Create a token that's a copy of target creature except it has haste and "At the beginning of the end step, exile this permanent."
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|Commander / EDH||Legal|
Heat Shimmer occurrence in decks from the last year
Latest Decks as Commander
Heat Shimmer Discussion
1 week ago
You might like these: Firebrand Archer, Knowledge Pool, Murmuring Mystic, Docent of Perfection Flip, Tribute Mage (I'm guessing you meant this guy and not Trophy Mage), Shark Typhoon, Zada, Hedron Grinder, Mirrorwing Dragon, Beamsplitter Mage, Quasiduplicate, Cackling Counterpart, Rite of Replication, Twinflame, Heat Shimmer, Dockside Extortionist, Peregrine Drake
1 month ago
DON'T do Mairsil. To be able to pilot a well-built list you need deep understanding of the stack and complicated loops. Whatever you do, please do not do Mairsil, you will either end up with a mediocre list or melt his brains.
I'd recommend Wizards, especially with Naru Meha, Master Wizard, Naban, Dean of Iteration, Dualcaster Mage. Add Heat Shimmer, Twinflame for a win con. Those are pretty cool and that combo is real simple.
1 month ago
You might like these: Twinflame, Heat Shimmer, Dance of Many, Tempt with Reflections, Zada, Hedron Grinder, Mirrorwing Dragon, Archaeomancer, Charmbreaker Devils, Dockside Extortionist, Wily Goblin, Corsair Captain, Prosperous Pirates, Rapacious Dragon, Brass's Bounty, Mimic Vat, Docent of Perfection Flip
Also just a heads up that Mythos of Illuna technically has a red-blue-green color identity.
1 month ago
Looks good. You might like these: Twinflame, Heat Shimmer, Rite of Replication, Harnessed Lightning, Swell of Growth, Possibility Storm, Dovescape, Fiery Gambit, Besmirch, Debt of Loyalty, Kari Zev's Expertise, Niveous Wisps, Cerulean Wisps, Crimson Wisps, Launch the Fleet
2 months ago
How to Play:
Early game (Turns 1-4):
Ramp: Try to have a hand of 2-3 lands/ramping cards. Opening hand should have a cheap ramp to bring out Purphoros, God of the Forge by turn 2-4.
Set up field: If you have a control or ramp card, put it out. You want to protect your Commander and set up for a fight. Try not to bring out any token ramp cards until Purphoros, God of the Forge is out, pretty simple.
Bring out Purphoros, God of the Forge. Watch your devotion stay below 5 and especially your opponent is playing , and has untapped mana!
Create all the tokens!
You should be winning and only need Purphoros, God of the Forge ability to set off 20 times (in a 40 life game). You need to be aggressive, because in multiplayer games, you will be the target. Purphoros, God of the Forge is not a great diplomat.
Late Game (+13):
Infinite Combos with cards like Kiki-Jiki, Mirror Breaker.
-Ensnaring Bridge: severely limits creature attacks since keeping a decent sized hand can be difficult with the low mana cost of the deck
-Glacial Chasm: In the event that something go's awry, you can use Glacial Chasm for a couple rounds to prevent damage to you while setting up your board so you can sacrifice it.
-Wheel of Fortune: Wheels and other cards similar help both you in getting the cards you need, as well as controlling the opponents because they have to cycle their hand as well, potentially taking away their vital plays.
-Defense Grid: Making your opponent pay more mana in order to play out of turn.
-Price of Glory: Makes your opponent destroy whatever lands they used out of turn.
-Meekstone: Inhibits larger creatures from attacking.
-Grafdigger's Cage: prevents players that depend on playing from their graveyard/library.
None of the boardwipe cards will affect Purphoros even as a creature since he's indestructable
-Price of Glory mitigates people playing out of turn by costing them land sources that they tapped.
Adding these, in addition to your Purphoros, God of the Forge trigger will make him much more potent. You definitely will not be a diplomat at the table and will be targeted with extreme prejudice!
-Impact Tremors: Basically does the same thing as Purphoros, God of the Forge, except for 1 damage instead of 2. Can be added to Purphoros, God of the Forge trigger for additional damage. It's also a good substitute in the event that you can't cast Purphoros, God of the Forge for whatever reason
-Panharmonicon: Makes your ETB triggers activate a 2nd time
-Fiery Emancipation: makes sources you control deal triple their normal damage. Purphoros, God of the Forge would deal 6 damage per creature before adding anything like Impact Tremors or Panharmonicon. If Purphoros, God of the Forge is actually a creature, he's swinging for coup de grâce and dealing all 21 commander damage to the opponent if you use his ability 1 time.
-Chandra's Spitfire: Every time Purphoros, God of the Forge or Hellrider would deal damage to an opponent, this creature gets an additional +3/0. If you're playing a 4 player game, 1 trigger from Purphoros, God of the Forge gives Chandra's Spitfire a +9/0. Couple that with Hellrider and it gets really bad, really quick!
Infinite Combo / Win Conditions:
-Dualcaster Mage+Heat Shimmer / Twinflame: Heat Shimmer or Twinflame targets a creature. While on stack, use Dualcaster Mage to target Heat Shimmer. In turn the Dualcaster Mage will make a copy of Heat Shimmer which targets and makes a copy of Dualcaster Mage...
-Basilisk Collar+Goblin Sharpshooter: Goblin Sharpshooter targets a creature with his ability once Basilisk Collaris equipped, killing the targeted creature, which untaps Goblin Sharpshooter. Repeat until enemy board is cleared.
-Extraplanar Lens+Mountain: Use Snow-Covered Mountain or Mountain in your deck and get it "Imprinted" by the Lens. Snow-Covered Mountain are preferred because they aren't played as much as the basic Mountain, doing so means that only you (theoretically) can benefit for twice the amount of land on turn 3. It's sort of fragile, because having your Lens blown up on you (and it will be a big target) means being behind the curve.
-Basalt Monolith+Rings of Brighthearth: Tap Basalt Monolith to add 3 to your mana pool. Untap it using its own activate ability. Copy the ability using the Rings of Brighthearth trigger. You will start to make 6 using 5 (3 to untap and 2 to copy). Keep doing it for infinite mana.
2 months ago
3 months ago
Twinflame or Heat Shimmer + Dualcaster Mage can make infinite hasty 2/2 human wizards if you keep copying the original spell with the token copies that enter the battlefield. Similar combo's can be achieved with Kiki-Jiki, Mirror Breaker and a nonlegendary creature that can untap it, like Zealous Conscripts.
3 months ago
Fanatic of Mogis - I've found him to be lackluster, what has your experience been with it, do you usually have enough devotion to make him meaningful?
Pia and Kiran Nalaar - Similar to above, but I see you have another theme of tokens and damage dealing ETB enchantments/cards. I just find the activated ability to expensive and slow. I would always rather play something from my hand.
Deflecting Swat - Such an amazing card, but if only Norin could stay. What has your experience been with it in Norin, I'm very tempted to slot one in.
Sculpting Steel - Same question as above?
What is your meta comprised of, power level?
Darksteel Citadel - What is the purpose of this, stealing an artifact with confusion?
Roiling Vortex - Meta call?
Cloudstone Curio - Experience with this card, ups and downs?
It feels you suffer from red's lack of card draw, to be addressed in suggestions below. You have virtual card advantage through looting, but little card advantage aside from wheels and a little others.
Tome of Legends - Best card for Norin ever printed. Don't sleep on this
Endless Atlas - Almost as good as above
Mind's Eye/Memory Jar - Top of the curve for draw but can help you out when you need then late game. Mind's eye is especially fun with wheels and Honor-Worn Shaku, as you use shaku + norin and mind's eye to draw during each opponents draw step.
Blast Zone - Speaking of red's weakness, this can work as enchantment removal.
I think you should cut some of the less impactful non basics and add more basics. This will fuel valakut and will help you with extraplanar lens - which itself is a very risky card.
A cool combo (not a serious suggestion but funny to note) is Ugin, the Ineffable + Top + Experimental Frenzy = Draw your whole deck. Each piece is good on it's own (maybe even frenzy in this deck given your lack of card draw?) and Ugin works as both card draw and enchantment removal.
Heat Shimmer + Dualcaster = Infinite Hasty Dualcasters, each piece is good on it's own. There are 1-2 other cards that work with dualcaster as well but escape me at the moment.
Light Up the Stage - With all your damage dealing, this is easy to cast, works well with top too, allowing you to knowingly be able to cast a card rather than risk it in exile.
Ignite the Future - Similar to above but flashback payoff has won me games.
Curse of Opulence - Ramp and politics. I recently had 2 games in a row in a 3 man pod where me and opponent #2 both cast this on opponent #3 on Turn 1. Very fun
Outpost Siege - Draw when you need it, damage when you don't, primarily used for draw in my experience