|Commander / EDH||Legal|
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Norin the Wary
Legendary Creature — Human Warrior
When a player plays a spell or a creature attacks, remove Norin the Wary from the game. Return it to play under its owner's control at end of turn.
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Norin the Wary Discussion
2 days ago
And the Norin the Wary achievement wouldn't work with stifle effects, but would work with Crown of the Ages and Darksteel Mutation and a whole bunch of other stuff: . Overall, the list is supposed to be full of fun and hard-to-figure-out situations that would look cool in a casual game.
3 days ago
This is going to be more of a general draft of my experiences, rather than a direct answer
Are you wondering about improbable, or actually impossible? There are a lot of things falling in the latter category, but seeing as they're impossible to achieve, you won't need to prepare a lot of cards to sign - noone will achieve them. As an example, consider "win the game through Battle of Wits's triggered ability".
If you're looking for improbable, your Norin the Wary scenario is right up there, however I believe it's too specific to promote good game play. In practice, someone willing to strive for the achievement will probably build a UR control/burn deck with a single Norin in it, along with a few Stifle effects. They may as well get there, or snipe someone, but they likely won't present a very fun deck to play with because of its utterly weak concept in comparison to your average Commander deck, and will even lack win conditions (as burn in Commander tends to not work very well).
On the opposite end, countering five decks in a row is quite competitive, relatively easy to pull off, will reward players for playing "that blue deck" noone likes in casual Commander, yet cause them to make game decisions that are bad for them, such as not counterin a spell because they need to save their counterspell for countering the fifth spell of that one player that's already entirely out of the game because they had all their mana rocks and ramp countered. It seems like a scenario that's probably going to leave a lot of players at the table feeling cheated out of a good game, or possibly even playing into that player's strategy because they just want to get the achievement out of the way.
Other things, such as a permanent that is all permanent types, is either not currently achieveable because there are no cards that would allow you to do that - or they suddenly are, because a new card is released. In that case, a player can build a deck going for it, but again, you're still not having a game of Commander, but one of achievement farming - someone will be likely be unhappy.
In general, you have to consider that not everyone will necessarily like the idea, and if it's only one player interested in those goals, you will neither get a lot of acceptance for specific deck builds, nor will that player have a great sense of achievement for his awards, as they already know noone else cares about them.
That said, a number of Commander groups are using point-based victory awards, and those points are usually awarded for something similar to your list of achievements, while being a lot more achieveable in nature. Those lists share the same problems, and I've often seen that there's arguments about exact interpretations of those awards, but they're nevertheless a concept to make games more fun than "oh look, my combo decided the game, yay!", if your game group feels that way. In the same sense, I can imagine your idea working out to the better, but I'd strongly advise towards leaning in a direction that doesn't leave everyone in the dust that tries to just play Magic.
In the end, I guess what I'm trying to say is to go for goals that encourage fun games, not ones that could possibly do quite the opposite. I'm thinking of things like "put a player's land or mana rock that's been destroyed by a third player back on the battlefield, under the first player's control", but depending on your game group, you might have other things people don't like to see. I also just blabbered this out, it might have the same or even more pit holes as I've criticised above, but I feel like putting it here for brainstorming purposes.
Last but not least, I suggest making it a public list rather than a signed card system, simply because a public monument usually works better than a cup, as evidenced by arcade high score lists. I suggest having a single person that's mostly present (from the sound of it, that might be you) to take care of both judging whether the achievement's requirements have been met, as well as update the list with players who achieved those goals, possibly in chronological order.
3 days ago
So I had an idea for my LGS to put up a challenge board, to promote EDH and to inspire creativity within our playgroup (Johnny player at heart). We had categories of challenges and secret achievements, almost like turning EDH into a video game. When you won an achievement, you got an achievement card signed by the witnesses and shop owner, saying what you achieved and that it was legit. Some examples are:
- Courage Kill: Kill someone with Norin the Wary (combat dmg only!)
- One With Everything: Control a permanent that is all permanent types
- Holding a Grudge: Counter 5 spells an opponent casts in a row
- Round and Around: Have the whole table empty their hands, and draw new ones (Wheel-like effects) 5 times in one turn
All of these scenarios were up for mild interpretation, but still pretty impressive when pulled off.
So, my question is: Is there a scenario that is not yet achievable in all of Magic's play, a challenge that no one can achieve?
A good comparison to what I'm looking for would be those million dollar math questions! I would like to build a list of cool achievements, and post them here on TappedOut for the same reasons I introduced it to my own playgroup: to spur creativity among the EDH community, to teach specific rulings in a fun way, and to restore the balance between Good (casual play) and Evil (competitive play) in the EDH meta.
1 week ago
I'd probably go a little less focused on tribal and a little more towards token generation, for one. Only the best of the best though, so cards like Tempt with Vengeance and possibly even Descent of Dragons/Firecat Blitz.
I usually play in a 3-4 player pod, so I'd basically make sure that I had enough fuel for a 6+ person pod. That means having the ramp, draw, and consistent damage on top of the low to the ground, aggro play style.
That's why I like my build though, because goblin tribal can get out of control super easy, which means that it keeps me from running out of gas early on like most other token-based decks. If I am top decking I will at least know that my goblins in play will have synergy with each other.
1 week ago
Love the deck. I built a budget Purphoros deck during a friends $100 challenge but I'm looking to upgrade it, and this is exactly what I was looking for. While a lot of your synergies were the same as mine, there's a handful of cards I ran and wanted to hear what you thought.
Arms Dealer, Dictate of the Twin Gods, Forgotten Cave, Furnace of Rath, Goblin Lookout, Goblin Offensive, Goblin Rally, Goblin Wizard, Norin the Wary, Skirk Fire Marshal, Smoldering Crater, Valakut, the Molten Pinnacle, Fanatic of Mogis
1 week ago
Unfortunately the problem with playing weenie oriented boros decks these days is Fatal Push, however beside the fact that you have enough creatures to force your opponent to waste removal there are options for avoiding removal entirely.
The most drastic option is to splash black and play cards like Dread Wanderer, Pack Rat, Bloodghast and the like for graveyard recursion, I do not recommend this route unless you have been wanting to splash black for some reason.
The easiest fix is to run a number of copies of Eerie Interlude in the side or even the main if you find spot removal to be that big of a problem, Eerie Interlude also protects from mass removal. Also Restoration Angel is one of my favorite cards and it protects from removal and provides a good body in the air.
The mean route would be to play Norin the Wary, basically with a Purphoros, God of the Forge (or something like Impact Tremors out you reward your opponent's removal with them having to take damage), though if you went this route the deck would really need a redesign seeing how Norin only works when built around really.
The best advice I can give you is to just stick out the spot removal, you are playing the agro role so if your opponent keeps a hand of removal to slow you down they won't have any action which doesn't help them either. My best suggestion is Eerie Interlude, it just offers a good deal of protection against removal of all kinds.