). Lightning Bolt because modern.

The control package may need some explaining. Remand is great because it means the oppenent can recast the spell, which can trigger Norin again. The draw is also invaluable. Swerve is possibly my newest favourite utility card for the absurd options it provides: It can counter spells (change the targets while on the stack to itself, resolves and the counter whiffs), counter Splinter Twin combos, turn a Thoughtsieze onto the owner (they still reveal, discard and lose 2 life which is still good for 2cc) and redirect burn or removal. It can potentially counter Abrupt Decay. It is the hidden command in my view and has never been a dead card.

Sideboard is a work in progress but can either turn the deck into a super aggro/burn or slightly more controlling setup depending on the matchup. I feel a Roast or 2 may may make it in, and/or Rending Volley . We will see how things develop. Any suggestions welcome.

Game Plan

The ideal start: aka Christmas land

T1 Norin the Wary

T2 Impact Tremors

T3 Genesis Chamber and dashed Lightning Berserker

The key start is Norin. The deck can work with just dash creatures but you miss all the triggers during your opponents turns (so half the game). Your opening hand needs a norin/dash creature and chamber/tremors. Chances are reasonable for this. From there it's asset protection and waiting for the other parts of the engine. Late game this deck can struggle in top deck mode but the sideboard plan is to become a more controlling shell if this is likely to repeat in later games.

That's it for now. Please add comments and suggestions! Will update as I test more.

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Date added 9 years
Last updated 9 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 2 Mythic Rares

18 - 3 Rares

26 - 7 Uncommons

4 - 3 Commons

Cards 60
Avg. CMC 1.95
Tokens Goblin 1/1 R, Myr 1/1 C
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