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Norin the Wary: I Have a Bad Feeling About This

Commander / EDH*



Or How I Learned to Stop Worrying and Love Not Paying Commander Tax!

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In the early days of EDH, there was no commander derided like Norin the Wary. "You're going to build a mono red deck with a general who can't attack or block? Come now, that's nonsense." Their lack of faith is our gain. Norin is a sneaky good commander with a number of powerful synergies that players typically fail to see until it's far too late.

Norin's primary game plan is simple. Put Norin, a value engine and something disruptive into play as quickly as possible. As everyone else struggles through the disruption, Norin simple generates repeated advantage until you can bury your opponents in it. The best engines take advantage of the fact that Norin ETBs every turn. Confusion in the Ranks lets you steal all the best creature on the battlefield, Genesis Chamber gets you a rough 3-1 advantage on generating Myr tokens, Purphoros, God of the Forge, Impact Tremors and Warstorm Surge just win you the game after a few turns. In the meantime, you're making sure your opponents struggle with Possibility Storm, Grip of Chaos , Stranglehold or Glacial Chasm preventing them from playing their game.

Sometimes though, you need to do something... splashier. Kiki-Jiki, Mirror Breaker and Zealous Conscripts end the game on their own with infinite tokens. Insurrection often reads "you win the game" as well. Don't like having friends? The deck can also loop Mindslaver using Goblin Welder, Daretti, Scrap Savant or Buried Ruin.

The rest of the deck is made up of interactive spells and goblins. As one of the few tutorable types in red, the goblins in the deck function as an effective tool box to deal with certain decks. Goblin Sharpshooter counters token strategies. Goblin Assassin takes care of voltron and hexproof creatures. Goblin Tinkerer eats Sol Rings and Mana Crypts and lives to tell the tale. Squee, Goblin Nabob does.... stuff... I think... Most of them also interact well with the Norin engines mentioned above giving some additional speed to the deck.


Amonkhet has no goblins and few artifacts, so is there anything here for us? Let's take a look...

By Force - Here's a place to start. There's no shortage of this effect available to us now, but which ones should we be playing. Vandalblast and Shattering Spree are the best for sure. After that, I think you're fine playing this or Release the Gremlins if you want a third version of this effect.

Glorious End - This kind of feels like a Norin card! This effect is very, very powerful which is probably why it has "You Lose the Game" stapled to it. I think you can play this, but ONLY if you're not playing Possibility Storm. That combination of cards is... not ideal.

Harsh Mentor - I like this card, and this effect in the deck. It punishes players for durdling about and lowers life totals so you can steal a game. It also forces some combo players to waste an answer on it. I'll be finding a slot for it.

Hazoret the Fervent - I like how this interacts with Squee, Goblin Nabob.... I appreciate that it gives us reach, but it's a little too narrow with the rest of the deck.

Insult / Injury - There are versions of this deck that want damage doublers. Go ham if that's you.

Hazoret's Monument - Again, good with Squee. If you're playing a more goblin focused version of the deck, this could be really good.

Oracle's Vault - We're on mono-red, so any kind of card advantage is pretty good. This has some play to it. Being an artifact gives it some added synergy and, if left unchecked, it could do some seriously good work. I also like that it gets around Possibility Storm which is one of my favorite disruptive cards in the deck.

Throne of the God-Pharaoh - If you're playing a more token-y version of the deck, this is going to end games very, VERY fast. I think this is a sleeper card from the set and one that's going to win a LOT more games that you'd initially think.

There you have it! I'm looking at finding room for Harsh Mentor and almost certainly testing Oracle's Vault to see what it does. Anything I missed? What are you picking up from the set?


I want to go to there. This deck looks a lot less linear and more interactive than my Purphoros, God of the Forge deck.

December 2, 2016 2:08 p.m.

alfindeol says... #2

I'm glad you like what you see rapgamelilyoungin!

Your assessment is pretty correct. There are games that basically end with a turn 4 Purphoros in this deck, but most of the time, you're simply doing nonsense and mucking up the game for everyone else until you find a way to win. At least with Norin, you don't start as public enemy #1. If you like politicking, this is definitely a good deck to play. You need help dealing with certain things and you often want to be non-threatening until you just mindslaver lock your opponent.

December 3, 2016 2:13 p.m.

The_Notebook says... #3

I might look into using this as a sort of catalyst to my Wort, the Raidmother deck, Mama's Little Hellspawns. The play styles sort of co-align, but I do need ways to get my wins out more consistantly as right now it is a very janky combo deck.

April 9, 2017 11:48 p.m.

alfindeol says... #4

The_Notebook Thanks for the comment! I took a quick look at that list of yours and there's certainly something to be said about taking some of the disruption techniques in this deck and applying them. The Wort deck looks like it's all synergy and fairly light on interaction. Worth noting that Possibility Storm works REALLY well with effects that copy spells....

April 10, 2017 1:26 p.m.

The_Notebook says... #5

I can't find an explanation, so can you explain how that works with conspire?

April 11, 2017 11:22 p.m.

alfindeol says... #6

The_Notebook Sure!

So when you cast a spell, possibility storm triggers and you do all the stuff on that card right? Well, with Conspire you cast the spell AND copy it. Possibility Storm only triggers on spells cast from your hand, so the copy resolves (doing what the spell actually does) and then you also get the Possibility Storm wheel for a new spell to cast. Even better? You can also conspire the spell Possibility Storm finds since it "casts" it! All in all, you get a copy of the original spell you cast, the new spell and a copy of that new spell for the low, low cost of tapping some creatures!

April 12, 2017 1:29 a.m.

alfindeol says... #7

The_Notebook And oh yeah... at the same time, it's ruining your opponents games since they literally can't plan for anything. You get to execute your game plan and generate insane value, they cast spells and hope for the best. Sure, it backfires when they turn a Llanowar Elves into a Craterhoof Behemoth, but that's part of the fun right?

April 12, 2017 1:35 a.m.

The_Notebook says... #8

Okay I see what you mean that sounds like its honestly ridiculous, but Ill take it.

April 12, 2017 10:10 a.m.

The_Notebook says... #9

I just need to remoxe my X spells if thats the case.

April 12, 2017 10:10 a.m.

alfindeol says... #10

The_Notebook Yeah, that is a risk you take with X spells. They're blanks off Poss. Storm.

April 12, 2017 1:21 p.m.

JARTLEONHART says... #11

Think about Pyrohemia. U may have Norin come back to the battlefield before the effect check if there is a creature in the battlefield, so basically is a creature cleanse every turn while u damage every player.

October 18, 2017 5:45 p.m.

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Date added 1 year
Last updated 3 weeks

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.21
Tokens 0/1 Goat, 1/1 Goblin, 1/1 Thopter, Daretti, */* Generic, 0/1 Kobold, 1/1 Myr, Chandra
Folders Norin, Decks I Like, EDH Decks, cool decks, Decks, EDH Fun, N I C E
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