Norin the Scary

by The_MoC on 13 August 2015

Main Deck (60 cards)

Sideboard (21 cards)

Sorceries (4)


Instants (1)


Artifacts (1)


Enchantments (2)

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Deck Description

This deck is meant for group free for all, I doubt it has the consistent punch required for 1v1. But you're more than welcome to try. More specifically, it is meant to capitalize on the multitude of turns in a free for all session with the activation of the bloodchief ascension. Between Norin, Purphoros, and Seizan, plus instants, you should be able to fully charge the ascension the turn after it gets played. If they decide to do nothing so as to not proc Norin, you might get a giant werewolf. Or you can force it with an instant. If they decide to blow their hand so Norin only procs once, hellhound is gonna take a bite out of them. Overall, it's just meant for fun.

How to Play

To explain:
1 - Bloodchief Ascension, Norin, Impact Tremors, Purphoros bread and butter of the deck. Ascension procs most likely every turn.
2 - the Mondronen Shaman and Hellfire Mongrel are there to give you (the opponent) the damned if you do, damned if you don't situation for Ascension proc. Plus devotion for the God.
3 - The Sign in Blood and Burning Inquiry are there to cycle your deck to pull the right cards/ help the Ascension get nasty
4 - Magma Jet, Seizan and Hideous End set off Ascension and provide defense. Jet and Seizan also help cycle.
5 - Mindcrank = full mill on a player the second a card hits their graveyard with maxed Ascension. If the 40x2 life loss didn't kill you, the fact you have no library will.

Deck at a Glance

Social Stats

6
Likes

This deck has been viewed 1,529 times.

Mana Curve

Mana Symbol Occurrence

0022270

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Norin the Scary

After a while playtesting and pondering...I have to say...I love it. The flavor is there and the choices are endless by turn 5-6. The best way to win (in my opinion) is with mindcrank and blood chief ascension combo. You have plenty of things to start it off, so many in fact, that I won't even mention them. It's an infinite combo to death like exquisite blood and sanguine bond...and I really appreciate a deck that works that well. HUGE +1.

And well done as always!!!

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Posted 10 September 2015 at 05:06

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Thanks gran, it's nice that someone appreciates the deck. My group certainly doesn't. More like a begrudging respect if anything. After months of play, the weak point in the deck is certainly the hound, as that is the least consistent damage dealer. I'm just happy I got to use Norin in something where he's not completely useless.

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Posted 22 January 2016 at 18:32

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Scab-clan Beserker, Impatience, Ember hauler, seismic assault, sulfuric vortex.

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Posted 07 February 2016 at 22:23

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drgnslayer68 has deleted this comment.

Posted 07 February 2016 at 22:23

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drgnslayer68 has deleted this comment.

Posted 07 February 2016 at 22:23

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First off, my group never plays free-for-all. One of the reasons being that you couldn't play a deck like this in FFA - you annoy everyone, so they gang up on you. This deck has multiple cards that paint a bulls-eye on your forehead, so I don't see this working as intended (FFA). In the following I'll just assume that you will play this in a more balanced multiplayer format like Pentagram, team games, french emperor or something along that line.

Now, this looks like 2 or 3 decks thrown together, albeit quite well. I love interlocking themes, and any deck that isn't monochromatic, however, you have to be careful. See, this is mainly a Bloodchief Ascension deck, then there is the Nori shenanigans and a finally a milling subtheme (including a endless-mill-combo with Bloodchief). So, we have 3 highly annoying mechanics, all of which hurt opponents in a broad sense and not controlled - and all of that in a deck with virtually no defense and the only lifegain option is one of the most offensive cards (Bloodchief Ascention).
Which means, even in a non-FFA format this deck can't help put piss off everybody. It's easy for this deck to accidentally kill players you want to live. That's why I think you would maybe be better off concentrating on either the Ascension or the Norin part and add some elements that keep you alive and make you less of a target.

BUT, because that would be boring, I'll try my best to work within the framework as it is, keeping all elements but trying to make it less annoying and more imperishable:

* Hellfire Mongrel has to go. It's an unnecessary additional way to piss of players and to attract removal spells, especially considering it has bad synergy with Seizan, Norin, the Shaman and basically the entire deck. My replacement for him: Hanweier Watchkeep. Same casting cost but it's defensive at first and encourages your opponents to play spells which is good for Norin. And, much like the Shaman, if the opponents stop casting stuff, you'll get someting nasty.

* Consider Confusion in the Ranks. In fact, when I saw the deck name, I thought Norin + Confusion would be the main theme of the deck. Yes, it's also an annoying combo, however, this one steals creatures and therefore has a defensive element to it. Of course, the big problem is that someone could use it to steal your Bloodchief Ascension, which is one of the reason why you would probably be better off not mixing these two decks, however, as I see it you'll either have Norin going or the Ascension and rarely both together.

* Hideous End ... hm, I know it's not targetted, but something like Syphon Flesh would rock in this, given the fact that you have so many cards that trigger when you get creatures!

* Why only 2 Mindcranks? Since you mill someone completedly when you have an active Ascension you should probably run 3 or even 4.

* Burning Inquiry ... I don't like it. It's quite powerful if you have an active Ascension (but still less potent than Mind Crank) but is next to useless if not outright dangerous if you don't have Ascension ready. I would run Incendiary Command instead: The last option has a similar effect but it also has 3 other options and you can pick 2. Incendiary Command gives you the options, flexibility and defensive capabilities this deck desperately needs. Yes, it costs 5 instead of 1 mana which is a big difference, however, you do not want to cast either spell early on. Burning Inquiry would be players later when you have an active Ascension and by that time you will probably be able to cast the Command.
However, you would probably not want to run 4 of them.

* 4 Purphoros AND 4 Impact Tremors seems like a little bit on the excessive side on things, espcially considerung you only have 3 Norin to support. I would add a 4th Norin and cut a Tremor or Purphoros to make room.

* Considering the nature of this deck, the colours and the general attitude of all of this I can't help but think that this deck screams for the addition of a single Kaervek the Merciless as a kind of supervillain that commands the deck :) Not only because I think Karvek would approve the cruelties this deck delivers, he also fits the theme of punishing players for playing spells. And, unlike all your other damage dealers, you can actually pick the target for damage of his ability which is important for various reasons.

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Posted 07 February 2016 at 22:23

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I warned you it was a hate machine.
Let me start off by thanking you for taking the time to go over the deck, she's about to start her first revision, and having an outsider come in to critique should help the process considerably. After a few months of play, I've found that not having defenses bites me in the ass more times than not, but admittedly I got tunnel vision when building the concept, even if I'm not playing blue six drops.

Firstly, I wholeheartedly agree with your assessment of the hounds. Whenever an audible groan escapes you when you pull the card, it's definitely time to swap those out. The hanweir wolf wasn't in my previous considerations for a replacement, but I'll be taking those into account for sure.

On to burning inquiry. I suspected to catch a lot of flak for running them, as they're only really useful when ascension is maxed. What may not be apparent by looking at the deck list, I get a maxed ascension nearly every game, but it sits in my hand until the right time. While it may only cost one mana, I think it's in contention for the worst turn 1 drop in multiplayer. That being said, burning inquiry is really a 50/50 shot. Which is why it needs to be changed as well. Into something defensive, or at the very least, a deterrent.

Purphoros and Norin. The only reason I have 4 gods and 3 Norin is because I only had 4 and 3 of them. But as I'm ordering replacements, it's time to rectify that little issue. Good eye though.

Kaervek is an astonishingly great idea, but as a general rule, I don't run 1 copy of anything. I find that i'll never see it if I want it, or it shows up at the most inopportune time. So two kaervek are almost assuredly coming in.

The only thing I really disagree with you on is the hideous end. While syphon flesh would be superb with impact tremors and all the other Norin-esque strategies, hideous end is just too useful as a cheaper instant that gives me bloodchief counters and handles a problematic field threat. It has saved my bacon more times than I can count with my shoes off.

So it comes down to
-3 Hellfire Mongrel
-4 Burning Inquiry
-1 Purphoros
For
+1 Norin
+1 Mindcrank
+2 Kaervek
+4 hanweir/Scab-Clan Berserker

As always, thanks for the input.

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Posted 08 February 2016 at 18:48

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Okay, I understand you want instant speed spot removal, however, Hideous End? As I understand it, Bloodchief Ascension will get active fast anyway, you are not exactly desperate to put more counters on it. But that means Hideous End is not up to it's game ... you could run good old Terminate instead, one mana cheaper, no restrictions and can kill regenerators. Or, for the same mana, you could run Hero's Downfall.
On the other hand it's always nice to give cards a chance that you don't see usually and if this isn't the deck Hideous End was waiting for then there is no hope for that card :P

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Posted 08 February 2016 at 21:40

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While terminate is obviously the better card all around, I already use it in 3 other decks, so I really need to step away from my comfort zone. It's at the point where if I'm running R/B, Terminates are assumed to be in my hand at all times. Same with W/R and Lightning Helix.

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Posted 08 February 2016 at 22:17

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If that'S the case I agree wholeheartedly with Hideous End :)

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Posted 09 February 2016 at 04:27

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How did this develop? Have you made your revisions and played since? I'd like to hear about the results.

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Posted 23 July 2016 at 17:50

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