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Norin is TRIGGERED

Commander / EDH* Mono-Red

jcwagner


Maybeboard

Sorcery (2)


This is a semi-casual, fairly budget brew built to abuse Norin's every-turn entering the battlefield, replete with minor goblin synergies and some hate pieces. The goal of this deck is not necessarily to win, but to irk your opponents by playing cards that are random, hard to interact with, or take advantage of playing a mono colored deck.

The bread and butter of the deck are the enablers like Genesis Chamber or Impact Tremors. We have quite a few token makers to provide more ETB triggers, but these enablers are mostly included because they are strong with Norin the Wary. Once in a while, your draw will line up so that Goblin Rabblemaster into Purphoros, God of the Forge followed by Siege-Gang Commander will provide a ton of damage in short order. Generally though, we look to play a slightly longer game, relying on Norin's pseudo-hexproof and our enablers to continually damage our opponents.

To ensure that we have enough time for Norin to do his work, we employ several hate pieces to slow the game down. An early enabler into a Tangle Wire or Winter Orb should hamper the opponents' ability to interact with your threats for a few turns. Eventually, we look to land a Jokulhaups or Warp World to knock some opponents out of the game.

As a mono-red deck, we don't have access to most of the best ramp in the format, but we do have several mana doublers, like Gauntlet of Might or Extraplanar Lens. These cards can catapult us from 4 mana to 10 mana so that we can drop a haymaker like Devastation or Insurrection to destroy all lands or steal all creatures and take the game.

The rest of the deck is designed to assemble the pieces of enabler + stax in the early game and ramp + haymaker towards the end of the game. The most important cards are the Norin enablers. Without one of those, our general does nothing and the time we've bought with stax pieces has not gained us any real value other than painting a target on our backs. Because of this, it is often better to wait to run out one of your enablers until you can get some value from it, either picking your spots so that you don't run headfirst into removal, or by dumping a bunch of goblins onto the field before your opponents interact.

Because the raw power level of this deck is on the lower side, the way to win is to appear unassuming and play to the table's politics as much as possible. At face value, Norin doesn't do anything, so keep reminding your opponents of this.

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Date added 7 years
Last updated 10 months
Exclude colors WUBG
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

41 - 0 Rares

15 - 0 Uncommons

9 - 0 Commons

Cards 97
Avg. CMC 3.44
Tokens Clue, Emblem Daretti, Scrap Savant, Goblin 1/1 R, Myr 1/1 C, Ogre 3/3 R, Powerstone, Treasure
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