PsyberStyle
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Commander
Size: 100Salt sum: 40.01
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Artifact
Artifact
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Creature
Bonehoard Dracosaur
Flying, first strike
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
Creature - Dragon Dinosaur

Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Pirate Monkey

Tectonic Giant
Whenever this creature attacks or becomes the target of a spell an opponent controls, choose one —
• This creature deals 3 damage to each opponent.
• Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
• This creature deals 3 damage to each opponent.
• Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Creature - Elemental Giant

Creature
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Enchantment
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

Possibility Storm
Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with this enchantment on the bottom of their library in a random order.
Enchantment

Share the Spoils
When this enchantment enters and whenever an opponent loses the game, exile the top card of each player's library.
During each player's turn, that player may play a land or cast a spell from among cards exiled with this enchantment, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library.
During each player's turn, that player may play a land or cast a spell from among cards exiled with this enchantment, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library.
Enchantment

Enchantment
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Instant
Wild Magic Surge
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Instant

Instant
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Land
Land
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Planeswalker
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

Koth, Fire of Resistance
+2: Search your library for a basic Mountain card, reveal it, put it into your hand, then shuffle.
−3: Koth deals damage to target creature equal to the number of Mountains you control.
−7: You get an emblem with "Whenever a Mountain you control enters, this emblem deals 4 damage to any target."
−3: Koth deals damage to target creature equal to the number of Mountains you control.
−7: You get an emblem with "Whenever a Mountain you control enters, this emblem deals 4 damage to any target."
Legendary Planeswalker - Koth

Planeswalker
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Sorcery
Warp World
Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.
Sorcery

Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

Sorcery
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Maybeboard
Assault Suit
Equipped creature gets +2/+2, has haste, can't attack you or planeswalkers you control, and can't be sacrificed.
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
Artifact - Equipment

Chaotic Transformation
Exile up to one target artifact, up to one target creature, up to one target enchantment, up to one target planeswalker, and/or up to one target land. For each permanent exiled this way, its controller reveals cards from the top of their library until they reveal a card that shares a card type with it, puts that card onto the battlefield, then shuffles.
Sorcery

Daretti, Scrap Savant
+2: Discard up to two cards, then draw that many cards.
−2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
−2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
Legendary Planeswalker - Daretti

Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land

Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Frostwalk Bastion
: Add .
: Until end of turn, this land becomes a 2/3 Construct artifact creature. It's still a land. ( can be paid with one mana from a snow source.)
Whenever this land deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
: Until end of turn, this land becomes a 2/3 Construct artifact creature. It's still a land. ( can be paid with one mana from a snow source.)
Whenever this land deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
Snow Land

Glacial Chasm
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

Goblin Rabblemaster
Other Goblin creatures you control attack each combat if able.
At the beginning of combat on your turn, create a 1/1 red Goblin creature token with haste.
Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Goblin.
At the beginning of combat on your turn, create a 1/1 red Goblin creature token with haste.
Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Goblin.
Creature - Goblin Warrior

Goblin Welder
: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.
Creature - Goblin Artificer

Guff Rewrites History
For each player, choose target nonenchantment, nonland permanent that player controls. Those permanents' owners shuffle them into their libraries. Each player who controlled one of those permanents exiles cards from the top of their library until they exile a nonland card, then puts the rest on the bottom of their library in a random order. Each player may cast the nonland card they exiled without paying its mana cost.
Instant

Illicit Auction
Each player may bid life for control of target creature. You start the bidding with a bid of 0. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect lasts indefinitely.)
Sorcery

Knowledge Pool
Imprint — When this artifact enters, each player exiles the top three cards of their library.
Whenever a player casts a spell from their hand, that player exiles it. If the player does, they may cast a spell from among other cards exiled with this artifact without paying its mana cost.
Whenever a player casts a spell from their hand, that player exiles it. If the player does, they may cast a spell from among other cards exiled with this artifact without paying its mana cost.
Artifact

Legion Warboss
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
Creature - Goblin Soldier

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

Mages' Contest
You and target spell's controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell.
Instant

Obsidian Fireheart
: Put a blaze counter on target land without a blaze counter on it. For as long as that land has a blaze counter on it, it has "At the beginning of your upkeep, this land deals 1 damage to you." (The land continues to burn after this creature has left the battlefield.)
Creature - Elemental

Ojer Axonil, Deepest Might
Trample
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God


Purphoros, God of the Forge
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
Legendary Creature Enchantment - God

Risky Move
At the beginning of each player's upkeep, that player gains control of this enchantment.
When you gain control of this enchantment from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature.
When you gain control of this enchantment from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature.
Enchantment

Solphim, Mayhem Dominus
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead.
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Tempt with Mayhem
Tempting offer — Choose target instant or sorcery spell. Each opponent may copy that spell and may choose new targets for the copy they control. You copy that spell once plus an additional time for each opponent who copied the spell this way. You may choose new targets for the copies you control.
Instant

Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
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

Volcanic Offering
Destroy target nonbasic land you don't control and target nonbasic land of an opponent's choice you don't control.
Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control.
Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control.
Instant

Wyll's Reversal
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
Instant

Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"color":"#ffff00"},"insert":"CARDS THAT SYNERGIZE WITH NORIN'S... UNIQUE... UH... \"STRENGTHS\""},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nHere ye, here ye, fellow non-conformists. We say 'nay' to the way of neanderthal beatdown (Voltron), monster infestation (Swarm) and infinite shenanigans (Lame). Indeed, Norin chooses to tread a path much less traveled. This path, in fact, is so untraveled that is has not been carved out yet! Seriously... there's lots of plants and trees and stuff in our way. We actually can't physically move forward right now. It's a good thing we're mono-red so we can burn it all down, right fellas?\n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"CONFUSION IN THE RANKS"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Steal everyone's creatures and get Norin back. This card is pretty gross, honestly. It's the perfect troll/chaos/synergy card Norin could ever ask for.\n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"GENESIS CHAMBER"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Passive creature swarm. Our opponents get stuff, but we get more! Plenty of chump blockers and lots more ETB triggers!\n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"HONOR-WORN SHAKU // RELIC OF LEGENDS"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana ramp via multiple untaps. Shaku is objectively the better of the two because it's a freakin' paddle. Oh Norin, you naughty boi! Spank me harder, daddy.\n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"IMPACT TREMORS // PURPHUROS, GOD OF THE FORGE // WARSTORM SURGE // WITTY ROASTMASTER"},{"attributes":{"header":3},"insert":"\n"},{"insert":"ETB burn. The most common and straightforward Norin win-con strategy. You won't win points for originality, but you'll win more... wins. If you're into that sorta thing.\n\n"},{"attributes":{"color":"#66a3e0"},"insert":"PANDEMONIUM"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Political ETB burn. It lets our opponents do bad things to us possibly, making it more volatile and dangerous. But it generally keeps games even or could be used to single someone out. Just don't let that 'someone' be us!\n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"OUTPOST SIEGE // TAVERN BRAWLER"},{"attributes":{"header":3},"insert":"\n"},{"insert":"'Free' impulse draws are usually a good thing, I think, generally speaking. Siege gives us an LTB burn mode that is very much relevant late in games. Tavern Brawler is a swag add because it's unreliable in any other deck.\n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"PYROHEMIA"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Repeatable pseudo-boardwipe is repeatable. As long as Norin takes his always-excused absence, he will return at the end step, erasing this already-great card's supposed 'drawback'. \n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"ROSE-ROOM TREASURER"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Recurring mana ramp with situational targeted damage. This card is a bit odd, but it fits very well in Norin. We get mostly Treasures (yawn), with a side of BONK! (yay).\n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"GIMLI OF THE GLITTERING CAVES"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Be honest: in what other deck are you ever running this? But in this deck... holy frijoles, Torbran's been pumpin' that iron! A Norin fanboy, if I've ever seen one. He simps so hard each time he bears witness to the King's return. I didn't know our Savior was also a canonized LOTR character. Awesome!\n\n"},{"attributes":{"color":"#ffff00"},"insert":"Mana Ramp"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nBirgi, God of Storytelling\nDockside Extortionist\nChrome Mox + Mox Amber\nHonor-Worn Shaku + Relic of Legends\n\n"},{"attributes":{"color":"#ffff00"},"insert":"COMBAT PROTECTION"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nNorin is perfect the way he is, and so are you. But if we had to nitpick just one teeny-tiny thing, then you may kinda-sorta realize the most glaring drawback of the Norin-flavored experience is how vulnerable we constantly are during the combat phase. Most of the time, we have little-to-no pressure in attacking our opponents during our turns, and we are completely open to our opponents during their turns. That is why we are partial to the Norin-sanctioned strategy of adding in some spice to keep our life ahead of the curve.\n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"GLACIAL CHASM"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This include may appear as something of a head-scratching, unassuming card to the untrained eye. But it's actually a house the more we understand how it works with this deck. This card does several things for us. First, it completely blanks our opponents' combat phases (whether through damage or infect). Second, it subtly goads our opponents into attacking each other, sort of like how a Breena deck would. Third, it's a land card, the most sticky and difficult permanent to remove. Fourth, we run Crucible of Worlds, which can grab back the land we sacrificed earlier (or Chasm itself in case it gets removed). Fifth and finally, it negates "},{"attributes":{"italic":true,"bold":true},"insert":"ALL"},{"insert":" damage we take, including our own cards that would otherwise damage us, such as Dictate of the Twin Gods, Manabarbs, Sulfuric/Roiling Vortex, and Spellshock. This allows us to completely break parity with some important stax pieces.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Glacial Crevasses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Fun fact: this card is on the Reserve List. Another fun fact: you'll never run this card in any other deck. That's why I love it! It's weird, fun, unique, and most of your friends are going to go, \"what the heck is this card?!\" the first time you play it. This is one of the main reasons we run Snow-Covered Mountains in our deck: we can take advantage of this odd, yet situationally amazing, effect. Just like Glacial Chasm, It protects us from dying to an opponent's combat phase. We can also play politics and use it to save another person from lethal, on the condition they agree to accept Norin in their heart by becoming his personal slave. We run Crucible of Worlds also, so we can always retrieve those sacrificed Mountains and keep our combat-protective ammo fueled.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Ensnaring Bridge"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Norin adheres to the ye olden philosophy of mono-red chaos, which is a fancy way of saying we don't hold many cards in our hand. This card is live more often than you think. It further synergizes as another added layer of defense to our usually-open boards.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Maze of Ith"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I don't usually run Ith and I'm generally a bit lower on this card compared to others, but for Norin's sake... I'll run it, gosh darn it! It's even more combat protection to deter our opponents from swinging at our usually-open field. It can block off a scary Voltron or infect attacker.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Labyrinth of Skophos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Basically a worse second copy of Ith. Unlike Ith, however, it does tap for mana, which is appreciated.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Silent Arbiter"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This creature pulls a lot of weight in keeping go-wide combat decks from getting out of control. It overall makes combat more simple and honest, and that's just the way Lord Norin likes it!\n\n"},{"attributes":{"color":"#66b966"},"insert":"Kher Keep"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A simple card that summons a chump blocker in a pinch. It also triggers ETB shenanigans, which works well with our several Norin-flavored cards in the deck.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Genesis Chamber"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This card will passively generate an army of 1/1 token blockers in no time.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Smoke"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This card is a slap against those uncivilized peons and their neanderthal beatdown strategies. We barely care about the combat phase, and our opponents will have a much more difficult time inflicting pain against our flesh. This is perfectly fine with His Leave-and-Returnliness, who suggests that we use more... \"unconventional\" methods of subjugation. Pairs nicely with Maze of Ith for extra lockdown.\n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"Brash Taunter"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Have you ever wondered why Brash Taunter looks so angry? It's because he disapproves of the many heretics who scoff at Norin's Chadliness. Our boi Brashy T. knows what's up. Who cares if he's over-costed and slow? He is a devout follower of the Church of Norin and he is very, "},{"attributes":{"italic":true,"bold":true},"insert":"VERY"},{"insert":" grumpy that you're not. Of course he gets added to our deck! What sort of sacrilege do you condone by not adding Brashy? What has Brashy ever done to you?! Uh, besides beat you up? B-but that's only because you're not worshiping our one true lord and savior! He's only trying to help you... In all seriousness though, Brashy T. functions as a very solid standalone blocker to help with our weak combat phase. He has immunity to our abundance of nuke spells, and he's yet another outlet of inflicting damage to our opponents. Great fit overall.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Stuffy Doll"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Brashy T, Mark II. It's less versatile since we can't force fighting, and the damage is restricted to one opponent, but still pulls it weight in mitigating combat damage against us.\n\n"},{"attributes":{"color":"#ffff00","bold":true},"insert":"Wheels"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWe're in mono-red, which means lots of fast casting and lots of no cards in hand. Wheels are essential to keep our hand refreshed and energized at all times, making me very partial to running a healthy amount. Wheels are also great for filling up our graveyard, adding to Underworld Breach's potency.\n\nReforge the Soul\nValakut Awakening\nVindictive Flamestoker\nWheel of Fortune\nWheel of Misfortune\n\n"},{"attributes":{"color":"#ffff00"},"insert":"Cantrips"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nFaithless Looting\nSmuggler's Copter\nTome of Legends\n\n"},{"attributes":{"color":"#ffff00"},"insert":"Impulse Draws"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nJeska's Will\nLight Up the Stage\nOutpost Siege\n\n"},{"attributes":{"color":"#66b966"},"insert":"Tavern Brawler"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It's basically a second copy of Outpost Siege. The difference being it's one mana less, and we don't have access to the situational LTB mode. The one condition is we need Norin to be alive on our upkeep for this card to work. Norin is extremely difficult to remove and he will be on the field on nearly every upkeep. It's for this reason Tavern Brawler will work nearly every turn. Obviously though, we are playing this card for the +X/+0 effect, so that Norin can strike fear into our feeble opponent's eyes. The free impulse draw is a nice side-effect too, I suppose...\n\n"},{"attributes":{"color":"#66b966"},"insert":"Chandra, Torch of Defiance"},{"attributes":{"header":2},"insert":"\n"},{"insert":"My favorite red Planswalker. It's so difficult to ever feel bad running this card in mono red. She has +1 abilities that can give you mana ramp, an impulse draw, or burn. That alone is super good! Her other abilities are pretty nice, also. The second ability is situationally helpful, and the ultimate is a great way to finish off the game.\n\n"},{"attributes":{"color":"#ffff00"},"insert":"Tutors"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"Gamble"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Red isn't exactly famous for its search power, so take what we're given. Gamble is the best of the best in that regard for mono-red. It's basically a one mana Demonic Tutor with an Entomb downside. The odds are generally in your favor that you keep what you search for, which makes Gamble a risk-reward card worth adding for many decks.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Imperial Recruiter"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tutoring is rare in red, making Imperial Recruiter a gem for any mono-red deck, even in a deck that's not very creature-focused, such as ours. It can search out some very useful pieces, including:\n\t+ Brash Taunter (Combat Blocker + Indestructible + Targeted Damage)\n\t+ Dockside Extortionist (Mana Ramp)\n\t+ Magus of the Moon (Annoying Stax)\n\t+ Pia and Kiran Nalaar (ETB Swarm + Targeted Damage)\n\t+ Ragavan, Nimble Pilferer (ETB Recurrence + Haste + Mana Ramp + Card Theft + Nuisance)\n\t+ Reinforced Ronin (ETB Recurrence + Haste + Cycling)\n\t+ Siege-Gang Commander (ETB Swarm + Targeted Damage)\n\t+ Torbran, Thane of Redfell (Damage Enabler)\n\t+ Vindictive Flamestoker (Card Draw)\n\n"},{"attributes":{"color":"#ffff00"},"insert":"BOARD WIPES"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Many do not choose to believe in the teachings of Norin. In fact, practically everyone but Norin ignores him; this disturbs Norin, hence why he's so wary to run away. Ergo, we come equipped with ample boardwipes, to cleanse the field of these persistent non-believers. Norin appreciates it when the scary things go away. It's also show of our devotion to our Lord. In demonstrating his greatness, Norin somehow narrowly escapes the grip of death each time with an ancient technique he prefers to call, \"proactively dodging\". That's why we run no shortage of six - count 'em, six! - of the best board wipes available in red. Only for you, O' Chosen One! You deserve nothing but the best.\n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"BLASPHEMOUS ACT"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Anyone who has spent more than two seconds deckbuilding in Commander knows this card is an auto-include for any with access to red. It's that good. Since our choices are restricted to red only, that only makes the decision all the more obvious. Don't leave home without it.\n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"CHAIN REACTION"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If you're in mono-red, which Norin prefers us to be, this is likely the next-best option after Blasphemous Act. It's functionally a red variation of Wrath of God or Damnation most of the time. After much deliberation, Norin himself - for personal reasons - has decided he will not contribute towards the X counter upon resolution; he believes quite strongly the mythical lost art of \"proactive dodging\" shall always take firm priority. What a guy! Always setting the standard. Our hero, indeed.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Starstorm"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The next-best board wipe in mono-red is likely to be "},{"attributes":{"strike":true},"insert":"PK"},{"insert":" Starstorm. It's a bit mana-intensive at times, but it's highly flexible to compensate. Keep in mind it's instant-speed removal, which is very rare for a board wipe involving creatures. The X mana gives it versatility to pay for only what you need, clearing out the creature(s) you consider to carry the appropriate Toughness threshold. The cycling is a nice extra bonus in case the card is a brick and you require something else.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Fiery Confluence"},{"attributes":{"header":2},"insert":"\n"},{"insert":"You might be able to argue that Burn Down the House is better for this deck, but I'm more partial to Fiery Confluence because it's one mana cheaper and has greater versatility. All three modes are relevant and useful. We can board wipe any creature with up to 3 toughness or less, we can burn opponents for up to 6 damage, we can pop up to 3 artifacts, or we can do any combination thereof. Keep in mind also this card has spectacular synergy with cards like Torbran, Dictate of the Twin Gods, Fiery Emancipation, and Mechanized Warfare. A good card that becomes great for this style of deck.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Rolling Earthquake"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A card that scales with the game. Horsemanship almost never matters, so it's pretty much a clean nuke. Bonus points for damaging opponents' life totals, which can double-up as a win-con. provided we have the most life.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Pyrohemia"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Bonus round! Who says board wipes need to be sorceries or instants? Pyrohemia is so ridiculously good in this deck. It's seriously a top 5 card. It functions as a recurring board wipe that doesn't go away because Norin showing up end-of-turn deactivates this card's so-called perceived \"downside\". Pair this with Torbran, Mechanized Warfare, or Fiery Emancipation, and it even functions as a win-con that will burn our opponents before us. Holy cow, this card is insane!\n\n"},{"attributes":{"color":"#ffff00"},"insert":"CARDS TO CONSIDER"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThere are lots of fun adds to think about in Norin, but only so many slots. Here are some extra ideas to think about if you're wanting to joining our ranks in the Church of Norin.\n\nLeyline of Combustion\nMemory Jar\nMind Stone\nSawblade Scamp\n\n"},{"attributes":{"color":"#66b966"},"insert":"Birgi // Harnfel, Horn of Bounty"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Harnfel is the inferior opposite side of Birgi, but it's far from bad. If you have ample mana and bricks in your hand, you could do worse than playing an alternative Light Up the Stage. You'll go into Birgi most of the time, but this exists as a \"free\" option, and there will be niche scenarios where Harnfel proves to be the more useful side. No complaints here.\n\n"},{"attributes":{"color":"#66a3e0"},"insert":"JOKULHAUPS"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Oh dear, this spell. Because friends are overrated. We run a lot of Enchantments, and don't care much for creature removal, so there is some method to the madness here. If we have Norin + Impact Tremors or Purphoros on the field (none die to Jokulhaups), it's pretty much 'Scoop City' for our opponents as they spend multiple turns rebuilding their field whilst getting burned alive hopelessly in a torturously slow and cruel manner. And just so we're clear here: no, I do not condone this strategy. Please don't ask why anyone would build a deck this way. I'm only here so I don't get fined.\n\n"},{"attributes":{"color":"#66a3e0"},"insert":"SMUGGLER'S COPTER"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Did you know Norin is the one flying this vehicle in the art! ...What do you mean you can't see the pilot? ...And what do you mean I have no source? So much needless badgering. It's always better to accept than to question. And okay, even if he's not the pilot, he should be cuz of the great synergy! We get the copter card online every turn by simply tapping Norin before he leaves the field. This effectively guarantees a blocker on smaller attackers and flying threats, with the added benefit of looting our hand every time it connects with something. This card was a staple in Pioneer before getting hit with the ban hammer, and while not as good in Commander, it lands a unique niche with this deck. The reason we don't run is because we don't use our graveyard; the looting aspect does nothing for us.\n\n"},{"attributes":{"color":"#66a3e0"},"insert":"TERROR OF THE PEAKS"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Effectively a Warstorm Surge on a body. Doesn't make the cut since creatures don't stick around as often as enchantments. \n\n"},{"attributes":{"color":"#66b966"},"insert":"Zo-Zu the Punisher"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This used to be a staple of an older build before I decided to include Crucible of Worlds and Fetchlands. At that point, it became too punishing to be worth considering.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Goblin Theme"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There's an alternative build I heavily considered a long time back that utilized more of a goblin ETB swarm theme. Utilizing cards like Krenko, Mob Boss & Tinstreet Kingpin, Mogg War Marshal, Beetleback Chief, etc. The idea was to maximize Purphoros + Impact Tremors procs until I later felt the strategy was too basic. I decided to focus more on winning through controlled chaos rather than aggressive swarm; I believe the former to be both the more synergistic and thematic strength of what a Norin deck is all about. Ergo: we are hipster nonconformists. That means you must build your deck exactly the way I tell you to. Tis the only way to break the mold. Normies are gonna norm.\n"}]}












































































































































































































































