The War Room. It's the place where strategies are formed, counter-attacks are planned, and supply lines are routed. And this one is frequented by a man called Norin. Contrary to what his enemies may think, those that fight alongside him know the truth: He may be wary, but he's no coward.

A far-cry from the chaos stratagems that made him famous, this deck highlights his truly meticulous nature. Every card has its purpose, and when the enemy is thrown off balance, you can trust that it was more than dumb luck that gave you the upper hand.

I'll say it again for the people in the back:

If you're playing Chaos Norin, you're playing Norin wrong.

He's a man who likes to make an entrance. Lots of entrances. Over and over and over again.

And so do all his friends.

The general premise of the deck is simple enough: Maximize the value of your ETB triggers to gain an advantage over your opponents.

Use cards like Panharmonicon , Blade of Selves , and Helm of the Host to multiply the spawn of your token generators, deal more direct damage than should be legal, and even mill half your opponents' deck in one fell swoop (WHILE PLAYING MONO-RED!).

Your first move should always be to cast Norin the Wary . He's hard to remove, and when he blinks you can legally send him to the Command Zone instead of exile (the effect that brings him back follows him to whatever zone he's in) to dodge the pesky Stifle that your table's Blue player has had since their opening hand.

He. Will. Come. Back.

Early game you should focus on mana ramp and gaining card advantage via cards like Howling Mine , Skullclamp and Mind's Eye . Once you're established, it's time to turn your attention to maximizing your board state.

Play cards like Impact Tremors and Purphoros, God of the Forge , then blink cards like Emrakul's Hatcher , and Myr Battlesphere , then drop Chancellor of the Forge and watch your opponents squirm (assuming they survive).

Late game, you'll definitely have a target on your back and your opponents will be looking to dismantle your artifact assembly line. This is why you need to save your recursive cards until you're absolutely positive you need to use them. You should prioritize the following cards for retrieval, should they wind up in your graveyard somehow: Genesis Chamber , Panharmonicon , Blade of Selves , and Cloudstone Curio .

I highly recommend using TappedOut's playtesting feature to fully grasp what sort of interactions are possible.

Some examples off the top of my head are as follows, but I guarantee there are many, many more ways to exploit ETB's than what I list:

Helm of the Host + Meteor Golem = Repeatable, targeted destruction of permanents.

Blade of Selves + Solemn Simulacrum = Quick burst of mana ramp, plus card draw if any of the copies are blocked.

Chancellor of the Forge + Kiki-Jiki, Mirror Breaker + Cavalcade of Calamity = They have an army? You have 2 hulks AND an army. And the army has haste. And deals damage just by declaring attackers.

Norin the Wary + Honor-Worn Shaku + Mind's Eye = Card draw on your OPPONENTS' turns. Even if you don't have Reliquary Tower or Thought Vessel on the field, you won't have to discard down to 7 until the end of YOUR turn.

Categorical Breakdown:

There are two cards I've specifically opted to exclude. Explanation below.

Zealous Conscripts : This card combos with Kiki-Jiki, Mirror Breaker to create infinite hasted tokens. By targeting Kiki-Jiki with Conscript's ability, you untap it and can then tap it again to make another Conscript. Up the ante by having Panharmonicon on the field to take control of literally every other targetable permanent in play. This obviously triggers all of your OTHER ETB abilities infinite times as well, but I feel like this is a cheap way to win and will quickly lead to people not wanting to play against you anymore. If you don't care about having friends, then feel free to throw in Conscripts. As a side note, this also works with Splinter Twin .

Godo, Bandit Warlord : This card combos with Helm of the Host for infinite combat steps and tokens. Play Godo, tutor Helm, equip Helm, declare combat. Helm will proc, creating another copy of Godo that has haste. Attack with the token, then trigger another combat phase with its second effect. Because Helm's wording doesn't specify the FIRST combat step of your turn, it's exploitable in this way. Again, I feel like this isn't in the spirit of having fun. But hey, at least you won, right?


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82% Casual


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Date added 2 months
Last updated 1 day
Exclude colors WUBG

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.00
Tokens None Copy Clone, 0/1 Kobold, 1/1 Goblin, 1/1 Thopter, 0/1 Eldrazi Spawn, Daretti, 1/1 Construct, 1/1 Myr
Folders No Budget, No Mercy, Mono Red, Very Cool EDH, a, Saved Decks, Things I Like, Testing, Ideas for future EDH, Inspirations
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