A non-goblin, non-chaos Norin deck. ("what? how is that possiiibble??") -> With Warp World!

Goal

Either trigger an infinite combo or cast Warp World.

Infinite Combos:

Now infinite combos are great and all, but this isn't what the deck is all about. This deck is all about ETBs... and Warp World. Sure, it's random but that's what makes it so fun.

Warp World Strategy:

Ways to kill with Warp World:

Depending on what comes into the table, you could have you opponents be dealt 3 damages for each land they control with Tunnel Ignus. You could have a gigantic swarm of monkeys popping out of no-where equal to the total CMC of every creature on the table with Monkey Cage. Of course Purphoros, God of the Forge, Fanatic of Mogis, Altar of the Brood and are always welcomed in the equation. Impact Tremors and Warstorm Surge are fun too but only gets triggered from other effects (since Warp World brings enchantments after creatures) such as Genesis Chamber. If they are any opponents with low life total, you can always finish them of with Valakut, the Molten Pinnacle by dealing 3 damage for each mountain you control.

Since there isn't lots of instant and sorceries in the deck, you mostly get the advantage when it comes to the number of permanents that comes out. Meaning if you manage to cast multiple Warp World in the same turn (and that's very possible and amusing), your opponents' number of permanents would decreases while yours increase thanks to Dockside Extortionist, Genesis Chamber, Seasoned Pyromancer, Emrakul's Hatcher. Remember that you get a whole new mana base since your lands enter untapped!

Ways to cast Warp World multiple times:

  • If Anarchist or Imperial Recruiter (the second gives you the first) comes out from your first warp world (and you have 8 or 11 mana, which is actually really achievable).
  • If you somehow copy your first Warp World while it's on the stack (using one of the 4 copy spell in the deck). This is usually really exciting because while the second Warp World is on the stack, if Dualcaster Mage or Imperial Recruiter comes out (the second gives you the first), you can target it and have a third Warp World. Memory Jar and Mindmoil also help you to get the cards you need between two Warp Worlds.
  • If you hit Underworld Breach.

If you're afraid of blue players out there, feel free to protect your Warp World using Boseiju, Who Shelters All

Why Norin?

Your deck is pretty much about putting creatures on the board to benefit from ETBs. And norin does that all the time.

  • Genesis Chamber: 4 myrs in a single turn with Norin? Sure! Myrs not only provide a decent defense but also increases your Warp World count and interact with Dockside Extortionist. Good card to look for with Goblin Engineer
  • Tome of Legends: 1 mana 1 draw each turn? Yesssss
  • Confusion in the Ranks: This card is only useful later game or after an ineffective Warp world ― when players don't have the resources to cast a removal on it. Because YES, it will be removed as soon as it hits the board! (it basically lets you to permanently steal a creature on each end step with Norin)
  • Cloudstone Curio: Because of Norin returning to the field, this alloys you to protect a good creature such as Dockside or Imperial Recruiter you wanna save from sorcery-removal and use its ETB again on a later turn. Add Sneak Attack in the equation and it prevents you to sacrifice the creature you cheated with sneak attack by returning it to your hand with Norin.
  • Altar of the Brood: Mill 4 on each turn? Yes! Milling your opponents to zero is very possible in this deck. It also provides excellent utility and resources with Dire Fleet Daredevil and Wildfire Devils
  • Curse of Opulence: Very powerful early game. You will always get that Gold on your turn since Norin will disappear as soon as it attacks. Also provides reliable Warp World count.
  • Pyrohemia: Good mass removal. At the end of any turn, both Norin's ability and Pyrohemia's trigger (if there are not creatures on the battlefield). If you chose to trigger Norin first, then Pyrohemia will stay on the board even if you've destroyed all creature with it. Also powerful if you've managed to damage your opponents via other means and you're the player with the most life: you can just use Pyrohemia's activated ability until everyone but you have their life reduced to zero.

And of course, Purphoros, God of the Forge, Warstorm Surge and Impact Tremors.

Draw

You got everything you need to have a good amount of draw:

An additional Win Con... not included!

I used to run Decree of Annihilation, Jokulhaups and Obliterate but i felt like it doesn't make the game really fun. The goal was to cast one of these cards while having a good amount of enchantments so that everything gets destroyed but Norin and my enchantments. After 5 turns of completely nothing, I managed to kill my opponents with things like Impact Tremors and Pandemonium. It's a style, maybe yours, but not mine.

Thanks!

If you have any feedback, feel free to share!

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Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

45 - 0 Rares

12 - 0 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 3.39
Tokens 2/2 G Token Creature Ape, Copy Clone, Eldrazi Spawn 0/1 C, Elemental 1/1 R, Gold, Kobolds of Kher Keep 0/1 R, Myr 1/1 C, Treasure
Folders Casual EDH stuff
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