"Sphinx tribal"? I'm curious what you're referring to here, I'm blanking on what other sphinx's matter to pandemonium. I would think playing pande against a sharuum deck is always hazardous since every sharuum deck runs sculpting steel and pande turns that into an instant combo win.
You are absolutely right, Sharuum is a terrible example. But the general idea was that sometimes you see a commander that isn't known for playing a big heavy creature suite like Dragonlord Ojutai, you think it's safe to play Pandemonium, and then they start slamming down dragons every turn. That's typically the cases where I've had Pandemonium backfire the most. Sometimes it's a easier to spot a game when Pandemonium will benefit you or not, and sometimes you get surprised. All in all, we can talk about Pandemonium all we want, but it's just a very situational card. Really the best thing to do if you're not used to playing with it is just play it and see how the game turns out (Not talking about you CentralCommand, obviously you've pushed the card to its limit if you died to a Blightsteel Colossus). Should we do a flow chart? I vote to still play it against Sharuum, just to see if it all tilts the game away from always trying to kill the Sharuum deck first.
Of all the suggestions you made, I'll take Pandemonium into consideration again - it's backfires soooo many times...
Yeah, that card 'll do that to you. That card is good early game so it makes people rethink the entire game, and makes people waste removal to get rid of the card, or late game when stuff is at a standstill. It's also a little tricky in that you have to cross your fingers and hope that that Sharuum the Hegemon deck isn't playing a sphinx tribal deck for what ever weird reason. Honestly though, hats off if that's the game I find myself in.
I know I didn't make it clear on my post, but my play style for this deck is kind of a attrition style deck with some political interactions(or lack of) lingering around. It's not meant to be explosive or really an attention grabber. If I can make someone question their life choices through a trading card game, then I feel like I'm doing something right.
Some Changes since I typed my list out:
- Deal Broker
+ Hazoret's Monument
- Mind Stone
+ Liar's Pendulum
Liar's Pendulum is just a card that people swear up and down about in EDH, and out of any deck I've ever built, this is the deck for the card. This deck shifts though so many cads per turn, sometimes I don't even know whats in it. It also has some political interactions that can go with it: make a deal with someone, then activate it naming some card obviously not in your deck. Other fun things I can think of are naming mountain even though you're only playing snow-covered, or just draw a card and activate it without looking at your hand and take a 50/50 (is there a statistician who can help me with those odds?). It seems like this will draw you cards more often than not, and at such a low cost. I like how just a simple card like this can build a little tension in the game.
In taking out a mana rock, I'm hoping Hazoret's Monument kinda/sorta acts as one while giving me some card sifting. I may switch between this and Magnifying Glass to see which I really the better in my list.
Worst as in oppressive or worst as in not very powerful? Because I can think of a large variety in the second category...
My bad, I meant that much of your countermagic is considered terrible for the format, but it's cool how this deck makes it work. This deck doesn't seem oppressive in a multiplayer game, but it does seem like it messes with some really powerful interactions people love to abuse. that being said, Nix? I can already imagine how many times I drew that card and wished it was something else, but that would be too cool to finally get to use it.
Thanks for the feedback, I was just seeing your thoughts on a lot of those cards if I ever get around to building a version of this deck.
First off, I really like your deck. I've been wanting to build a blue/white deck for a while, but it's been hard to find a general not very linear, overdone or one that players just outright hate (Grand Arbiter Augustin IV). You're list seems fun just because you're getting away with playing the worst countermagic EDH has to offer. And the little activated ability/trigger hate theme seems like an interactive and weird way to play the game.
Noticing you play a lot of cards that can be useless considering situations in the game, looting effects might be really fitting in the deck starting with Baral, Chief of Compliance like you mentioned. You could also make better use of cards like Foil or Forbid in the same mindset.
I like the low mana curve to your deck so your Armageddon effects don't really hurt you much. A card to add to that is Global Ruin, but a Chrome Mox or Talisman of Progress seems like it would help you stay ahead if you happen to fire those off.
So, I've been playing this deck for years now, and while I've got the time I'd figure I'd give my take on it. It's been my favorite deck ever since I built it, remains a legendary favorite in my playgroup, and while it doesn't always win when I run it through a torunament, it can hold it's ground and always makes for a memorable game.
First things first, if you plan on winning games or are trying to make the most fine tuned Norin list, THIS DECK ISN'T FOR YOU! The fact that Norin is your leader means your already taking a chance, and typically not for the better (cheers to anyone who plays second rate generals and gets away with it). Second, there is nothing to really gain from forcing central strategies like cramming as many Warstorm Surge effects into this deck as possible. In fact, Warstorm Surge is the best and worst card in this deck (as many cards in this deck tend to be). But, this deck isn't built around that card or any card really. Honestly, one of the best things Norin has going for him is the fact that you can skull clamp him! This actually is an upside to playing this deck though as it's a deck that can't be torn apart. It's a fungus that makes people groan with every card, and given the time and courtesy of other players, those terrible cards together can possibly win you the game.
Finally, this deck requires you to play a very different game of magic, and one that most aren't used to. Ditching or loosing "good" cards while playing this deck are besides the point (Why cards like Faithless Looting are totally understandable). The fact that there are so many cards in this deck that makes magic hard to play is what makes this deck hard to stamp out while creating weird circumstances.
That being said this deck can be a menace and will win you games! When I saw Gakas' list, I thought it was great because it punished people for trying to play their teir 1 generals, which is ultimately the theme I kept in mind while building this deck. If someone takes the game by meeting fist to face with a Korlash a few times, I can respect that. But, your 4 color Atraxa, Praetors' Voice that you play for colors, well here's a Ruination or a Pandemonium so not just I can kill your walkers, but everyone else can too.
I found a Panic one day thumbing through my buddy's shelf while my "friends" were arguing over who was going to take extra turns. For the rest of the game I jokingly threw it over Norin every time he would walk out. Now I have a transparent sleeve with Panic on the backside. At least it makes me laugh.
Enough about what you already know, Here's a list:
Now, some cards in this list most people cut that are mainstays in my list.
Pandemonium: For many people, this is this first card that gets cut, and if it is...well, don't cut it. More than Grip of Chaos, more than Confusion in the Ranks, this card is the most game warping card whenever it sees play. This card makes people very cautious. It ruins draw go decks like Edric, Spymaster of Trest or Talrand, Sky Summoner and can match overwhelming token decks because your doing the same thing. Even when the game is just this card and Norin the Wary, opponents often think it's terrible incremental damage (thumbs up)or they think it's somehow the most synergistic part of the deck (not even close) and they have to destroy it (I love distractions). If there is too many beastly decks at the table, don't play it and just loot it. Boom! problem solved.
Teferi's Puzzle Box: I read somewhere this card is for combo decks. We must not be playing the same games because this card always ruins combo decks every time I play it. Obviously people can't set up their turn (that's the nature if the card), so this card in it self almost creates a fair game of magic. It also gets red some card sifting which is nice. And if your see you're playing against a control/police deck, just loot it away. Problem solved again.
Chandra Ablaze: More important than ditching a bad hand or beaming something for 4, this card takes players equally down to a 3 card hand. Not only is this a better puzzle box, it makes players cautious of what others have, and with a limited number of options. This card can put a stagnant player back in the game and make a monarch humble. Or if it's too expensive... loot.
Widespread Panic: Of all the cards I should let go from the deck, this should be the one. But I can't do it! Often, this card is dead, but when it works (green and equipment decks mostly) it hurts where I want it to which is keeping card advantage to a minimum. At at a very cheep cost to boot. There is also some cheep tricks you can pull off with this and Sensei's Divining Top and Scrying Sheets. Mostly cute, but hurts where I want to. It's also a good option for looting.
Some switches that I've made *Update* 9/5/2017
Grenzo, Havoc Raiser: Of all the cards that have been printed recently, this has become the most powerful effect this deck didn't know it needed. It removes possible staples from opponents decks, makes people do stuff they don't want to do, and is a goblin. All this at a low risk, low cost; he is basically Red God # 2. I switched him out for a Soldier of Fortune I was toying around with. I added Soldier initially due to my love for Widespread Panic, but the the Soldier was cute more than useful. Soldier was also good against tutors and a Ruric Thar, the Unbowed deck that abused knowing the top card of their library, but Grenzo is just insane and often served the same purpose of ripping their top card. I also can't forget the time I shuffled my own library with a widespread panic in play to survive a turn with Price of Knowledge and come back. Cheers soldier of fortune and to hell with you King Leoric.
Hammer of Purphoros: I've tried to make it a point in my deck that not any of my creatures are worth killing or stealing (Kiki-Jiki, Mirror Breaker and Krenko, Mob Boss are lightning rods, but you can only do so much), so this came out for Ogre Battledriver which is a scary creature. Hammer also has some cheap tricks with Crucible of Worlds, and can keep pumping out damage when a Pandemonium is in play while the rest of the board is extinct. This little interaction laughably almost one some tournament money, but due to Grip of Chaos a needed a perfect hit through three dice rolls (he was at 9 life, 2 activations of hammer at end of his turn then my turn, and also has a Magus of the Wheel to play). There's no need to shell out for Vegas when you have the whole cardshop in suspense, but in a Vegas fashion, the dealer took it in the final roll and sent me home packing.
It's also an artifact, and makes artifacts...sometimes that's useful? I don't know. Who cares.
Mimic Vat: As someone once said, this is the swiss army knife of EDH. I'm not sure what it's going to do any time I play it, but it always does a lot. I'm crazy about it. No idea what I took out for this. I don't care. Put it in your deck. In fact, put it in all your decks.
Scrabbling Claws: It's always sweet to deny graveyard reliant decks any chance to play magic in one shot--and draw a card, but at the same time Relic of Progenitus makes most players uneasy and sets me back too! Scrabbling Claws are great in that I only have to pinpoint the problem card so everyone at the table can still survive another turn which means tends to make freinds more than enemies. Usually when you have to activate the sac ability to stop the Nim Deathmantle combo, everyone shakes your hand that you were able to out bully the Mikaeus, the Unhallowed player, giving the Sharuum and Saffi players a chance to still do their worst. It also doesn't exile it self and not a bad target to bring back from the yard to do it's single minded job again. Like Relic, it still has the same interaction with Haunted Fengraf to help make the randomness of the card you'll get from the yard a little less random, and draw a card.
The Tried and True Cards
Goblin Recruiter: This is a card that a played for a long time, and was also the most relieving to cut. It seems great, and I always wanted to to be, but it was just always underwhelming. In the early game, it's bad because it's more important to set up than get key goblins. In the late game it's bad because no one, and I mean no one ever lets you go find a Kiki-Jiki or Krenko and just turns the other cheek. What I ended up doing with it most of the time was grab a Rummaging Goblin. What I ultimately ended up doing with it was cutting it for Deal Broker. Any card draw is just better than this dude.
Mind's eye: I love the card. But it's expensive, and doesn't tend to stick around for very long. Most of the time it reads, "draw three cards", and at five mana (more than five really), that's just bad even in a scrappy mono red deck. I couldn't keep it in the deck.
Trading Post: I think I swapped this out for a Tangle Wire. Which is odd for two reasons: Trading Post is nothing like Tangle Wire, and that I already didn't have Tangle Wire in the deck. I don't know that I've completely omitted this card from the list and could see myself playing it again again. I was was never really mad when I drew it; it makes goats, draws cards, recurs artifacts, and gains life which is neat, but after the inclusion of Daretti, Scrap Savant which takes the best parts of Trading Post and kicks it into overdrive, trading post just became redundant.
Myr Battlesphere: I've killed so many people with this card, but ultimately felt like a win more card. If I'm ever able to set up to cast or recur this card, I'm typically already on my way to taking the crown. Pia and Kiran Nalaar can come down faster, and could hold it's own much better in grindy matches which this deck tends to put itself in. The other thing Battlesphere always did for me was, make others realize I had a Battleshpere. Even if it was just chillin' in the the graveyard. This makes other players start to panic, start to point fingers at you while throwing harsh words your way. Me being the Norin player, obviously I can't handle that kind of excitement so I start to panic and activate Relic of Progenitus on myself to remove Battlesphere to get some peace and quiet. The things this deck has to do to get by sometimes...
Magnifying Glass: If you had this deck already built, you've got to at least give this card a shot. It's not threatening--it's just a mana rock, that is until you until you have more clues on your table than a detectives wall in CSI, and then a Warp World happens. It also plays nicely with your Trash for Treasure cards, and Pia and Kiran Nalaar. Oh yeah, it's also nets you cards if your just durdling. After writing this...I may just try to find space for this card again.
Imperial Recruiter: I've never actually played the card, but I'm also not made of money.
New cards I'm giving a chance *Update* 9/5/2017
Harsh Mentor: In the vein of punishing players for being cheeky with overused effects (please, go for broke with that Deadeye Navigator), I thought this card would fit right in. It's fragile, but it's annoying and still an obstacle people have to overcome before they can go off and that's really enough. I traded this for an Eye of Doom I had in the deck...don't laugh, it works. Eye was actually very useful in that it could get rid of stuff red can't, doesn't target (gets under Grip of Chaos), can be used the turn it comes into play, and can be recurred to make players cringe again. Obviously you play Eye when your behind; most of the time what happens is the Maelstrom Wanderer player (or insert your favorite noob tube general) gets their board wiped. Even if you have to play Eye with a Kiki-Jiki, Mirror Breaker or Krenko, Mob Boss in play and they get a counter on it, you don't have to activate it. Just wait till someone else gets rid of themor sac them yourself, and then activate Eye. Eye of doom really is an underrated card in EDH.
Indomitable Creativity: I have I hopes for this card. I've won most games by simply resolving a Warp World, and I'm hoping this card can be an extension of that. Maybe it'll also pull the weight of Aftershock if need be which is what I swapped out for it. Then again, maybe it puts an Iona, Shield of Emeria out named red on turn 4. I've done worse with a Chaos Warp on turn 3. But hey, that's the nature of the deck. It's ridiculous and it's fun. If that leaves, I loose the spirit of the deck.
Curse of Opulence: I couldn't wait to try this card out when I saw it spoiled. It's a cheep card that actually has a little cool interaction with Norin and not just another cog in the deck, and this card does everything you could want for one mana: makes mana, makes tokens that are siftable with Warp World and Indomitable Creativity, good sac outlet for Pia and Kiran Nalaar and the trash for treasure cards, and at least makes players think about attacking another player than you (good if you you play with a regular group). There are a few downsides I can foresee of course(aside from the extra mana you're giving your opponents): Maybe your playing you're playing against a dragon player that really want's to be on theme so they hoard a bunch of gold, then a Warp World doesn't look as appealing as it usually is; or if Confusion in the Ranks is in play and then players can steel my better artifacts from me probably more often than I'd like, but I still have yet to see how that interaction will actually play out. So the curse may make two signature cards of the deck a little unappealing, but that's only 2 out of 99 cards! Of course I'll take those chances.
I did tryHazoret's Monument for a while in place of Magnifying Glass as it drew cards and acted as a mana rock, but it was a bust. It worked really well with Cloudstone Curio and made an extra mana with Honor-Worn Shaku, but felt a little clunky. Luckily, I didn't even have to think of what card I would take out when I saw Curse of Opulence.
Some Tips and a Closer
Any central strategy I've tried to put together in the deck seemed to fall apart. Impact Tremors and Outpost Siege were always low impact cards and needed extra help and never made players question how they were going to play out the game. Vicious Shadows is a great card and makes players sweat, but is expensive also feels a bit reactive which never was a good fit for the deck. Gratuitous Violence is a worthy card as it's cheap, but is a support card, and they don't last long in my hand(loot) or in the field(angry players). I want to try out Hazoret's Monument in place of Deal Broker for a minute and see if it's any good beyond interacting with Cloudstone Curio, but that might take some time.
Like I said, this is my favorite deck that I've put together. I've played it a lot and all I can say is it's fun. There is no other deck I can play where I don't care about the state of the game or even that I have to weave the game a certain way for this deck to win. The deck just warps the game enough to where it comes out on top, or it warps the game enough where something interesting still happens. I'm fine with either.
I'll probably get around to editing this post a bit more to include popular cards that don't pull their weight in this list. Maybe even a part on budget versions of some of the more expensive cards, but there's a lot already on this thread that can help someone out with that.
I don't think most players have a problem with the with the wishboard. Like you said, it's actually less power than a a typical tutor considering if it's a necessary card for your deck to run, you start the game without that card in your deck which is kinda scary.
The problem really just comes down to playing sanctioned tournaments using the most widely known rules. And, I think the only reason why the people making the rules don't consider a wishboard/sideboard is that they want to keep the game as simple as possible. If you wanna play with a wishboard, the best thing to do right now is bring it up to the shop you play at.
I'm with you 100% on the Bedlam plan. That's a card that I've always wanted to play, and this is the deck for it. Extra props if you get the 7th edition art.
Rummaging Goblin is one of the sure fire goblins I usually tutor for, so that's definitely not coming out in my version of Norin. But, I did make some hard cuts recently to try out Soldier of Fortune. As much as I wanted to play that card in the deck (it's actually good with how much deck manipulation I play against) it can't hold a candle to New Grenzo which kinda/sorta still messes with peoples decks.
Just a bit of an update on my deck today for you. Not sure if you tested Eternity Vessel yet, but from my experience it was a no go. My deck already has has a high mana curve and it basically was an over expensive Ghostly Prison that also caused me to lose life at times if I could gain more than the total. And If I ever drew it at at a low life, which if you can guess how many times that happens with this deck, it's a dead card.
Also, if you were still looking for a contingency plan, just do what everyone else does and try out High Market. I also use it to tinker with my life total between even or uneven.
Well if your going with the handless blue theme, maybe you should try Ertai, Wizard Adept so you can reliably counter stuff with out a hand.
*edit* I didn't mean as a general, I really like the idea behind this general *edit*
You play with some cheep instants too so I could see this deck using Isochron Scepter.
You are absolutely right, Sharuum is a terrible example. But the general idea was that sometimes you see a commander that isn't known for playing a big heavy creature suite like Dragonlord Ojutai, you think it's safe to play Pandemonium, and then they start slamming down dragons every turn. That's typically the cases where I've had Pandemonium backfire the most. Sometimes it's a easier to spot a game when Pandemonium will benefit you or not, and sometimes you get surprised. All in all, we can talk about Pandemonium all we want, but it's just a very situational card. Really the best thing to do if you're not used to playing with it is just play it and see how the game turns out (Not talking about you CentralCommand, obviously you've pushed the card to its limit if you died to a Blightsteel Colossus). Should we do a flow chart? I vote to still play it against Sharuum, just to see if it all tilts the game away from always trying to kill the Sharuum deck first.
Yeah, that card 'll do that to you. That card is good early game so it makes people rethink the entire game, and makes people waste removal to get rid of the card, or late game when stuff is at a standstill. It's also a little tricky in that you have to cross your fingers and hope that that Sharuum the Hegemon deck isn't playing a sphinx tribal deck for what ever weird reason. Honestly though, hats off if that's the game I find myself in.
I know I didn't make it clear on my post, but my play style for this deck is kind of a attrition style deck with some political interactions(or lack of) lingering around. It's not meant to be explosive or really an attention grabber. If I can make someone question their life choices through a trading card game, then I feel like I'm doing something right.
Some Changes since I typed my list out:
- Deal Broker
+ Hazoret's Monument
- Mind Stone
+ Liar's Pendulum
Liar's Pendulum is just a card that people swear up and down about in EDH, and out of any deck I've ever built, this is the deck for the card. This deck shifts though so many cads per turn, sometimes I don't even know whats in it. It also has some political interactions that can go with it: make a deal with someone, then activate it naming some card obviously not in your deck. Other fun things I can think of are naming mountain even though you're only playing snow-covered, or just draw a card and activate it without looking at your hand and take a 50/50 (is there a statistician who can help me with those odds?). It seems like this will draw you cards more often than not, and at such a low cost. I like how just a simple card like this can build a little tension in the game.
In taking out a mana rock, I'm hoping Hazoret's Monument kinda/sorta acts as one while giving me some card sifting. I may switch between this and Magnifying Glass to see which I really the better in my list.
My bad, I meant that much of your countermagic is considered terrible for the format, but it's cool how this deck makes it work. This deck doesn't seem oppressive in a multiplayer game, but it does seem like it messes with some really powerful interactions people love to abuse. that being said, Nix? I can already imagine how many times I drew that card and wished it was something else, but that would be too cool to finally get to use it.
Thanks for the feedback, I was just seeing your thoughts on a lot of those cards if I ever get around to building a version of this deck.
Have you ever considered Talrand, Sky Summoner? Isn't he basically just a Monastery Mentor number 2?
Seeing how you have a very low power curve on your creatures, Dusk // Dawn and Retribution of the Meek seem like they could be decent.
Noticing you play a lot of cards that can be useless considering situations in the game, looting effects might be really fitting in the deck starting with Baral, Chief of Compliance like you mentioned. You could also make better use of cards like Foil or Forbid in the same mindset.
I like the low mana curve to your deck so your Armageddon effects don't really hurt you much. A card to add to that is Global Ruin, but a Chrome Mox or Talisman of Progress seems like it would help you stay ahead if you happen to fire those off.
First things first, if you plan on winning games or are trying to make the most fine tuned Norin list, THIS DECK ISN'T FOR YOU! The fact that Norin is your leader means your already taking a chance, and typically not for the better (cheers to anyone who plays second rate generals and gets away with it). Second, there is nothing to really gain from forcing central strategies like cramming as many Warstorm Surge effects into this deck as possible. In fact, Warstorm Surge is the best and worst card in this deck (as many cards in this deck tend to be). But, this deck isn't built around that card or any card really. Honestly, one of the best things Norin has going for him is the fact that you can skull clamp him! This actually is an upside to playing this deck though as it's a deck that can't be torn apart. It's a fungus that makes people groan with every card, and given the time and courtesy of other players, those terrible cards together can possibly win you the game.
Finally, this deck requires you to play a very different game of magic, and one that most aren't used to. Ditching or loosing "good" cards while playing this deck are besides the point (Why cards like Faithless Looting are totally understandable). The fact that there are so many cards in this deck that makes magic hard to play is what makes this deck hard to stamp out while creating weird circumstances.
That being said this deck can be a menace and will win you games! When I saw Gakas' list, I thought it was great because it punished people for trying to play their teir 1 generals, which is ultimately the theme I kept in mind while building this deck. If someone takes the game by meeting fist to face with a Korlash a few times, I can respect that. But, your 4 color Atraxa, Praetors' Voice that you play for colors, well here's a Ruination or a Pandemonium so not just I can kill your walkers, but everyone else can too.
I found a Panic one day thumbing through my buddy's shelf while my "friends" were arguing over who was going to take extra turns. For the rest of the game I jokingly threw it over Norin every time he would walk out. Now I have a transparent sleeve with Panic on the backside. At least it makes me laugh.
Enough about what you already know, Here's a list:
1 Norin the Wary
The Tower of Power
1 Purphoros, God of the Forge
More Sweeter than Sour
1 Kiki-Jiki, Mirror Breaker
1 Tuktuk Scrapper
1 Mogg War Marshal
1 Goblin Assassin
1 Squee, Goblin Nabob
1 Goblin Settler
1 Siege-Gang Commander
1 Goblin Welder
1 Stingscourger
1 Goblin Matron
1 Grenzo, Havoc Raiser
1 Outrage Shaman
1 Krenko, Mob Boss
1 Rummaging Goblin
1 Beetleback Chief
1 Feldon of the Third Path
1 Magus of the Moon
1 Pia and Kiran Nalaar
1 Moggcatcher
1 Magus of the Wheel
1 Manic Vandal
1 Solemn Simulacrum
1 Zealous Conscripts
1 Harsh Mentor
1 Planar Chaos
1 Confusion in the Ranks
1 Grip of Chaos
1 Pandemonium
1 Stranglehold
1 Widespread Panic
1 Blood Moon
1 Warstorm Surge
1 Curse of Opulence
Skiiiiies the Limit!
1 Shattering Spree
1 Indomitable Creativity
1 Wheel of Fortune
1 Gamble
1 Ruination
1 Mogg Infestation
1 Warp World
1 Chaos Warp
And Space is the Place
22 Snow-Covered Mountain
1 Valakut, the Molten Pinnacle
1 Scalding Tarn
1 Arid Mesa
1 Great Furnace
1 High Market
1 Kher Keep
1 Scrying Sheets
1 Wasteland
1 Strip Mine
1 Haunted Fegraf
1 Baried Ruin
1 Cavern of Souls
1 Honor-Worn Shaku
1 Springleaf Drum
1 Sol Ring
1 Mana Crypt
1 Hammer of Purphoros
1 Conjurer's Closet
1 Genesis Chamber
1 Gauntlet of Might
1 Mimic Vat
1 Helm of Possession
1 Skullclamp
1 Teferi's Puzzle Box
1 Tangle Wire
1 Sensei's Divining Top
1 Cloudstone Curio
1 Sculpting Steel
1 Duplicant
1 Crucible of Worlds
1 Memory Jar
1 Scrabbling Claws
1 Liar's Pendulum
And Extra Comrades
1 Chandra Ablaze
1 Daretti, Scrap Savant
Now, some cards in this list most people cut that are mainstays in my list.
Pandemonium: For many people, this is this first card that gets cut, and if it is...well, don't cut it. More than Grip of Chaos, more than Confusion in the Ranks, this card is the most game warping card whenever it sees play. This card makes people very cautious. It ruins draw go decks like Edric, Spymaster of Trest or Talrand, Sky Summoner and can match overwhelming token decks because your doing the same thing. Even when the game is just this card and Norin the Wary, opponents often think it's terrible incremental damage (thumbs up)or they think it's somehow the most synergistic part of the deck (not even close) and they have to destroy it (I love distractions). If there is too many beastly decks at the table, don't play it and just loot it. Boom! problem solved.
Teferi's Puzzle Box: I read somewhere this card is for combo decks. We must not be playing the same games because this card always ruins combo decks every time I play it. Obviously people can't set up their turn (that's the nature if the card), so this card in it self almost creates a fair game of magic. It also gets red some card sifting which is nice. And if your see you're playing against a control/police deck, just loot it away. Problem solved again.
Chandra Ablaze: More important than ditching a bad hand or beaming something for 4, this card takes players equally down to a 3 card hand. Not only is this a better puzzle box, it makes players cautious of what others have, and with a limited number of options. This card can put a stagnant player back in the game and make a monarch humble. Or if it's too expensive... loot.
Widespread Panic: Of all the cards I should let go from the deck, this should be the one. But I can't do it! Often, this card is dead, but when it works (green and equipment decks mostly) it hurts where I want it to which is keeping card advantage to a minimum. At at a very cheep cost to boot. There is also some cheep tricks you can pull off with this and Sensei's Divining Top and Scrying Sheets. Mostly cute, but hurts where I want to. It's also a good option for looting.
Some switches that I've made *Update* 9/5/2017
Grenzo, Havoc Raiser: Of all the cards that have been printed recently, this has become the most powerful effect this deck didn't know it needed. It removes possible staples from opponents decks, makes people do stuff they don't want to do, and is a goblin. All this at a low risk, low cost; he is basically Red God # 2. I switched him out for a Soldier of Fortune I was toying around with. I added Soldier initially due to my love for Widespread Panic, but the the Soldier was cute more than useful. Soldier was also good against tutors and a Ruric Thar, the Unbowed deck that abused knowing the top card of their library, but Grenzo is just insane and often served the same purpose of ripping their top card. I also can't forget the time I shuffled my own library with a widespread panic in play to survive a turn with Price of Knowledge and come back. Cheers soldier of fortune and to hell with you King Leoric.
Magus of the Wheel: It's a permanent, and a creature at that. That's really all it took to replace it with Reforge the Soul. Reforge is possibly still better, but I can't pass up all the synergies it has with Kiki-Jiki, Mirror Breaker, and Feldon of the Third Path. I mean, what if I actually mill someone!I'm not holding my breath, but what if? It also interacts better with Warp World, and Purphoros, God of the Forge a little bit. Not much, but it's there.
Hammer of Purphoros: I've tried to make it a point in my deck that not any of my creatures are worth killing or stealing (Kiki-Jiki, Mirror Breaker and Krenko, Mob Boss are lightning rods, but you can only do so much), so this came out for Ogre Battledriver which is a scary creature. Hammer also has some cheap tricks with Crucible of Worlds, and can keep pumping out damage when a Pandemonium is in play while the rest of the board is extinct. This little interaction laughably almost one some tournament money, but due to Grip of Chaos a needed a perfect hit through three dice rolls (he was at 9 life, 2 activations of hammer at end of his turn then my turn, and also has a Magus of the Wheel to play). There's no need to shell out for Vegas when you have the whole cardshop in suspense, but in a Vegas fashion, the dealer took it in the final roll and sent me home packing.
It's also an artifact, and makes artifacts...sometimes that's useful? I don't know. Who cares.
Mimic Vat: As someone once said, this is the swiss army knife of EDH. I'm not sure what it's going to do any time I play it, but it always does a lot. I'm crazy about it. No idea what I took out for this. I don't care. Put it in your deck. In fact, put it in all your decks.
Scrabbling Claws: It's always sweet to deny graveyard reliant decks any chance to play magic in one shot--and draw a card, but at the same time Relic of Progenitus makes most players uneasy and sets me back too! Scrabbling Claws are great in that I only have to pinpoint the problem card so everyone at the table can still survive another turn which means tends to make freinds more than enemies. Usually when you have to activate the sac ability to stop the Nim Deathmantle combo, everyone shakes your hand that you were able to out bully the Mikaeus, the Unhallowed player, giving the Sharuum and Saffi players a chance to still do their worst. It also doesn't exile it self and not a bad target to bring back from the yard to do it's single minded job again. Like Relic, it still has the same interaction with Haunted Fengraf to help make the randomness of the card you'll get from the yard a little less random, and draw a card.
The Tried and True Cards
Goblin Recruiter: This is a card that a played for a long time, and was also the most relieving to cut. It seems great, and I always wanted to to be, but it was just always underwhelming. In the early game, it's bad because it's more important to set up than get key goblins. In the late game it's bad because no one, and I mean no one ever lets you go find a Kiki-Jiki or Krenko and just turns the other cheek. What I ended up doing with it most of the time was grab a Rummaging Goblin. What I ultimately ended up doing with it was cutting it for Deal Broker. Any card draw is just better than this dude.
Mind's eye: I love the card. But it's expensive, and doesn't tend to stick around for very long. Most of the time it reads, "draw three cards", and at five mana (more than five really), that's just bad even in a scrappy mono red deck. I couldn't keep it in the deck.
Trading Post: I think I swapped this out for a Tangle Wire. Which is odd for two reasons: Trading Post is nothing like Tangle Wire, and that I already didn't have Tangle Wire in the deck. I don't know that I've completely omitted this card from the list and could see myself playing it again again. I was was never really mad when I drew it; it makes goats, draws cards, recurs artifacts, and gains life which is neat, but after the inclusion of Daretti, Scrap Savant which takes the best parts of Trading Post and kicks it into overdrive, trading post just became redundant.
Myr Battlesphere: I've killed so many people with this card, but ultimately felt like a win more card. If I'm ever able to set up to cast or recur this card, I'm typically already on my way to taking the crown. Pia and Kiran Nalaar can come down faster, and could hold it's own much better in grindy matches which this deck tends to put itself in. The other thing Battlesphere always did for me was, make others realize I had a Battleshpere. Even if it was just chillin' in the the graveyard. This makes other players start to panic, start to point fingers at you while throwing harsh words your way. Me being the Norin player, obviously I can't handle that kind of excitement so I start to panic and activate Relic of Progenitus on myself to remove Battlesphere to get some peace and quiet. The things this deck has to do to get by sometimes...
Magnifying Glass: If you had this deck already built, you've got to at least give this card a shot. It's not threatening--it's just a mana rock, that is until you until you have more clues on your table than a detectives wall in CSI, and then a Warp World happens. It also plays nicely with your Trash for Treasure cards, and Pia and Kiran Nalaar. Oh yeah, it's also nets you cards if your just durdling. After writing this...I may just try to find space for this card again.
Imperial Recruiter: I've never actually played the card, but I'm also not made of money.
New cards I'm giving a chance *Update* 9/5/2017
Harsh Mentor: In the vein of punishing players for being cheeky with overused effects (please, go for broke with that Deadeye Navigator), I thought this card would fit right in. It's fragile, but it's annoying and still an obstacle people have to overcome before they can go off and that's really enough. I traded this for an Eye of Doom I had in the deck...don't laugh, it works. Eye was actually very useful in that it could get rid of stuff red can't, doesn't target (gets under Grip of Chaos), can be used the turn it comes into play, and can be recurred to make players cringe again. Obviously you play Eye when your behind; most of the time what happens is the Maelstrom Wanderer player (or insert your favorite noob tube general) gets their board wiped. Even if you have to play Eye with a Kiki-Jiki, Mirror Breaker or Krenko, Mob Boss in play and they get a counter on it, you don't have to activate it. Just wait till someone else gets rid of themor sac them yourself, and then activate Eye. Eye of doom really is an underrated card in EDH.
Indomitable Creativity: I have I hopes for this card. I've won most games by simply resolving a Warp World, and I'm hoping this card can be an extension of that. Maybe it'll also pull the weight of Aftershock if need be which is what I swapped out for it. Then again, maybe it puts an Iona, Shield of Emeria out named red on turn 4. I've done worse with a Chaos Warp on turn 3. But hey, that's the nature of the deck. It's ridiculous and it's fun. If that leaves, I loose the spirit of the deck.
Curse of Opulence: I couldn't wait to try this card out when I saw it spoiled. It's a cheep card that actually has a little cool interaction with Norin and not just another cog in the deck, and this card does everything you could want for one mana: makes mana, makes tokens that are siftable with Warp World and Indomitable Creativity, good sac outlet for Pia and Kiran Nalaar and the trash for treasure cards, and at least makes players think about attacking another player than you (good if you you play with a regular group). There are a few downsides I can foresee of course(aside from the extra mana you're giving your opponents): Maybe your playing you're playing against a dragon player that really want's to be on theme so they hoard a bunch of gold, then a Warp World doesn't look as appealing as it usually is; or if Confusion in the Ranks is in play and then players can steel my better artifacts from me probably more often than I'd like, but I still have yet to see how that interaction will actually play out. So the curse may make two signature cards of the deck a little unappealing, but that's only 2 out of 99 cards! Of course I'll take those chances.
I did tryHazoret's Monument for a while in place of Magnifying Glass as it drew cards and acted as a mana rock, but it was a bust. It worked really well with Cloudstone Curio and made an extra mana with Honor-Worn Shaku, but felt a little clunky. Luckily, I didn't even have to think of what card I would take out when I saw Curse of Opulence.
Some Tips and a Closer
Any central strategy I've tried to put together in the deck seemed to fall apart. Impact Tremors and Outpost Siege were always low impact cards and needed extra help and never made players question how they were going to play out the game. Vicious Shadows is a great card and makes players sweat, but is expensive also feels a bit reactive which never was a good fit for the deck. Gratuitous Violence is a worthy card as it's cheap, but is a support card, and they don't last long in my hand(loot) or in the field(angry players). I want to try out Hazoret's Monument in place of Deal Broker for a minute and see if it's any good beyond interacting with Cloudstone Curio, but that might take some time.
Like I said, this is my favorite deck that I've put together. I've played it a lot and all I can say is it's fun. There is no other deck I can play where I don't care about the state of the game or even that I have to weave the game a certain way for this deck to win. The deck just warps the game enough to where it comes out on top, or it warps the game enough where something interesting still happens. I'm fine with either.
I'll probably get around to editing this post a bit more to include popular cards that don't pull their weight in this list. Maybe even a part on budget versions of some of the more expensive cards, but there's a lot already on this thread that can help someone out with that.
*Edit* 9/5/2017
Change Log
-1 Hazoret's Monument
+1 Curse of Opulence
-1 Relic of Progenitus
+1 Scrabbling Claws
-1 Deal Broker
+1 Liar's Pendulum
I don't think most players have a problem with the with the wishboard. Like you said, it's actually less power than a a typical tutor considering if it's a necessary card for your deck to run, you start the game without that card in your deck which is kinda scary.
The problem really just comes down to playing sanctioned tournaments using the most widely known rules. And, I think the only reason why the people making the rules don't consider a wishboard/sideboard is that they want to keep the game as simple as possible. If you wanna play with a wishboard, the best thing to do right now is bring it up to the shop you play at.
Honestly though, if your handing out that many 1/1 creatures then Plague Spitter and Thrashing Wumpus are decent cards to consider.
so,
- Soldier of Fortune
+ Grenzo, Havoc Raiser
I understand not a lot of people play SoF, sorry I'm not really helping much.
I didn't realize this "buffed" all my creatures. This might be the best card this deck has been given since Purphoros.
Also, if you were still looking for a contingency plan, just do what everyone else does and try out High Market. I also use it to tinker with my life total between even or uneven.
*edit* I didn't mean as a general, I really like the idea behind this general *edit*
You play with some cheep instants too so I could see this deck using Isochron Scepter.
Some other cards that work with no hand are: Veiled Crocodile, Ensnaring Bridge, Idle Thoughts, Fool's TomeImaginary Pet, Oath of Scholars, Dreamborn Muse, Mindstorm Crown and any planeswalker.
Other cards to help ditch your hand:Grafted Skullcap,Heightened Awareness,Keeper of the Mind,Turbulent Dreams, Waterfront Bouncer, Alexi, Zephyr Mage, Chamber of Manipulation, Cloudseeder, Diplomatic Escort, Overtaker,Stronghold Biologist, Stronghold Machinist, and Gustha's Scepter
If you like the windfall type effects, take it to the max with Wheel and Deal, Memory Jar and Magus of the Jar.
and just an after thought on Psychic Vortex, maybe Khalni Gem and Crucible of Worlds could be played to get some of those lands back.