|Commander / EDH||Legal|
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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
6 days ago
@ABlindOrph4n I really don't think that would be a beneficial change, but as you said, everyone has their own opinions and preferences. Sure Lightning Helix is a great card, I used to use it in my American Control, but I need creatures that have interactions with Norin the Wary and the other creatures in the deck, which helix does not, really. I really do appreciate the comments, though. Thanks for offering me help!
@emask Thanks! Norin has so many synergies. It's such an enjoyable deck to play for me. So many different options.
@aholder7 Yeah, I've been thinking abut Militia Bugler. It has a better body than Mentor of the Meek, vigilance and you always get the benefit as soon as it enters. With Mentor, the card advantage can possibly be overwhelmingly high, but you have to have other creatures and you have to pay for it. What do you think about 1-2xMilitia Bugler and 1x Mentor of the Meek? I feel like Mentor is way too strong to remove.
6 days ago
If you want to build midrange control goblins with tremors and krenko, you're gonna need to plan it.
Rather than building with traditional goblins in mind, I reccomend looking at something like temur moon as a starting point rather than fecundity goblins. You could also do a lot with a flicker/etb deck based around krenko/war marshal/instigator- there is a Norin the Wary soul sisters list around that might do what you want. There are even midrange red 'burning bridge' decks that might help.
I might brew something up around krenko/tremors - although from personal preference it'll be B/R or mardu with a lot of hand disruption adn throw it your way to see what you think.
2 weeks ago
~~~ Brainstorming via Text ~~~
I hope this is all helpful for you! :)
Using red, you have access to many of the overlooked cards in the mental game of magic. Avarice Totem, Custody Battle and Fractured Loyalty can become game changers in and of themselves. Avarice Totem with Pithing Needle can be quite fun.
I think that Jinxed Choker deserves a spot here, and that you could consider some additional hidden gems such as Vampiric Spirit or Basilisk Collar in here with some of your "passive pingers" such as Harsh Mentor, Xantcha, Sleeper Agent or even Sleeper Agent herself, etc.
Some other great options would be cards that encourage your opponents to make bad decisions - I usually try to not beat the deck but the opponent in magic, so cards such as Pain's Reward and Choice of Damnations can be a house depending on how well you play the game and the opponent.
I would always include a Glacial Chasm with a way to fetch it.
I would confuse your opponent by being friendly with some cards such as Abyssal Persecutor and cards of the like.
You're not trying to help the other players win, you're owning your opponents without them realizing it.
You have access to Norin the Wary, that always sparks options...
You have access to political time bombs such as Impending Disaster being in Red.
No matter what you do, I would auto-include Claws of Gix, a Scroll Rack, and a Sensei's Divining Top, consider maybe some shadow cards - just type the word "Dauthi" into http://www.cardkingdom.com/ and see what comes up... that might lead to some ideas with equipment such as Explorer's Scope and/or Trepanation Blade (two cards that are incredibly underrated IMO)...
If you keep your dudes low in power, you could consider a Meekstone and an Icy Manipulator as a soft/old-school wall for yourself (though it would stop Xantcha from doing her work). If the Icy is there... there's always Winter Orb - who doesn't miss that?? :)
Lots of choices here...
Maybe stealing equipment would be a thing you'd enjoy... you know there's always "that guy" that runs "those cards" all the time... Red is all about that.
If you're feeling aggro-y, Filth + Urborg, Tomb of Yawgmoth seem strong.
If you can get your hands on it, Word of Command fits the flavor of this deck well...
Maybe you could include a Wish Board with Burning Wish or Death Wish... in fact, you could keep the weird political theme going with a suicide life swap build with that black tree: Tree of Perdition and/or Soul Conduit.
I'm just spouting off ideas - I plan to make a deck with her when I get some free time. :)
Very cool start here and again, I hope all of this is helpful to you!
3 weeks ago
3 weeks ago
What a shame, man. I feel ya. Norin the Wary is my favorite card in magic as well. I would be heart broken to lose my deck. I find this to be such a fun deck with all the synergistic aspects of it that go along with Norin. You have so many options, you never know what to expect.
1 month ago
True. Luckily, stax and similar decks no longer have a large presence in my meta which has “powered down” a bit over the past few months.
It currently consists of: Flash Hulk Jodah, Archmage Eternal, Child of Alara 5-color superfriends, a stax-ish Derevi, Empyrial Tactician, a typical Kaalia of the Vast, DD Zur, Norin the Wary, Scion of ur dragon, Brago, King Eternal (also a little stax-ish), Tasigur, the Golden Fang (flash hulk), and Nekusar.
1 month ago
If you're going to use only one copy spell I'd suggest using Fork over Reverberate. While they're very similar and neither is strictly better or worse than the other one common scenario Fork has over Reverberate is when copying counter spells and turning them red. This can be significant, because in past times when copying counterspells I've had cards like Red Elemental Blast, Pyroblast, and Guttural Response used to counteract my Reverberate when copying a blue counter spell or draw spell. Most non-blue decks that can run those cards will likely run them more-so than not and Fork bypasses that issue easily when needed.
It seems your meta is thoroughly diverse. Hand and deck disruption can be a strong asset for taking down a combo deck, but I wouldn't consider Praetor's Grasp or Wheel of Fortune strong enough effects since combo decks can always run back-up combos to rely on. What really hits combo is repeatable effects and some of the strongest you could probably run would be Mind Slash and Bottomless Pit which a lot of combo players would find nasty. (Painful Quandary is a close third place and can stop storm decks pretty effectively as well.) Also if you're going up against non-graveyard strategies Mesmeric Orb is a ballistic nightmare in any singleton format it's put in which would be the only effective mill card I'd ever recommend when hurting combo.
Do note graveyard-based combos are a little more resilient to the card suggestions I've given above, but so long as you have something like Rest in Peace and/or Planar Void you can easily avoid this issue without giving them any fuel to burn.
Given your meta I would imagine Torpor Orb would lift a lot of weight for you especially against Purphoros, God of the Forge, Palinchron/Deadeye Navigator, and whatever ETB effects the Muldrotha, the Gravetide deck is probably abusing.
One aspect about blue I've never liked was it's use of counter spells. If you find Reverberate helpful I'd recommend also using cards like Seal of Cleansing, Sinister Concoction, Gate to Phyrexia, Aura Fracture, Aura of Silence, and Umezawa's Jitte. Not only do they serve as good rattlesnake cards that deter your opponents from just putting their bombs on the field, but I've noticed blue decks only hold up counter spell mana on turns they might need it on. If you drop one of these early when they're not ready their counter spells won't be able to stop the card effects, and I can verify from past experiences that the blue players I go up against when using the cards I just mentioned hate them fondly because they know I save them for their combos which makes their job of combo-ing out much more complicated. In fact one card I've found more success with than I'd ever give credit to is Molten Vortex, because the number of utility creatures and win-cons it hits without needing to use prime removal spells is pretty big and as I said before it's another one of those spells that if resolved the blue decks are going to have troubles playing around with. The Vortex can remove Mizzix of the Izmagnus, Laboratory Maniac, Norin the Wary, Hermit Druid, Kiki-Jiki, Mirror Breaker, etc. and even when I don't have a land to pitch to it I've found it's presence alone is enough to deter plays entirely. Shattering Spree also plays well against blue, because not only can it hit multiple targets, but you can hit the same target twice or three times which would require more than one counter spell to stop a key combo piece being removed if needed.
As for multiple combat steps or a super massive army being swung your way you already can use Ghostly Prison, but if you need more options Norn's Annex can also work as well as Orim's Chant which not only stops combat but can also be used but can also stop storm or certain combos if you cast it at the right moment. It should also be noted that Rule of Law as well as the aforementioned Damping Sphere also does a marvelous job of stopping storm as well. Lastly if your opponents gaining life is an issue I think Rampaging Ferocidon makes a good option, because it can also punish your opponents if they try to build an army, so it fits two functions rather well, and I find the menace handy if you ever need to punch into a super-friends deck.
2 months ago
Hope your deck isn't retired! I like it a lot. Throwing some card ideas at you. I would like to pick your brain on why you wouldn't include these... mana cost, theme?
ETB bounce Norin the Wary
Enchantment Warstorm Surge