Mr_Modular
4.4k views4 days ago
Commander
Size: 100Salt sum: 35.39
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":{"card-link":"Rocco, Cabaretti Caterer"}},{"insert":" is hosting the party of the year and really thought of everything. He only has one problem... The guy he hired to perform tonight has stage fright! He goes by the name of "},{"insert":{"card-link":"Norin the Wary"}},{"insert":". Maybe you've heard of him? While Rocco does a good job of pulling Norin out of the backstage (i.e. "},{"attributes":{"italic":true},"insert":"our library"},{"insert":") by T3 or T4, Norin just keeps on disappearing!\n\nEveryone has heard of the wary Norin that sneaks in and out of play each turn. Imagine what options we create, if we would transform this iconic mono-red commander to a Naya hidden commander!? Set up your value engine and watch your opponents get frustrated as they cannot remove that darn Norin that keeps coming back!\n\n"},{"attributes":{"bold":true},"insert":"What to look for in an opening hand"},{"insert":": \nYou want to be able to fix your colors as quickly as possible and be able to ramp to 4 mana to cast Rocco and fetch Norin. Having a card draw engine in your opening hand is definitely a bonus."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"First turns"},{"insert":":\nFix your colors and ramp with 2 cmc spells to cast Rocco and fetch Norin on T3. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cast a payoff for Norin if possible to set up your board. This could be a Soul Sister for life gain, a burn piece like "},{"insert":{"card-link":"Impact Tremors"}},{"insert":", ramp like "},{"insert":{"card-link":"Gala Greeters"}},{"insert":", removal like "},{"insert":{"card-link":"Aura Shards"}},{"insert":", a token generator like "},{"insert":{"card-link":"Genesis Chamber"}},{"insert":" or ideally a card draw engine like "},{"insert":{"card-link":"Tocasia's Welcome"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"To achieve the above, several lands are flexible on the color they can provide, depending on your opening hand. Pathway lands can be played on either side and "},{"insert":{"card-link":"Starting Town"}},{"insert":" and "},{"insert":{"card-link":"City of Brass"}},{"insert":" are other examples of early game color optimizers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Once Norin is hopping in and out of the battlefield"},{"insert":":\nSit back and accumulate value through all your payoffs. Watch opponents life totals go down as yours goes up. Keep drawing cards to have options available and ramp by never missing a land drop or play further ramp. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Important: don't overcommit to the board! While Norin is notoriously difficult to remove, your board state most certainly can be wiped. Be sure to keep options in your hand to re-deploy if others get removed. While it's tempting to deal 12 damage per turn cycle, 8 can suffice to kill everyone in 5 turns, so keep that last burn pay off in your hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keep your eyes open for those few things that can remove Norin. Your own removal should be pointed at these dangers to remove them from the board asap OR instant speed interaction can also be used to make Norin disappear when a fatal activated or triggered ability is on the stack. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Removal through activated abilities (eg "},{"insert":{"card-link":"Prodigal Sorcerer"}},{"insert":")"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Removal through triggered abilities (eg "},{"insert":{"card-link":"Ravenous Chupacabra"}},{"insert":") "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Stifle"}},{"insert":" effects that prevent him from leaving the board"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"End-the-turn-effects that prevent Norin from returning from exile (eg "},{"insert":{"card-link":"Sundial of the Infinite"}},{"insert":"). "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Static abilities that reduce a creatures toughness (eg "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":") "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"A lot of interaction also makes tokens. If people threaten to kill you, your board or Norin, cast a loaded "},{"insert":{"card-link":"Grand Crescendo"}},{"insert":" at instant speed and see if they survive all the burn triggers on the stack!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"People will start attacking you to kill you. Tokens and lifegain are your friends here. This deck likes to grind it out until only Norin stands as victor!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Notable cards & interactions"},{"insert":":\n"},{"insert":{"card-link":"Wirewood Symbiote"}},{"insert":" is a very special card in the deck. It can pull our commander back to hand to tutor for something else without having to worry about commander tax. On the other hand, people will be reluctant to attack into Rocco as they know you will just tutor for something bad for them anyway. Later in the game the best tutor target would be "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":". If you don't play out all your burn on the board, he will remain an indestructible enchantment making your opponents life miserable with at least 2 damage per turn. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Note that some people pilot the deck in such a way that they first get Wirewood Symbiote T3 and then Norin on T4 on Rocco's second cast from hand. This way they play a more tutor heavy game where Rocco is bounced and recast to deploy the game pieces you need at any given time. Wirewood can always be activated in response to removal to recover Rocco. Just be sure to include "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" to the deck to recover Wirewood if necessary then. I personally prefer to play the faster T3 Rocco and accumulate value naturally, playing a grindier game where I can always redeploy the next value piece if something gets removed. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you have "},{"insert":{"card-link":"Kirol, Attentive First-Year"}},{"insert":" in your opening hand it's worth casting him before Rocco and postponing the T3 Norin entry. Because if Kirol's on the field and you cast Rocco, you can tap both these creatures in response to Rocco's ETB to get both Norin and Wirewood Symbiote."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Saltskitter"}},{"insert":" can serve as a Norin copy that's equally hard to remove, although his self-exiling effect isn't as easily to trigger. Therefore timing is essential. At the end of each turn, stack the effects so that Saltskitter enters first, followed by Norin. This triggers Saltskitter immediately, making him disappear until the end of the next turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Molten Echoes"}},{"insert":" is run over "},{"insert":{"card-link":"Gandalf the White"}},{"insert":" (who appears in most list) as the enchantment is less easy to remove, it's one mana cheaper and naming Human will generate us double triggers as well. Not only for Norin's ETB but also from the other Humans in the list ("},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":", "},{"insert":{"card-link":"Chomping Changeling"}},{"insert":", ...). "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Yes, this deck plays "},{"insert":{"card-link":"Farewell"}},{"insert":". It's my only deck I play it in because it doesn't extend the game's duration. On the contrary, you wisely choose which threats to remove from opponents' board and you make sure you keep your value pieces or cast something from hand afterwards. Norin gets exiled on cast of Farewell and re-enters end of turn to continue the shenanigans before opponents can rebuild."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Rule zero conversation: we play the legal Unfinity "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Sticker"},"insert":"sticker sheets"},{"insert":" now! You find the 10 sticker sheets I use in the decklist. Reminder: you choose 3 sheets at random at the beginning of the game. "},{"insert":{"card-link":"Park Bleater"}},{"insert":" gathers tickets at immense speed in this deck and after one turn cycle we can make Norin even a little more broken by putting a sticker on him that sticks with him even in & out of exile. The sheets you hope to pick:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Yawgmoth Merfolk Soul"}},{"insert":": THE best option. Every turn target opponents discards OR we get "},{"attributes":{"italic":true,"bold":true},"insert":"5 "},{"insert":"creature tokens "},{"attributes":{"italic":true},"insert":"per turn"},{"insert":". This will burn the table out in no time."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Deep-Fried Plague Myr"}},{"insert":": Norin is now his own "},{"insert":{"card-link":"Aura Shards"}},{"insert":"."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cool Fluffy Loxodon"}},{"insert":": Norin leaves, we draw a card. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"..."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Future considerations: "},{"insert":{"card-link":"Tendershoot Dryad"}},{"insert":" and "},{"insert":{"card-link":"Illustrious Wanderglyph"}},{"insert":" are interesting includes as they generate a token on "},{"attributes":{"italic":true},"insert":"each "},{"insert":"upkeep. Current cuts for them would be Angelic Sell-Sword and Vanquish the Horde.\n\n"},{"attributes":{"bold":true},"insert":"Change log"},{"insert":": \n"},{"attributes":{"italic":true},"insert":"June 2026: "},{"insert":"Some experiments. Might revert back on them if I find I miss the cantrip Walls."},{"attributes":{"italic":true},"insert":" "},{"insert":{"card-link":"Sunpearl Kirin"}},{"insert":" out. "},{"insert":{"card-link":"Park Bleater"}},{"insert":" in. We're gonna have some fun with stickers. Added a section to the primer to explain the options. "},{"insert":{"card-link":"Champion of Lambholt"}},{"insert":" out. "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" in. Another copy effect for the triggered abilities of the many 2 or less powered creatures in the deck. If we would end up creating a surplus of tokens, Delney also makes sure they go through swinging. "},{"insert":{"card-link":"Wall of Blossoms"}},{"insert":" out. "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" in. More powerful draw. "},{"insert":{"card-link":"Wall of Omens"}},{"insert":" out. "},{"insert":{"card-link":"Bloom Tender"}},{"insert":" in. More powerful mana for explosive turns. "},{"insert":{"card-link":"Mentor of the Meek"}},{"insert":" out. "},{"insert":{"card-link":"Kirol, Attentive First-Year"}},{"insert":" in. Mentor is the weakest card draw engine as it requires 1 mana to get your card. Instead we'll experiment with Kirol. Notes on him are added to the primer."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"March 2026"},{"insert":": "},{"insert":{"card-link":"Hero of Bretagard"}},{"insert":" out. "},{"insert":{"card-link":"Tokka & Rahzar, Unsupervised"}},{"insert":" in. While T&R can also serve a role as first strike beater, their main advantage lies in the treasure generation they offer on each turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"February 2026"},{"insert":": some major changes to the list and the start of the change log. A lot of the high mana cards were removed in favor of instant speed interaction to protect Norin better (eg "},{"insert":{"card-link":"Noxious Revival"}},{"insert":"). Most of these also happen to make tokens: "},{"insert":{"card-link":"Grand Crescendo"}},{"insert":", "},{"insert":{"card-link":"Artifact Mutation"}},{"insert":", "},{"insert":{"card-link":"Aura Mutation"}},{"insert":", ... Further, I dropped "},{"insert":{"card-link":"Wood Elves"}},{"insert":" and "},{"insert":{"card-link":"Farhaven Elf"}},{"insert":" in favor of more T2 ramp and cut "},{"insert":{"card-link":"Elvish Visionary"}},{"insert":" in favor of "},{"insert":{"card-link":"Wall of Blossoms"}},{"insert":" and "},{"insert":{"card-link":"Wall of Omens"}},{"insert":" as they are sturdier as blockers. "},{"insert":{"card-link":"Guide of Souls"}},{"insert":" is replaced by "},{"insert":{"card-link":"Virulent Emissary"}},{"insert":" as it can deter some attacks and I didn't feel I got the most out of the Guide's pump effect. Finally, "},{"insert":{"card-link":"Reclamation Sage"}},{"insert":" is upgraded by "},{"insert":{"card-link":"Chomping Changeling"}},{"insert":" as it provides both the Elf and Human type synergies. "},{"insert":{"card-link":"Gandalf the White"}},{"insert":" is replaced by "},{"insert":{"card-link":"Molten Echoes"}},{"insert":" as the enchantment is less easy to remove and naming Human will generate us double triggers as well. Not only for Norin's ETB but also from the other Humans in the list. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The end"},{"insert":". You want to learn how Rocco's story continues after the chaotic live act of Norin? Check out my "},{"insert":{"card-link":"Rocco, Street Chef"}},{"insert":" deck where "},{"attributes":{"link":"https://archidekt.com/decks/20411286/rocco_street_chef_just_a_bit_too_spicy_"},"insert":"he cooks up a burning storm!"},{"insert":"\n\n"},{"attributes":{"italic":true,"bold":true},"insert":"Inspirations"},{"insert":":\nMy version is heavily focused on a grindy game to burn out opponents, while staying alive through lifegain. I've seen other interesting builds that focus heavier on token production and/or midrange combat.\nhttps://moxfield.com/decks/O9ATDcQk4kaGUMFwN1Vxhg (bkBearKnuckleBee - token focus)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://moxfield.com/decks/GH6Xy_eMgU-Cr7Mu1zghJA (Fluxify - token focus)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://moxfield.com/decks/U7k-tFQfcESOyqF-tVQ_HQ (Zangrande - token focus)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://archidekt.com/decks/14956537 (Morphion - +1/+1 counter focus)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://www.moxfield.com/decks/rXFUHSLyHUSduvwLe50ZKg (Lechuga Maxima)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://www.moxfield.com/decks/OdYuk-byy0OY13L3CI6SGA (deathriteramen)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://www.moxfield.com/decks/Q24dGkewZUSpGtggD0DKgQ (kalarticus)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://moxfield.com/decks/Wy8fSYnEaUmk4xpOjTS6Jg (Shaddington - retired)"},{"attributes":{"list":"bullet"},"insert":"\n"}]}
Blink
Blink
(CTRL to add secondary)
Burn
Molten Gatekeeper
Whenever another creature you control enters, this creature deals 1 damage to each opponent.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature Artifact - Golem

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

Weftstalker Ardent
Whenever another creature or artifact you control enters, this creature deals 1 damage to each opponent.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Artificer Drix

Burn
(CTRL to add secondary)
Copy
Copy
(CTRL to add secondary)
Draw
Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence 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.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence 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 - Sheep Glimmer

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Lifegain
Lifegain
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Tokens
Angelic Sell-Sword
Flying, vigilance
Whenever this creature or another nontoken creature you control enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever this creature attacks, if its power is 6 or greater, draw a card.
Whenever this creature or another nontoken creature you control enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever this creature attacks, if its power is 6 or greater, draw a card.
Creature - Angel Mercenary

Warden of the Grove
At the beginning of your end step, put a +1/+1 counter on this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Creature - Hydra

Tokens
(CTRL to add secondary)
1 To Test
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Gandalf the White
Flash
You may cast legendary spells and artifact spells as though they had flash.
If a legendary permanent or an artifact entering or leaving the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
You may cast legendary spells and artifact spells as though they had flash.
If a legendary permanent or an artifact entering or leaving the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Wizard Avatar

Guide of Souls
Whenever another creature you control enters, you gain 1 life and get (an energy counter).
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Creature - Human Cleric

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


Saradoc, Master of Buckland
Whenever Saradoc or another nontoken creature you control with power 2 or less enters, create a 1/1 white Halfling creature token.
Tap two other untapped Halflings you control: Saradoc gets +2/+0 and gains lifelink until end of turn.
Tap two other untapped Halflings you control: Saradoc gets +2/+0 and gains lifelink until end of turn.
Legendary Creature - Citizen Halfling

Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel

1 To Test
(CTRL to add secondary)
Don't own (yet)
Aang, Airbending Master
When Aang enters, airbend another target creature. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Whenever one or more creatures you control leave the battlefield without dying, you get an experience counter.
At the beginning of your upkeep, create a 1/1 white Ally creature token for each experience counter you have.
Whenever one or more creatures you control leave the battlefield without dying, you get an experience counter.
At the beginning of your upkeep, create a 1/1 white Ally creature token for each experience counter you have.
Legendary Creature - Human Avatar Ally

Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian

Illustrious Wanderglyph
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Other artifact creatures you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
Other artifact creatures you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
Creature Artifact - Golem

Ocelot Pride
First strike, lifelink
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Creature - Cat

Tendershoot Dryad
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
Creature - Dryad

Don't own (yet)
(CTRL to add secondary)
Maybeboard
Aid from the Cowl
Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. Otherwise, you may put it on the bottom of your library.
Enchantment

Black Panther, Wakandan King
First strike
Survey the Realm — Whenever Black Panther or another creature you control enters, put a +1/+1 counter on target land you control.
Mine Vibranium — : Move all +1/+1 counters from target land you control onto target creature. If one or more +1/+1 counters are moved this way, you gain that much life and draw a card.
Survey the Realm — Whenever Black Panther or another creature you control enters, put a +1/+1 counter on target land you control.
Mine Vibranium — : Move all +1/+1 counters from target land you control onto target creature. If one or more +1/+1 counters are moved this way, you gain that much life and draw a card.
Legendary Creature - Human Hero Noble

Boss's Chauffeur
This creature enters with a number of +1/+1 counters on it equal to one plus the number of other creatures you control.
Alliance — Whenever another creature you control enters, put a +1/+1 counter on this creature.
When this creature dies, create a 1/1 green and white Citizen creature token for each +1/+1 counter on it.
Alliance — Whenever another creature you control enters, put a +1/+1 counter on this creature.
When this creature dies, create a 1/1 green and white Citizen creature token for each +1/+1 counter on it.
Creature - Elf Citizen

Fated Firepower
Flash
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
Enchantment

Grafted Exoskeleton
Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent.
Equip
Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent.
Equip
Artifact - Equipment

Hero of Bretagard
Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, put that many +1/+1 counters on this creature.
As long as this creature has five or more counters on it, it has flying and is an Angel in addition to its other types.
As long as this creature has ten or more counters on it, it has indestructible and is a God in addition to its other types.
As long as this creature has five or more counters on it, it has flying and is an Angel in addition to its other types.
As long as this creature has ten or more counters on it, it has indestructible and is a God in addition to its other types.
Creature - Human Warrior

Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Kodama of the East Tree
Reach
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Spirit

Life of the Party
First strike, trample, haste
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of creatures you control.
When this creature enters, if it's not a token, each opponent creates a token that's a copy of it. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of creatures you control.
When this creature enters, if it's not a token, each opponent creates a token that's a copy of it. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
Creature - Elemental

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

Parting Gust
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Instant

Phelia, Exuberant Shepherd
Flash
Whenever Phelia attacks, exile up to one other target nonland permanent. At the beginning of the next end step, return that card to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on Phelia.
Whenever Phelia attacks, exile up to one other target nonland permanent. At the beginning of the next end step, return that card to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on Phelia.
Legendary Creature - Dog

Radagast the Brown
Whenever Radagast or another nontoken creature you control enters, look at the top X cards of your library, where X is that creature's mana value. You may reveal a creature card that doesn't share a creature type with a creature you control from among those cards and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Creature - Wizard Avatar

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

Samwise Gamgee
Whenever another nontoken creature you control enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Sacrifice three Foods: Return target historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Sacrifice three Foods: Return target historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Legendary Creature - Peasant Halfling

The Jolly Balloon Man
Haste
, : Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
, : Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
Legendary Creature - Human Clown

The War Doctor
Whenever one or more other permanents phase out and whenever one or more other cards are put into exile from anywhere, put a time counter on The War Doctor.
Whenever The War Doctor attacks, it deals damage equal to the number of time counters on it to any target. If a creature dealt damage this way would die this turn, exile it instead.
Whenever The War Doctor attacks, it deals damage equal to the number of time counters on it to any target. If a creature dealt damage this way would die this turn, exile it instead.
Legendary Creature - Doctor Time Lord

Maybeboard
(CTRL to add secondary)
Stickers
Stickers
(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":{"card-link":"Rocco, Cabaretti Caterer"}},{"insert":" is hosting the party of the year and really thought of everything. He only has one problem... The guy he hired to perform tonight has stage fright! He goes by the name of "},{"insert":{"card-link":"Norin the Wary"}},{"insert":". Maybe you've heard of him? While Rocco does a good job of pulling Norin out of the backstage (i.e. "},{"attributes":{"italic":true},"insert":"our library"},{"insert":") by T3 or T4, Norin just keeps on disappearing!\n\nEveryone has heard of the wary Norin that sneaks in and out of play each turn. Imagine what options we create, if we would transform this iconic mono-red commander to a Naya hidden commander!? Set up your value engine and watch your opponents get frustrated as they cannot remove that darn Norin that keeps coming back!\n\n"},{"attributes":{"bold":true},"insert":"What to look for in an opening hand"},{"insert":": \nYou want to be able to fix your colors as quickly as possible and be able to ramp to 4 mana to cast Rocco and fetch Norin. Having a card draw engine in your opening hand is definitely a bonus."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"First turns"},{"insert":":\nFix your colors and ramp with 2 cmc spells to cast Rocco and fetch Norin on T3. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cast a payoff for Norin if possible to set up your board. This could be a Soul Sister for life gain, a burn piece like "},{"insert":{"card-link":"Impact Tremors"}},{"insert":", ramp like "},{"insert":{"card-link":"Gala Greeters"}},{"insert":", removal like "},{"insert":{"card-link":"Aura Shards"}},{"insert":", a token generator like "},{"insert":{"card-link":"Genesis Chamber"}},{"insert":" or ideally a card draw engine like "},{"insert":{"card-link":"Tocasia's Welcome"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"To achieve the above, several lands are flexible on the color they can provide, depending on your opening hand. Pathway lands can be played on either side and "},{"insert":{"card-link":"Starting Town"}},{"insert":" and "},{"insert":{"card-link":"City of Brass"}},{"insert":" are other examples of early game color optimizers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Once Norin is hopping in and out of the battlefield"},{"insert":":\nSit back and accumulate value through all your payoffs. Watch opponents life totals go down as yours goes up. Keep drawing cards to have options available and ramp by never missing a land drop or play further ramp. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Important: don't overcommit to the board! While Norin is notoriously difficult to remove, your board state most certainly can be wiped. Be sure to keep options in your hand to re-deploy if others get removed. While it's tempting to deal 12 damage per turn cycle, 8 can suffice to kill everyone in 5 turns, so keep that last burn pay off in your hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keep your eyes open for those few things that can remove Norin. Your own removal should be pointed at these dangers to remove them from the board asap OR instant speed interaction can also be used to make Norin disappear when a fatal activated or triggered ability is on the stack. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Removal through activated abilities (eg "},{"insert":{"card-link":"Prodigal Sorcerer"}},{"insert":")"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Removal through triggered abilities (eg "},{"insert":{"card-link":"Ravenous Chupacabra"}},{"insert":") "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Stifle"}},{"insert":" effects that prevent him from leaving the board"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"End-the-turn-effects that prevent Norin from returning from exile (eg "},{"insert":{"card-link":"Sundial of the Infinite"}},{"insert":"). "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Static abilities that reduce a creatures toughness (eg "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":") "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"A lot of interaction also makes tokens. If people threaten to kill you, your board or Norin, cast a loaded "},{"insert":{"card-link":"Grand Crescendo"}},{"insert":" at instant speed and see if they survive all the burn triggers on the stack!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"People will start attacking you to kill you. Tokens and lifegain are your friends here. This deck likes to grind it out until only Norin stands as victor!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Notable cards & interactions"},{"insert":":\n"},{"insert":{"card-link":"Wirewood Symbiote"}},{"insert":" is a very special card in the deck. It can pull our commander back to hand to tutor for something else without having to worry about commander tax. On the other hand, people will be reluctant to attack into Rocco as they know you will just tutor for something bad for them anyway. Later in the game the best tutor target would be "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":". If you don't play out all your burn on the board, he will remain an indestructible enchantment making your opponents life miserable with at least 2 damage per turn. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Note that some people pilot the deck in such a way that they first get Wirewood Symbiote T3 and then Norin on T4 on Rocco's second cast from hand. This way they play a more tutor heavy game where Rocco is bounced and recast to deploy the game pieces you need at any given time. Wirewood can always be activated in response to removal to recover Rocco. Just be sure to include "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" to the deck to recover Wirewood if necessary then. I personally prefer to play the faster T3 Rocco and accumulate value naturally, playing a grindier game where I can always redeploy the next value piece if something gets removed. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you have "},{"insert":{"card-link":"Kirol, Attentive First-Year"}},{"insert":" in your opening hand it's worth casting him before Rocco and postponing the T3 Norin entry. Because if Kirol's on the field and you cast Rocco, you can tap both these creatures in response to Rocco's ETB to get both Norin and Wirewood Symbiote."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Saltskitter"}},{"insert":" can serve as a Norin copy that's equally hard to remove, although his self-exiling effect isn't as easily to trigger. Therefore timing is essential. At the end of each turn, stack the effects so that Saltskitter enters first, followed by Norin. This triggers Saltskitter immediately, making him disappear until the end of the next turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Molten Echoes"}},{"insert":" is run over "},{"insert":{"card-link":"Gandalf the White"}},{"insert":" (who appears in most list) as the enchantment is less easy to remove, it's one mana cheaper and naming Human will generate us double triggers as well. Not only for Norin's ETB but also from the other Humans in the list ("},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":", "},{"insert":{"card-link":"Chomping Changeling"}},{"insert":", ...). "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Yes, this deck plays "},{"insert":{"card-link":"Farewell"}},{"insert":". It's my only deck I play it in because it doesn't extend the game's duration. On the contrary, you wisely choose which threats to remove from opponents' board and you make sure you keep your value pieces or cast something from hand afterwards. Norin gets exiled on cast of Farewell and re-enters end of turn to continue the shenanigans before opponents can rebuild."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Rule zero conversation: we play the legal Unfinity "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Sticker"},"insert":"sticker sheets"},{"insert":" now! You find the 10 sticker sheets I use in the decklist. Reminder: you choose 3 sheets at random at the beginning of the game. "},{"insert":{"card-link":"Park Bleater"}},{"insert":" gathers tickets at immense speed in this deck and after one turn cycle we can make Norin even a little more broken by putting a sticker on him that sticks with him even in & out of exile. The sheets you hope to pick:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Yawgmoth Merfolk Soul"}},{"insert":": THE best option. Every turn target opponents discards OR we get "},{"attributes":{"italic":true,"bold":true},"insert":"5 "},{"insert":"creature tokens "},{"attributes":{"italic":true},"insert":"per turn"},{"insert":". This will burn the table out in no time."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Deep-Fried Plague Myr"}},{"insert":": Norin is now his own "},{"insert":{"card-link":"Aura Shards"}},{"insert":"."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cool Fluffy Loxodon"}},{"insert":": Norin leaves, we draw a card. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"..."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Future considerations: "},{"insert":{"card-link":"Tendershoot Dryad"}},{"insert":" and "},{"insert":{"card-link":"Illustrious Wanderglyph"}},{"insert":" are interesting includes as they generate a token on "},{"attributes":{"italic":true},"insert":"each "},{"insert":"upkeep. Current cuts for them would be Angelic Sell-Sword and Vanquish the Horde.\n\n"},{"attributes":{"bold":true},"insert":"Change log"},{"insert":": \n"},{"attributes":{"italic":true},"insert":"June 2026: "},{"insert":"Some experiments. Might revert back on them if I find I miss the cantrip Walls."},{"attributes":{"italic":true},"insert":" "},{"insert":{"card-link":"Sunpearl Kirin"}},{"insert":" out. "},{"insert":{"card-link":"Park Bleater"}},{"insert":" in. We're gonna have some fun with stickers. Added a section to the primer to explain the options. "},{"insert":{"card-link":"Champion of Lambholt"}},{"insert":" out. "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" in. Another copy effect for the triggered abilities of the many 2 or less powered creatures in the deck. If we would end up creating a surplus of tokens, Delney also makes sure they go through swinging. "},{"insert":{"card-link":"Wall of Blossoms"}},{"insert":" out. "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" in. More powerful draw. "},{"insert":{"card-link":"Wall of Omens"}},{"insert":" out. "},{"insert":{"card-link":"Bloom Tender"}},{"insert":" in. More powerful mana for explosive turns. "},{"insert":{"card-link":"Mentor of the Meek"}},{"insert":" out. "},{"insert":{"card-link":"Kirol, Attentive First-Year"}},{"insert":" in. Mentor is the weakest card draw engine as it requires 1 mana to get your card. Instead we'll experiment with Kirol. Notes on him are added to the primer."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"March 2026"},{"insert":": "},{"insert":{"card-link":"Hero of Bretagard"}},{"insert":" out. "},{"insert":{"card-link":"Tokka & Rahzar, Unsupervised"}},{"insert":" in. While T&R can also serve a role as first strike beater, their main advantage lies in the treasure generation they offer on each turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"February 2026"},{"insert":": some major changes to the list and the start of the change log. A lot of the high mana cards were removed in favor of instant speed interaction to protect Norin better (eg "},{"insert":{"card-link":"Noxious Revival"}},{"insert":"). Most of these also happen to make tokens: "},{"insert":{"card-link":"Grand Crescendo"}},{"insert":", "},{"insert":{"card-link":"Artifact Mutation"}},{"insert":", "},{"insert":{"card-link":"Aura Mutation"}},{"insert":", ... Further, I dropped "},{"insert":{"card-link":"Wood Elves"}},{"insert":" and "},{"insert":{"card-link":"Farhaven Elf"}},{"insert":" in favor of more T2 ramp and cut "},{"insert":{"card-link":"Elvish Visionary"}},{"insert":" in favor of "},{"insert":{"card-link":"Wall of Blossoms"}},{"insert":" and "},{"insert":{"card-link":"Wall of Omens"}},{"insert":" as they are sturdier as blockers. "},{"insert":{"card-link":"Guide of Souls"}},{"insert":" is replaced by "},{"insert":{"card-link":"Virulent Emissary"}},{"insert":" as it can deter some attacks and I didn't feel I got the most out of the Guide's pump effect. Finally, "},{"insert":{"card-link":"Reclamation Sage"}},{"insert":" is upgraded by "},{"insert":{"card-link":"Chomping Changeling"}},{"insert":" as it provides both the Elf and Human type synergies. "},{"insert":{"card-link":"Gandalf the White"}},{"insert":" is replaced by "},{"insert":{"card-link":"Molten Echoes"}},{"insert":" as the enchantment is less easy to remove and naming Human will generate us double triggers as well. Not only for Norin's ETB but also from the other Humans in the list. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The end"},{"insert":". You want to learn how Rocco's story continues after the chaotic live act of Norin? Check out my "},{"insert":{"card-link":"Rocco, Street Chef"}},{"insert":" deck where "},{"attributes":{"link":"https://archidekt.com/decks/20411286/rocco_street_chef_just_a_bit_too_spicy_"},"insert":"he cooks up a burning storm!"},{"insert":"\n\n"},{"attributes":{"italic":true,"bold":true},"insert":"Inspirations"},{"insert":":\nMy version is heavily focused on a grindy game to burn out opponents, while staying alive through lifegain. I've seen other interesting builds that focus heavier on token production and/or midrange combat.\nhttps://moxfield.com/decks/O9ATDcQk4kaGUMFwN1Vxhg (bkBearKnuckleBee - token focus)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://moxfield.com/decks/GH6Xy_eMgU-Cr7Mu1zghJA (Fluxify - token focus)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://moxfield.com/decks/U7k-tFQfcESOyqF-tVQ_HQ (Zangrande - token focus)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://archidekt.com/decks/14956537 (Morphion - +1/+1 counter focus)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://www.moxfield.com/decks/rXFUHSLyHUSduvwLe50ZKg (Lechuga Maxima)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://www.moxfield.com/decks/OdYuk-byy0OY13L3CI6SGA (deathriteramen)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://www.moxfield.com/decks/Q24dGkewZUSpGtggD0DKgQ (kalarticus)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"https://moxfield.com/decks/Wy8fSYnEaUmk4xpOjTS6Jg (Shaddington - retired)"},{"attributes":{"list":"bullet"},"insert":"\n"}]}






























































































































































































