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|Time Spiral (TSP)||Rare|
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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
1 day ago
Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?
I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.
~Draw Engines I'm already running:
Necropotence = Pay 7 life, draw 7 cards. Obviously the best.
~Draw Engines I've considered, but felt underwhelmed by:
Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.
Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.
Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.
Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.
Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.
Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.
Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.
Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.
Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.
Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.
Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.
2 days ago
I am aware that you have some fixing in your deck, I just felt that the quality could be improved. For example I can't think of a single instances in which Obelisk of Esper is better than any of the mana rocks I suggested. Also Celestial Dawn makes since and all, but I feel like another mana rock would've been just as effective if not more so. After all, it costs just as much mana as your average mana rock, but cost double white to get online in a three color deck. Needing fixing for your fixing can cause issues, on top of that it doesn't ramp you like a mana rock would. That means you're spending three mana to gain no real advantage a lot of the time.
As far as pet cards go that is fine. You don't have to say anymore about it if it is a card you have a personal attachment to. However, I don't believe Sphinx sovereign can be defended on the grounds that it is a good card. Because it is literally one of the worst cards in the deck. Sure it is a big card and thus more powerful than most, but it costs far too much for what it does. A 6/6 flyer that did nothing would need to be costed around 5 mana for it to be playable in commander, so since this guy is a 8 mana 6/6 with only flying its ability needs to be worth at least 3 mana. That ability is not worth that, not even close.
Just as a point of comparison lets take Magmatic Force since they have a similar ability and mana cost. Clearly Magmatic Force is far better in every way that matters, it always deals damage without needing to jump through hoops, it can target creatures if you need to remove something, and it does it every single turn not just the end of yours. Yet I have never encounter this card in an actual game. The reason is because it costs 8 mana for a card that needs to stick around for as long as possible and dies to every removal spell that actually sees play.
Frankly Sphinx of the Steel Wind is far better. This card slices and dices, it gains you life, and never dies. Seriously it is one of the hardest creatures to remove in this format outside of Norin the Wary and indestructible creatures. So if it is not in the main deck and Sovereign is, then there is a problem.
1 week ago
I don't know, I'm just brainstorming. I like the deck, though.
1 week ago
Thx for comment and upvote mate! :-)
Thx for all your suggestions!
Mass Hysteria - was in deck before and was cut. Sometimes give haste to my opponents wasnt so good idea, especialy when one of them play mostly Zur the Enchanter deck and 2nd one green aggro deck with elf combos.
Urabrask the Hidden - too high cmc and as any creature can be wiped easily from the field.
Anger - with all sac outlets, burn & wheel spells deck have, it can be easily put in graveyard and what is important it is not so easy to remove it from there.
Cloudstone Curio - good card but not here. I can count only 5 cards with wich it can play good enough in current deck build.
Tempt with Vengeance - this one won me so many games, so cut it out would just be an unforgivable mistake.
Changeling Berserker - too situative. To double tap Krenko, I assume you need: 1st sac outlet to remove Berserker. 2nd haste engine to be able to tap Krenko 2nd time. This is too much to ask imho.
Throne of the High City - is only one land I can consider to add from all lands you mentioned above, but still dont qute sure about it.
Divergent Transformations - I dont test this one, but have some game experience with close enough spell Indomitable Creativity and I wasnt to happy with how it plays. But still I will consider to add Divergent Transformations and give it a try in the future.
1 week ago
2 weeks ago
Same thing, i used to run it in my wheel deck until i got fortune, and its far too slow for my decl since my gameplan is to play Nekusar, the Mindrazer and then wheel opponents to death, its good for setup but definitely intimidates the other players while suspended
Its not bad in control decks where it can function similar to Ancestral Vision for drawing more answers
It was more of a budget rec of Wheel of Fortune but it is 100% worse,
Ive played tuned mono red decks in the past ( Krenko, Mob Boss, Norin the Wary and Lovisa Coldeyes, and the general problem ive seen shared between those commanders is that you frequently end up top decking after a few turns, and reliable card draw is VERY limited in mono red
Reforge the soul will probably do just fine here, and the only other options are Wild Guess, Tormenting Voice and Cathartic Reunion, but those are hard to cast if its not turn 2 cuz you often wont have anything to discard
But mono red is what it is, it starts explosively and then burns out mid game, frankly neheb is potentially far more explosive than the 3 red commanders i mentioned though, as long as you kill your table before you burn out, draw isnt that necessary :)
2 weeks ago
Oloro_Magic I completely forgot about Norin the Wary. I was thinking of playing something slightly more aggressive though. Do you have any suggestions? If I went with this playstyle would you suggest doubling down with both Impact Tremors and Purphoros, God of the Forge? Or just one?
2 weeks ago
In boros you have access to Norin the Wary which can ensure lifegain triggers off of the Soul Sisters (you really want Soul's Attendant). If you went with Norin you could also play something like Impact Tremors or Purphoros, God of the Forge as a win-con abusing Norin triggers.