Norin commander deck

Quite cheap, viciously, brutally effective

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Perpetually considering:

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Artifacts

Ashnod's Altar - throw away those Goblin and Myr tokens to generate as much mana as you need. Hell, you can even throw Norin the Wary at it in a pinch.

Blinkmoth Urn - so much mana. So much.

Caged Sun - again. Mana. So much. Also slightly bigger creatures for Pandemonium and Warstorm Surge.

Clock of Omens - just good. Untaps Winter Orb if someone taps it down. Untaps Thran Dynamo for more mana. Untaps Trading Post for more whatever.

Conjurer's Closet - more ETBs, more good stuff. Why not make three goblins a turn with Siege-Gang Commander?

Expedition Map - most of the lands in this deck are useful - you'll see why in the "Land" section.

Extraplanar Lens - mana.

Genesis Chamber - one of the biggest engines in the deck. This will generate you more value than you can believe possible. Throw the Myrs at creatures to block. Swing at somebody with 73 of them. Pitch them to Skullclamp for card draw. It's amazing.

Honor-Worn Shaku - tap down Norin the Wary for more mana every turn. It's a free Mind's Eye draw.

Howling Mine - extra card draw. Something this deck always needs, especially being so cheap, and red. Also, if tapped down by Blinkmoth Well, Kill Switch, Clock of Omens etc., only you get to benefit! Yay!

Kill Switch - taps down your Winter Orb or Static Orb so you can have your turn unimpeded. Or stops your opponents doing whatever shenanigans they're planning. Prevent people using your Blinkmoth Urn or your Genesis Chamber, because hey, they're yours.

Meekstone - stop those big nasties getting more than one hit in. A well timed Meekstone has saved me countless times. Know how many of our creatures it hits? Two. Krenko, Mob Boss and Ogre Battledriver, and you shouldn't be tapping Ogre Battledriver anyway.

Memory Jar - gets you seven cards, gets your opponents probably none.

Mind Stone - mana, card draw in a pinch.

Mind's Eye is just more card draw. Every turn. All the time.

Mirrorworks is good. If you have the mana spare, almost any artifact in this deck is worth doubling.

Mycosynth Lattice is beautiful. Absolutely beautiful. Get off an Overloaded Vandalblast with one of these in play. Watch your mana flow with Blinkmoth Urn. Give everything indestructible with Slobad, Goblin Tinkerer.

Nevinyrral's Disk - solid boardwipe. That's it.

Oblivion Stone - same again. Boardwipe.

Relic of Progenitus is in here because most of my friends are filthy Dredge players. Feel free to remove it if your meta is nice. Worst case scenario, you get a card for two mana.

Ruby Medallion - just make everything cheaper. It's good.

Sculpting Steel - want another Conjurer's Closet? Here you go. Want another Smokestack? Here you go. Opponent has a Blightsteel Colossus? Oh, look, you do too now.

Skullclamp - throw Myr and Goblin tokens at this. Hell, throw Norin the Wary at it if you have to, he really doesn't cost you much.

Smokestack will almost always let you out-value your opponents. You'll almost always have Goblin, Myr or Clue tokens to throw away at this.

Sol Ring - why are you asking why this is in here?

Staff of Domination - mana sink. However much you have left over, you can do something with it.

Static Orb - slows down the game. Norin the Wary loves it slow. He excels in the grind. You also have about three options to tap this down so you can have a full and fruitful turn - Kill Switch, Clock of Omens, Blinkmoth Well.

Tamiyo's Journal - this is mostly here to make more artifacts. Throw them to Goblin Welder, Slobad, Goblin Tinkerer, Clock of Omens, or even actually use them!

Thran Dynamo - mana.

Tormod's Crypt - again, my friends are filthy dredge players. Remove this if your friends are decent people.

Trading Post - versatile. Get a use out of it every turn with Unwinding Clock. Throw Squee, Goblin Nabob at it to gain four life. Throw a Clue or Myr token at it to draw a card. Make Goat token blockers. Get your best artifacts back for the low, low price of one Myr.

Unwinding Clock. You'll see why this in here when you play it. Just use all of your artifacts every turn.

Voltaic Key - make more mana with Thran Dynamo, fire off a Nevinyrral's Disk the turn you play it, get several activations out of whatever artifact you feel is most useful at the time.

Winter Orb - same as Static Orb. Slow. Grind.

Creatures

Beetleback Chief - make yourself some goblins. Do it repeatedly with Conjurer's Closet.

Feldon of the Third Path - bring back that Solemn Simulacrum for more land and card draw. Throw away whatever you made with Goblin Welder to get an artifact back permanently. Make more goblins with Beetleback Chief. He's good. Real good.

Goblin Assassin - every time a goblin comes into play, you all sacrifice roughly half that many creatures. With something like Krenko, Mob Boss out this gets vicious quickly. And the best part? You've just handily made four goblin tokens, and have to sacrifice three creatures. Oh no! Oh wait. Yeah, just sacrifice three of the goblins you just made. Your opponents are three creatures down, you're a goblin up. This card is never bad.

Goblin Chirurgeon - oh my. Someone boardwipes to remove your Krenko, Mob Boss? Just tap him, make some goblin tokens, and sac a load of them to regenerate all your important ones. Someone tries to remove this little guy? Sac a goblin token, keep him. Honestly, such value.

Goblin Matron - find yourself your Goblin Welder or Krenko, Mob Boss. Then do it again with Conjurer's Closet.

Goblin Welder - beauty. Absolute beauty. Your opponent has a Blightsteel Colossus? They can say goodbye to that. Someone milled your Caged Sun? Get that right back. Someone finally succeeded in blowing up your Winter Orb? Nope.

Krark-Clan Engineers - artifact removal on a stick. Most of the time, you'll be throwing Clue and Myr tokens to this.

Krenko, Mob Boss. Isn't it obvious? He makes goblins. That's it. Literally.

Mogg War Marshal - make a goblin, get another when it dies. Cool.

Moggcatcher. Another Goblin tutor. Sorry, did you say they come into play? I get a Siege-Gang Commander for three mana? Okay!

Ogre Battledriver suddenly makes Warstorm Surge and Pandemonium a lot more threatening. Gets Goblin Welder, Krenko, Mob Boss and Moggcatcher to work immediately.

Purphoros, God of the Forge. Oh boy. Insane. Two damage every turn someone plays a spell or attacks. Four damage with a Genesis Chamber out. Eight damage just for playing a Siege-Gang Commander. Obscene damage from Krenko, Mob Boss. Play this on turn three or four, maybe even turn two, you've probably won the game. Seriously.

Rummaging Goblin - throws away that seventh Mountain you don't want. Or Squee, Goblin Nabob. Alternatively, you can pitch a Caged Sun and then Goblin Welder it onto the battlefield. Oh, and you get a replacement card? Okay!

Siege-Gang Commander. I mean, you've seen how many times I've mentioned this so far. It's good.

Slobad, Goblin Tinkerer. Someone's just tried to destroy all artifacts? How 'bout no. You can also grab him at instant speed with Moggcatcher. The look of surprise and annoyance on your opponent's faces is absolutely worth it when they try to blow up your good ol' Smokestack or Winter Orb.

Solemn Simulacrum - I have rarely seen a deck this card should not go in. Also, it's an artifact, it's re-fetchable with Feldon of the Third Path, it's flickerable with Conjurer's Closet for even more lands, it's just sheer value.

Squee, Goblin Nabob - fodder for half the card draw in the deck. Worst case scenario, a recurrable blocker. Four damage a turn with Chandra Ablaze. Card draw with Daretti, Scrap Savant. So good.

Stingscourger - bounce that nasty creature your opponent has slapped down. Do this every turn with Feldon of the Third Path. Almost never pay the Echo cost. Play it and forget it.

Planeswalkers

Chandra Ablaze - the first two abilities are the ones to really focus on. Four damage to throw around, or re-fill your hand at the cost of your opponent's carefully sculpted hand.

Daretti, Scrap Savant - first ability - filtering. Always nice. Throw away Squee, Goblin Nabob. Throw away that seventh Mountain. Whatever. Second ability - swap around your artifacts. Also nice. Third ability. If you get his emblem, you win. I can almost guarantee this.

Koth of the Hammer - first ability is a nice little bit of ramp, or punching face. Second ability is a huge amount of ramp, really good early game. Emblem - another game winner. Particularly late game.

Enchantments

Confusion in the Ranks. Oh dear. So good. Norin the Wary enters the battlefield. Norin the Wary steals your Ulamog, the Ceaseless Hunger. Your opponent cries as their titan wanders off and they temporarily get a 2/1 that will come back to you the second anyone plays anything, at which point, you get to steal their Kozilek, the Great Distortion. Keep going until you own everything. Everything.

Flameshadow Conjuring - most of the creatures in this deck have nice ETBs, so it's almost always worth it to copy them. One red mana for a land and card draw off Solemn Simulacrum? Nice. Also, this allows you to do the hilarious thing of copying Norin the Wary. Always nice. Then, due to the legendary rule, the wariest one of the two runs away. Classic.

Impact Tremors - one damage every turn. It's decent.

Outpost Siege - damage from a boardwipe, Norin the Wary triggers, any sac outlets, on Dragon mode, or more cards on Khans mode. Versatile, good.

Planar Chaos. Set yourself up with any of the good cards in the deck, then slap this down to really slow things down. Even better if you have something like Winter Orb out. They spend five turns saving up to play a spell? Oh dear, it's countered.

Possibility Storm. Your curve is so low you'll almost always have one or two mana spells to play and you'll hit something as good, if not better. Completely messes up any combo players or anyone who likes to make plans.

Smoke - another card that slows the game right down. Also stops anyone beating in your face, just like Meekstone.

Warstorm Surge - this deals out a lot of very targeted pain. You can take down some huge creatures with this.

Instants

Chaos Warp - spot removal of whatever the biggest threat is. One of our only answers to enchantments and planeswalkers.

Starstorm - need those board wipes.

Sorceries

Blasphemous Act - very cheap board wipe.

Faithless Looting - card filtering.

Vandalblast - useful in most scenarios. Get this off with a Mycosynth Lattice out and watch your opponents cry.

Warp World - this will almost always put you in a better place than your opponent, particularly with all the tokens we've been generating, and the fact this deck is almost entirely permanents.

Lands

Blinkmoth Well - taps your Static Orb or Winter Orb. That's the entire reason it's here.

Buried Ruin - saves us our finest artifact, whatever that may happen to be.

Great Furnace - contributes to Blinkmoth Urn, or can be thrown to Goblin Welder if necessary.

Kher Keep - more weenies. Skullclamp them. Why not.

Mountain. Yes, 22 of them is enough. Have you seen the number of mana rocks we have? It's fine. Also, the curve is so low. 30 land in Commander? Why not?

Nykthos, Shrine to Nyx - generally will get you around seven mana. Not a bad return.

Strip Mine - just in case. Should almost always include this in any deck.

Valakut, the Molten Pinnacle. This is sweet. Many, many bolts.

Vesuva - you'll generally want this to come in as a copy of Valakut, the Molten Pinnacle, but maybe an opponent has something else you want to copy.

Closing remarks

I'm not sure there are many ways to improve this deck, even with money to burn. Perhaps Gauntlet of Might. I hope you enjoy losing all of your friends, and saying "I have a trigger" at least three times every turn.

Also, Hasslord has a very, very sweet Norin the Wary alter.

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Date added 8 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

40 - 0 Rares

20 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.10
Tokens Dwarf 1/1 R, Emblem Daretti, Scrap Savant, Goat 0/1 W, Goblin 1/1 R, Kobolds of Kher Keep 0/1 R, Myr 1/1 C, Samurai 2/2 W, The Monarch, Treasure
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