Dimreapa
336 views44 days ago
Commander
Size: 100Salt sum: 31.72
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Anthem
Enduring Courage
Whenever another creature you control enters, it gets +2/+0 and gains haste until end of turn.
When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Dog Glimmer

Anthem
(CTRL to add secondary)
Artifact
Gathering Stone
As this artifact enters, choose a creature type.
Spells you cast of the chosen type cost less to cast.
When this artifact enters and at the beginning of your upkeep, look at the top card of your library. If it's a card of the chosen type, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Spells you cast of the chosen type cost less to cast.
When this artifact enters and at the beginning of your upkeep, look at the top card of your library. If it's a card of the chosen type, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Artifact

Artifact
(CTRL to add secondary)
Burn
Leyline of Combustion
If this card is in your opening hand, you may begin the game with it on the battlefield.
Whenever you and/or at least one permanent you control becomes the target of a spell or ability an opponent controls, this enchantment deals 2 damage to that player.
Whenever you and/or at least one permanent you control becomes the target of a spell or ability an opponent controls, this enchantment deals 2 damage to that player.
Enchantment

Burn
(CTRL to add secondary)
Copy
Jaya's Phoenix
Flying, haste
Whenever this creature deals combat damage to a player or planeswalker, copy the next loyalty ability you activate this turn when you activate it. You may choose new targets for the copy.
Whenever you cast a planeswalker spell, you may return this card from your graveyard to the battlefield.
Whenever this creature deals combat damage to a player or planeswalker, copy the next loyalty ability you activate this turn when you activate it. You may choose new targets for the copy.
Whenever you cast a planeswalker spell, you may return this card from your graveyard to the battlefield.
Creature - Phoenix

Copy
(CTRL to add secondary)
Draw
Aurora Phoenix
Flying
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
Creature - Phoenix

Lukka, Coppercoat Outcast
+1: Exile the top three cards of your library. Creature cards exiled this way gain "You may cast this card from exile as long as you control a Lukka planeswalker."
−2: Exile target creature you control, then reveal cards from the top of your library until you reveal a creature card with greater mana value. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
−7: Each creature you control deals damage equal to its power to each opponent.
−2: Exile target creature you control, then reveal cards from the top of your library until you reveal a creature card with greater mana value. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
−7: Each creature you control deals damage equal to its power to each opponent.
Legendary Planeswalker - Lukka

Outpost Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Enchantment

Valakut Exploration
Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
Enchantment

Draw
(CTRL to add secondary)
Enchantment
Advanced Reconstruction
(Gain the next level as a sorcery to add its ability.)
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Enchantment - Class

Collective Inferno
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal.
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal.
Enchantment

Enchantment
(CTRL to add secondary)
Evasion
Detective's Phoenix
Bestow—, Collect evidence 6. (To pay this bestow cost, pay and exile cards with total mana value 6 or greater from your graveyard.)
Flying, haste
Enchanted creature gets +2/+2 and has flying and haste.
You may cast this card from your graveyard using its bestow ability.
Flying, haste
Enchanted creature gets +2/+2 and has flying and haste.
You may cast this card from your graveyard using its bestow ability.
Creature Enchantment - Phoenix

Evasion
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Pump
Pump
(CTRL to add secondary)
Ramp
Chandra, Torch of Defiance
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
Legendary Planeswalker - Chandra

Chaos Moon
At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds an additional . If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type.
Enchantment

Ramp
(CTRL to add secondary)
Recursion
Ashcloud Phoenix
Flying
When this creature dies, return it to the battlefield face down under your control.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, it deals 2 damage to each player.
When this creature dies, return it to the battlefield face down under your control.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, it deals 2 damage to each player.
Creature - Phoenix

Everquill Phoenix
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, create a red artifact token named Feather with ", Sacrifice this token: Return target Phoenix card from your graveyard to the battlefield tapped."
Flying
Whenever this creature mutates, create a red artifact token named Feather with ", Sacrifice this token: Return target Phoenix card from your graveyard to the battlefield tapped."
Creature - Phoenix

Rekindling Phoenix
Flying
When this creature dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this token and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."
When this creature dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this token and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."
Creature - Phoenix

Retriever Phoenix
Flying, haste
When this creature enters, if you cast it, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
As long as this card is in your graveyard, if you would learn, you may instead return this card to the battlefield.
When this creature enters, if you cast it, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
As long as this card is in your graveyard, if you would learn, you may instead return this card to the battlefield.
Creature - Phoenix

Recursion
(CTRL to add secondary)
Removal
Ghost Vacuum
: Exile target card from a graveyard.
, , Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
, , Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
Artifact

Terminal Velocity
You may put an artifact or creature card from your hand onto the battlefield. That permanent gains haste, "When this permanent leaves the battlefield, it deals damage equal to its mana value to each creature," and "At the beginning of your end step, sacrifice this permanent."
Sorcery

The Rollercrusher Ride
Delirium — If a source you control would deal noncombat damage to a permanent or player while there are four or more card types among cards in your graveyard, it deals double that damage instead.
When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
Legendary Enchantment

Removal
(CTRL to add secondary)
Sideboard
Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Solstice Revelations
Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost if the spell's mana value is less than the number of Mountains you control. If you don't cast that card this way, put it into your hand.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant - Lesson

Sideboard
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"The idea for this deck started off life with the fact I pulled multiple "},{"insert":{"card-link":"Norin, Swift Survivalist"}},{"insert":" cards from the"},{"attributes":{"italic":true},"insert":" Duskmourn"},{"insert":" run and I've been looking for interesting ways to run him as a Commander. This particular iteration happened more or less by accident, and once again, more or less by accident I made one of the most powerful decks I've ever made. The core thrust of the deck is casting from Exile, but having Norin as commander allows a Red Deck player to play as an aggressive little menace (as is their want) and simultaneously do so defensively (which I'm sure at least one Red Deck player has tried at some point), taking advantage of the opportunity to pull cards from combat and bring them back in. Adding in Pheonix Tribal started off as a bit of a joke to myself (the idea of going away and coming back, like a phoenix from the ashes felt kind of funny), but it also served a double purpose, as some Phoenixes have very nice ETB effects, which Norin supports quite well.\n\nOf course, not every creature in the deck runs ETB, and not every creature will benefit quite as well from Norin, but his card provides a handy redundancy that bypasses nearly all concerns, aside of mana cost and timing, so the deck is built to hopefully minimise mana cost issues and to provide extra utility from leaving and entering the battlefield . As I decided to run Pheonixes as the core Tribal (with only three creatures not being a Pheonix, and only two not having the type) I have the option for Graveyard recurrence inherent should I need it, Norrin just speeds things up, placing them straight back onto the battlefield, hopefully triggering multiple effects, and hopefully easily affording to do so. The main strategy of the deck is to build up Pheonixes and maintain them as a constant threat, meanwhile building up support for recursion or exile techniques through supporting Artifacts, Enchants and a small smattering of other spells. This deck can hand out a lot of damage, either via flying Pheonixes, via etb shenanigans and/or ways and means of handing out non-combat damage. Much of the support elements assume creatures are coming in from exile, but I searched for other effects that would work well with either Norin's gimmick or with the way Pheonixes work in general. Of course I also added in a small amount of Anthem Tribal effects, because why the heck wouldn't you when you decide to stick to the same creature?\n\nSo let's start with the obvious thing. If anyone has read blurbs on any of my decks (I doubt it, but you never know) they may recall I build to Bracket 2. This is not. It's Bracket 4, which is almost annoying to be honest. I'm somewhat surprised to find out Norin is considered a high-power Commander, but then given the obvious interesting effects that can come from his ability perhaps it shouldn't be that surprising (something something dies to removal). The other thing, and the thing to get out of the way is there's an "},{"attributes":{"italic":true},"insert":"Infinite Combo "},{"insert":"in here. I am probably more honest than I would necessarily like to be, but this is accidental (I only noticed via the estimated bracket function). Whilst I picked "},{"insert":{"card-link":"Changeling Berserker"}},{"insert":" and "},{"insert":{"card-link":"Molten Echoes"}},{"insert":" because they work very well for the deck, I did not notice"},{"attributes":{"italic":true},"insert":" how well "},{"insert":"they work "},{"attributes":{"italic":true},"insert":"together"},{"insert":". Now, when I physically build this deck, I may alter the deck and remove one or both of these cards (I'm personally not a fan of infinite combos as I feel they break the spirit of the game), as I'm putting this up for a monthly deckbuilding competition I've left them in, if only to show the potential the deck has if the right combinations are in place. It is at least limited by needing to sacrifice creatures, but as this deck has damage dealing for creatures entering as a core staple, this can quickly become a win button simply by nature of saccing the copy and bringing in a new copy infinitely. If this were removed, I feel this is a solid Bracket 2 deck, maybe even tickling towards 3, but I don't believe optimising a deck is really worth the effort, nor the extra ranking, really. If you choose to play around with this deck or the ideas within it, naturally your views on combos like this and overall feelings on Brackets will vary. It is at least leaning into the theme and if it lands well and isn't stopped, everything does burn. Which is admittedly what Red is for, ultimately.\n\nSo, with my deliberate casualness prejudices out of the way, let's talk details on the rest.\n\nLet's talk Phoenixes first. Generally speaking, they all recur inherently. Whilst I may have found a different creature that did more ETB on average ( I was really tempted with Goblins but I've made a tad too many decks with them in recently) I like the redundancy Phoenixes' capacity to constantly recur throughout the game excepting full graveyard exile (and at that point you have much bigger problems). Whilst this seems like they don't work as well with Norin, their capacity to almost always be available to come back, means I don't need to use Norin as a crutch to keep them around. Naturally, there are still a lot of Phoenixes that don't have ETB, but that's fine, they're there to be very solid flying creatures that can be brought back onto the battlefield via multiple ways, multiple times, in order to set off other triggers. I might as well go over all the ones that do: "},{"insert":{"card-link":"Aurora Phoenix"}},{"insert":" I don't think I need to go into how useful Cascade on tap is; "},{"insert":{"card-link":"Everquill Phoenix"}},{"insert":" gives an opportunity to create as many feather tokens as you like; "},{"insert":{"card-link":"Flame-Wreathed Phoenix"}},{"insert":" creates a real dilemma for people as they cannot as easily shut down its recursion by handing it counters; "},{"insert":{"card-link":"Retriever Phoenix"}},{"insert":" is my personal favourite, as it has Learn on ETB, and now you know why the sidebar is stacked full of lesson cards. It has a harder recursion, and is very unlikely to come back off its own abilities, but with Norin around, you can get a lot of utility out of that ability, whether you have lessons left or you use it for card draw; and finally "},{"insert":{"card-link":"Skarrgan Firebird"}},{"insert":" this can loop quite nicely into giving you a reliable 6 power Phoenix if you have enough Pheonixes surviving to deal combat damage.\n\nStill, in order to play these cards with Norin, we need to be able to afford their casting costs. So with that in mind, I leant Artifacts principally to this end. There are other Artifacts, and I may mention those, but we have cards such as "},{"insert":{"card-link":"Cloud Key"}},{"insert":", "},{"insert":{"card-link":"Hazoret's Monument"}},{"insert":", and "},{"insert":{"card-link":"Helm of Awakening"}},{"insert":" that provide discounts. Cloud Key offers flexibility, as you may not choose Creatures after all (Enchantments are a good choice too) , but it is best served used for Creatures. Naturally Hazoret's Monument becomes very potent in this deck as creatures can enter and re-enter very easily, so as long as you have cards in hand (and the Pheonix recursion effects will help with that) you can get a lot of use out of its card draw effect. We also have "},{"insert":{"card-link":"The Fire Crystal"}},{"insert":", which also discounts your cards, and leans into another of this deck's quirks (which we will discuss somewhat later, namely "},{"attributes":{"italic":true},"insert":"making copies"},{"insert":") and provides some reliable source of perma-haste, which is incredibly useful here. "},{"insert":{"card-link":"Gathering Stone"}},{"insert":" likewise offers a discount and also a very nice tribal card draw ability. Phoenixes really help make Gathering Stone more useful, as filling the Graveyard with cards you can get back providing you fulfil often quite easy triggers gives this card draw more utility, so even if you find a Pheonix, popping it into the graveyard anyway is not the worst, and if it's not a creature card, you don't have to stick it in the graveyard anyway.\n\nBefore we move on from Artifacts, I'll briefly talk tribal. I didn't add too many, as the deck works quite well without them, but there are few worth a quick mention. "},{"insert":{"card-link":"Crown of Gondor"}},{"insert":" works quite well in this deck as a somewhat reliable source of card draw, or at least a quite cheeky way to goading people into blocking Norin. If you're swinging wide enough, this gives Norin commander damage levels of danger potentially, but you can always trick Norin in and out using his ability if you want to return Monarch to yourself. Naturally a smart player may avoid blocking him, but he still deals commander damage, so sooner or later a player may feel they need to. "},{"insert":{"card-link":"Obelisk of Urd"}},{"insert":" is here for the very obvious tribal utility, but any of them would work here. "},{"insert":{"card-link":"Banner of Kinship"}},{"insert":" likewise works very well here, especially if you swing wide enough before playing it, and I have a few tricks lying in wait for that. Much of this deck is about presenting obvious danger via juggling creatures as a way to catch people's attention whilst setting up sly underhanded plays for later. If the other elements are used creatively, you can set up so many finishers that people will not be expecting. One such way is via "},{"insert":{"card-link":"Altar of the Brood"}},{"insert":", which in this deck just allows you to quite punishingly mill a player via small trickles that they may overlook what with your constantly rejigging army of flying flaming fiends, just maybe don't try this with a Golgari player, eh?\n\nI'm conscious I've written a lot so I'm going to move to a few themes and some standouts as we near the end, then talk a little self-critically on the close.\n\nSo, Exile shenanigans. There are a few, but they're typically either there to make casting from exile easier, to provide an alternative way, or just to react to things not being cast from hand. I'll not go into all of them, but here's a few. "},{"insert":{"card-link":"Advanced Reconstruction"}},{"insert":" provides a handy way to buff exile casting, and yet another source of discounts, and it synergises with the Pheonixes very well also. The planeswalkers"},{"insert":{"card-link":"Lukka, Coppercoat Outcast"}},{"insert":" and "},{"insert":{"card-link":"Chandra, Torch of Defiance"}},{"insert":" provides another way to exile creatures as well as other useful effects. It's not absolutely necessary to have other exile casting effects, but provides a nice cheeky way to try to swing wide at the right time. Don't miss that "},{"insert":{"card-link":"Improvisation Capstone"}},{"insert":" is sitting there on the sideboard. Bringing it in with learn gives you even more ways to cast from exile, and it recurs itself, giving you a solid way to get more of your deck out there, and give you a chance to save some mana for Norin shenanigans should you need them. There's one more to mention here, but I'll save it for later.\n\nThere are naturally many, many effects that work on creatures, land or permanents entering, so I'll mention just a few. There's a few that do simple damage such as "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" or "},{"insert":{"card-link":"Warstorm Surge"}},{"insert":". I added "},{"insert":{"card-link":"Vigilante Justice"}},{"insert":" just to be cheeky (you may want something a bit better here). Another common route is copying effects such as "},{"insert":{"card-link":"Flameshadow Conjuring"}},{"insert":", "},{"insert":{"card-link":"Mirror March"}},{"insert":" and "},{"insert":{"card-link":"Molten Echoes"}},{"insert":". "},{"insert":{"card-link":"Outpost Siege"}},{"insert":" gives you the option of two useful possibilities. Most enchantments function in one of these roles, but I added a few others that somewhat detract from the main features of the deck, so let's briefly go into those as some of them may not be obvious picks: "},{"insert":{"card-link":"Chaos Moon"}},{"insert":" is an interesting choice, I added it principally as a source of ramp. It should be easy, given this deck's design, to mess with odds and evens at least at certain points during most player turns. It can buff your creatures very well in crucial moments but it may also slow play. An easy card to change if it's not to your liking. "},{"insert":{"card-link":"Leyline of Combustion"}},{"insert":" provides a little protection for your battlefield, and as it is a source of non-combat damage, it works well with other enchantments, such as "},{"insert":{"card-link":"Virtue of Courage // Embereth Blaze"}},{"insert":".\n\nI haven't gone too heavily into other Duskmourn cards, although there are a few that I included just because they do work very well with Norin. I figured I'd close with those as I feel these do need some explanation for their inclusion as they are more out of theme than the others. "},{"insert":{"card-link":"Ghost Vacuum"}},{"insert":" is an odd choice, but it's one of those slight of hand things I referred to. Whilst your opponents concern themselves with those flaming birds that keep repeating on them, exile a few cards from decks. Do it every now and then. If people remove the artifact, it'll be a slight shame, but if you exile 5-10 creatures that way, when you throw them onto your battlefield, you set off a lot of triggers, and you have a nice wide amount of creatures for effects that look at that, providing some nice opportunities for big finishers. Plus, everything flies. "},{"insert":{"card-link":"Enduring Courage"}},{"insert":" is my only non-phoenix outside of Norin, and I added it mostly as a flavour addition, but its ability to easily re-enter and provide buffs was too good to turn down. Ultimately, it will end up an enchantment, and that's what it's there to become, but for a short while, Norin can hold onto his courage! "},{"insert":{"card-link":"The Rollercrusher Ride"}},{"insert":" is mainly there as a way to double source damage, but delirium is not guaranteed with this deck, as whilst there are more than 4 types, it's mostly 3 types. Still, it's there as a solid finisher set-up if it's needed, albeit it does wreck the theme a bit. I may remove it one day. "},{"insert":{"card-link":"Violent Urge"}},{"insert":" is one of three instants. I added a few small buffs, but they aren't really needed for the deck beyond helping a bit with delirium, itself potentially benefitting from that. Finally, I added two rooms: "},{"insert":{"card-link":"Ticket Booth // Tunnel of Hate"}},{"insert":" are there to give a way to cheat out a creature or two and give a nice buff, and "},{"insert":{"card-link":"Charred Foyer // Warped Space"}},{"insert":" because it works so well with this deck that it was basically an auto-include. I also added "},{"insert":{"card-link":"Keys to the House"}},{"insert":" so you can get whichever room you need open more easily if things work out.\n\nTo close, a few notes. I decided to stick with mountains for land. That may not to be everyone's taste, but I did include a few effects that buff based on mountains specifically, and mono-colour decks usually work very well with their basic land. You may want to add a few non-basic for useful effects, and it will most likely be the first thing I consider messing with when I adjust the deck. There are very few Sorcery and Instants here, and I'm not sure if that's the right choice. I leaned very, very heavily into entry as a mechanic, but fortunately the Commander is not as necessary for that, and that was the main reason why Phoenixes became the half-joking choice that just worked so well with the deck's development. Like many Red decks, it is very aggressive, and a shrewd player will see you as a threat immediately. If they can keep Norin away, it wont work as well, and I didn't want to add more protection as a redundancy. My hope is that the Phoenixes allow this deck to function regardless, and that does seem to be how things are. Norin is, however, nice and cheap, so verryyyyy easy to bring out. The discounts will definitely help with that too.\n\nTLDR: Be a menace like all red players, but now with added shenanigans. \n"}]}

































































