Thoughts on Kari Zev, Skyship Raider? Generates etb on attack just like norin, but she also gets buffed by lieutenants. Also her abilities help her punch through, and she plays some good defense.
Anyone also have thoughts on getting the beef boys into the red zone? Ride Down never sees play, but it seems like an OK answer to get your big beefy boys through. Alternatively the go wide strategy would probably be best if we added Intangible Virtue if we wanted to focus on tokens and Honor of the Pure if we wanted to focus on white. Otherwise Spear of Heliod seems to be the best catch all.
Also, any other vehicle options we can look into? the two new crew 1 options seem... ok
Kari Zev seems viable in the versions with fewer but bigger individual damage sources. Ride Down does indeed look like a good way to punch through with those bigger creatures, but maybe Brave the Elements would be better (against everything except Eldrazi).
Using Intangible Virtue in the anthem slots effectively removes all benefit from attacking with our non-token creatures. Honor of the Pure similarly disarms our Myr tokens.
In general, Spear of Heliod is the de facto replacement for Glorious Anthem, and for good reason. However, artifact hate is much more prevalent than enchantment hate in Modern. If somebody is smart enough to bring in artifact hate for Genesis Chamber, playing Spear means they can hit our Anthems as well. But it is possible that I'm just being too paranoid; I think we'd need to test and see how useful Spear's activated ability turns out to be.
What about Solemn Recruit and Ninth Bridge Patrol? We could have 16x creatures that become bigger and bigger every turn (Champion of the parish and Thalia's lieutenant)
Idk... It's a 3 cmc that dies to bolt and fatal push just now. It's very different from champion with 1 cmc, lieutenant that bolster all the team and pridemate that grows very fast...
I don't know what the banned list is like in 2HG, but Recruiter of the Guard is not legal in Modern.
If they are both legal in your deck, I would still recommend Ranger of Eos. Recruiter is best when you have silver bullets or NEED to fetch something with cmc > 1, neither of which fit this deck. Ranger of Eos is better for reloading/refueling (since it fetches up 2 creatures), which is something this deck definitely needs in the mid to late game.
Recruiter of the Guard is not modern legal.
I haven't tried rabblemaster yet. Idk if it's useful. 3 cmc with no impact when it comes into play, unless it may put a suicidal token
Gideo, Ally of Zendikar seems like an excellent choice. Making 2/2s helps hold off the 1/1s that opponents get for Genesis Chamber and the potential for multiple Anthem effects over time is spicy.
Sky Hussar is a great way to counter the card advantage issues inherent in this deck. I'm going to have to give it a try.
Hi, I took down a little tournament yesterday with Norin Sisters. First time I played the deck in a tournament. Lots of fun and lots of trigger effects....lol
Only 17 participants but some very good players.
first round won against a home brew in extra rounds 2-1
Second round won against a cool Vampire deck in extra rounds 2-1
Third round won against Eldrazi 2-0 ending with 76 life
Last round won against Burn. This is a walk over.
Had lots of fun and gained some experience with the deck.
This is the deck I played:
Creature 25
4 Ajani's Pridemate
2 Auriok Champion
4 Champion of the Parish
1 Legion Loyalist
3 Norin the Wary
2 Purphoros, God of the Forge
2 Ranger of Eos
4 Soul Warden
3 Soul's Attendant
Spell 14
4 Genesis Chamber
3 Path to Exile
4 Lightning Bolt
2 Return to the Ranks
1 Gideon, Ally of Zendikar
I played this list the other night, had an absolute blast. I really like it. Sideboard obviously is a work in progress because this is a new style of deck.
I haven't pulled out norin for quite awhile but I just recently played a game against someone and I liked the deck they were using,they flooded the board with tokens.
They ultimately lost but it was a good long fight.
Having access to tools like Orzhov Pontiff to wipe enemy Myr tokens or anthem your team, and Kolaghan's Command for removal and creature recursion when splashing black is also a huge plus.
One of my biggest complaints when piloting the RW version was finding myself hellbent so often. 4x Dark Confidant solved this problem. Bob, along with Pontiff, are also additional humans to buff Champion of the Parish.
Another problem was the lack of fliers. Bitterblossom and Lingering Souls! These cards alone are enough to beat some decks.
Anyways, give it a try. It's a lot of fun to play.
Hey guys, im coming back to this deck. Im not very good at this building thing but I sure love. I believe the way to go is MB Blood moon. Id love to run something like Ghostly Prison and just stall the game until Purphoros, God of the Forge and Impact tremors do some work.I would also love to run some number of Fling so maybe we can fling our big guys or something like that.I also think Collective Effort is so easy to active it 3 times it might be worth a look.
sorry if I messed up the formating or said something dumb I dont post much
So I've been lurking for a bit and finally decided to build Norin because of lackluster results from my esper draw go deck. I'm not sure how to post the list I'm running but here we go.
4 champion of the parish
4 soul warden
4 soul's attendant
3 Norin the wary
2 serra ascendant
1 legion loyalist
3 ajani's pridemates
1 Thalia, guardian of thraben
2 ranger of egos
Non creature
3 lightning bolts
3 path to exile
2 return to the ranks
1 Boros charm
3 genesis chamber
3 impact tremors
1 outpost siege
4 arid mesa
4 sacred foundry
4 inspiring vantage
2 cavern of souls
5 plains
1 mountain
Side board
2 blood moon
3 wear/tear
2 stony silence
2 rest in peace
2 spellskite
1 Boros charm
1 declaration in stone
1 grafdigger's cage
It's pretty basic but I like pridemates over lieutenants, they're just more explosive. I went insuring vantage over Clifftop retreat because vantage is much better in the opening hand. I took it to an fnm at a lgs that is used to me playing control for some added shenanigans. So here's the results.
Game 1 vs ponzu
Won the roll so I was on the play, I dropped inspiring vantage and my opponent looks up and says "where is your esper?" I laughed and said I was trying out something different. Dropped champion and passed. He turn one dropped arbor elf. Turn two I played another vantage and dropped sister norin swung for three. He played the enchantment that ramps and blew up a vantage. Turn three I play a plains and follow with another sister norin, swinging in for six. Norin blinks back in giving me an eight power champion on board. He draws and says "let's go to game 2."
Game 2 didn't side anything out
Pretty much the same start for him minus blowing up my land turn 2. In this order I dropped norin, chamber, sister, pridemates, he scooped on turn 4 again.
Match 2 abzan combo 1-0
This match went long, as in we only got one game in. We had the board clogged with myrs as my first plays were norin, chamber, chamber, sister. Finally topdecked ranger and fetched my loyalist for the win. I had a 140 PT pridemates and about 50 myrs. I left the table with my opponent saying "effing norin!"
Match 3 grixis death shadow 2-0
Lost the roll so I'm on the draw. He turn one fetch, shocks, thoughtsieze and takes my impact tremors. I was sad because I had yet to see one. Had sister norin in hand and topdecked two champions then chamber. Surprisingly I didn't see removal as my two champions just swung in for a turn 4 victory.
Game 2 in 2 blood moons, 2 rest in peace, out 2 return to the ranks 2 soul sisters.
On the draw again, opened with 2 land blood moon 2 impact tremors, norin and chamber. Turn one he serum visions and I drop norin, turn two he inquisitions my blood moon away. I drop tremors chamber then tremors. He blows up a chamber and a myr with kolagan's command and I topdeck another next turn for another quick scoop.
Match 4 merfolk 3-0
Won the roll so I play first. Drop norin off at the pool and pass. He plays island and passes. I play chamber and he plays a Lord. Sister pridemate comes down. Turn three he plays vial and another Lord. I drop another land, bolt a Lord and tremors on turn 4, swing in and he chumps with his myr. He plays two more lords and a one drop with vial. I topdeck outpost siege and hit a ranger two turns later for the win.
Game 2 I know spreading seas is coming so in 3 wear/tear out 2 return to the ranks 1 pridemates
I mull down to five just to hit a one drop and it was a 2 land sister chamber chamber. Nuff said I got smoked.
Game three.
About the same as the first except champion sister sister was my first plays. He spreading seas and i tear it. The game stalemates as im swinging champion and pridemates into myr chumps and using mine to chump his 5/5 lords. He spreading seas while im hellbent and swung a island walk for the win.
Overall I went 3 and 1 and am pretty happy with the build even though I'm usually hellbent by turn 3 or 4. Also has anyone tested harsh mentor yet? Seems like he could help shore up the affinity match ups.
Anyone also have thoughts on getting the beef boys into the red zone? Ride Down never sees play, but it seems like an OK answer to get your big beefy boys through. Alternatively the go wide strategy would probably be best if we added Intangible Virtue if we wanted to focus on tokens and Honor of the Pure if we wanted to focus on white. Otherwise Spear of Heliod seems to be the best catch all.
Also, any other vehicle options we can look into? the two new crew 1 options seem... ok
Using Intangible Virtue in the anthem slots effectively removes all benefit from attacking with our non-token creatures. Honor of the Pure similarly disarms our Myr tokens.
In general, Spear of Heliod is the de facto replacement for Glorious Anthem, and for good reason. However, artifact hate is much more prevalent than enchantment hate in Modern. If somebody is smart enough to bring in artifact hate for Genesis Chamber, playing Spear means they can hit our Anthems as well. But it is possible that I'm just being too paranoid; I think we'd need to test and see how useful Spear's activated ability turns out to be.
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
What about Solemn Recruit and Ninth Bridge Patrol? We could have 16x creatures that become bigger and bigger every turn (Champion of the parish and Thalia's lieutenant)
If they are both legal in your deck, I would still recommend Ranger of Eos. Recruiter is best when you have silver bullets or NEED to fetch something with cmc > 1, neither of which fit this deck. Ranger of Eos is better for reloading/refueling (since it fetches up 2 creatures), which is something this deck definitely needs in the mid to late game.
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
I haven't tried rabblemaster yet. Idk if it's useful. 3 cmc with no impact when it comes into play, unless it may put a suicidal token
http://decks.tcgplayer.com/magic/modern/dhthomas/6th-place-kansas/1278736
3 Auriok Champion
4 Champion of the Parish
1 Legion Loyalist
4 Norin the Wary
2 Purphoros, God of the Forge
2 Ranger of Eos
4 Sky Hussar
4 Soul Warden
3 Soul's Attendant
4 Genesis Chamber
4 Path to Exile
4 Arid Mesa
4 Cavern of Souls
3 Flooded Strand
1 Hallowed Fountain
1 Horizon Canopy
1 Mountain
4 Plains
2 Sacred Foundry
1 Auriok Champion
2 Blood Moon
2 Boros Charm
1 Electrickery
1 Gideon, Ally of Zendikar
1 Ranger of Eos
2 Rest in Peace
2 Stony Silence
1 Thalia, Guardian of Thraben
2 Wear // Tear
| Ad Nauseam
| Infect
Big Johnny.
Sky Hussar is a great way to counter the card advantage issues inherent in this deck. I'm going to have to give it a try.
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
I've been meaning to come back to this deck for a while so I'll probably try this list out!
1 Legion Loyalist
3 Norin the Wary
2 Purphoros, God of the Forge
4 Soul Warden
4 Soul's Attendant
4 Thalia's Lieutenant
4 Lightning Bolt
4 Path to Exile
4x Smuggler’s Copter
3x Genesis Chamber
2x Blood Moon
2 Clifftop Retreat
1 Flooded Strand
4 Inspiring Vantage
1 Kher Keep
1 Marsh Flats
1 Mountain
4 Plains
4 Sacred Foundry
1 Westvale Abbey
2 Windswept Heath
2 Grafdigger’s Cage
2 Rest in Peace
2 Selfless Spirit
2 Smash to Smithereens
2 Stony Silence
2 Suppression Field
2 Wear // Tear
Only 17 participants but some very good players.
first round won against a home brew in extra rounds 2-1
Second round won against a cool Vampire deck in extra rounds 2-1
Third round won against Eldrazi 2-0 ending with 76 life
Last round won against Burn. This is a walk over.
Had lots of fun and gained some experience with the deck.
This is the deck I played:
Creature 25
4 Ajani's Pridemate
2 Auriok Champion
4 Champion of the Parish
1 Legion Loyalist
3 Norin the Wary
2 Purphoros, God of the Forge
2 Ranger of Eos
4 Soul Warden
3 Soul's Attendant
Spell 14
4 Genesis Chamber
3 Path to Exile
4 Lightning Bolt
2 Return to the Ranks
1 Gideon, Ally of Zendikar
Land 21
4 Arid Mesa
4 Cavern of Souls
2 Windswept Heath
2 Marh Flats
1 Mountain
4 Plains
4 Sacred Foundry
Sideboard 15
1 Blood Moon
2 Electrickery
1 Gideon of the Trials
2 Rest in Peace
2 Stony Silence
1 Thalia, Guardian of Thraben
2 Wear // Tear
1 Grafdigger’s Cage
1 Kor Firewalker
1 Mark of Asylum
1 Kataki, War’s Wage
I gained 3 more Blood Moons. I think I want to play 4 in the SB.
Gideon is good on its own and I think that is the reason he played it. I don't like him that much, but I guess he's at least decent alone.
4 Thraben Inspector
4 Toolcraft Exemplar
4 Thopter Engineer
2 Pia Nalaar
1 Pia and Kiran Nalaar
3 Genesis Chamber
4 Smuggler's Copter
2 Heart of Kiran
2 Aethersphere Harvester
2 Throne of the God-Pharaoh
4 Lightning Bolt
3 Path to Exile
4 Inspiring Vantage
4 Blinkmoth Nexus
2 Sacred Foundry
3 Battlefield Forge
1 Eiganjo Castle
1 Shinka, the Bloodsoaked Keep
1 Plains
1 Mountain
3 By Force
4 Fulminator Mage
2 Rest in Peace
2 Wear // Tear
2 Gideon, Ally of Zendikar
2 Dusk // Dawn
They ultimately lost but it was a good long fight.
I don't know the deck but this is what I saw.
1 Young pyromancer
1 norin the wary
1 Soul warden
1 Soul attendant
1 Ajani pridemate
1 Genesis chamber
1 Lightning bolt
1 Path to exile
1 Bloodmoon
1 Ghost quarter
4 Norin the Wary
4 Dark Confidant
4 Soul Warden
1 Soul's Attendant
2 Auriok Champion
1 Blood Baron of Vizkopa
2 Gideon, Ally of Zendikar
Artifacts (7)
3 Genesis Chamber
4 Smuggler's Copter
Instants (9)
4 Fatal Push
3 Path to Exile
2 Kolaghan's Command
4 Thoughtseize
2 Inquisition of Kozilek
Lands (20)
20 Mountain
Many other considerations like Dusk // Dawn, Goblin Rabblemaster, Mirran Crusader, Lingering Souls.
I think Norin with Vehicles + Fatal Push is really good. Black also helps with Bob drawing into more answers/threats.
2 Inspiring Vantage
2 Blackcleave Cliffs
2 Cavern of Souls
1 Swamp
2 Plains
2 Arid Mesa
4 Marsh Flats
1 Sacred Foundry
2 Godless Shrine
1 Blood Crypt
3 Norin the Wary
1 Lightning Berserker
4 Thalia's Lieutenant
4 Dark Confidant
2 Auriok Champion
2 Smuggler's Copter
3 Genesis Chamber
2 Fatal Push
2 Impact Tremors
1 Purphoros, God of the Forge
4 Thoughtseize
2 Inquisition of Kozilek
4 Marsh Flats
3 Arid Mesa
3 Bloodstained Mire
2 Godless Shrine
1 Blood Crypt
1 Sacred Foundry
2 Ghost Quarter
1 Cavern of Souls
1 Mountain
1 Plains
1 Swamp
Artifacts/Enchantments (9):
4 Genesis Chamber
3 Bitterblossom
2 Intangible Virtue
4 Champion of the Parish
4 Dark Confidant
3 Soul Warden
3 Soul's Attendant
4 Norin the Wary
2 Orzhov Pontiff
Instant/Sorcery (11):
4 Fatal Push
2 Path to Exile
1 Dreadbore
4 Lingering Souls
1 Crumble to Dust
3 Fulminator Mage
3 Kolaghan's Command
1 Pithing Needle
2 Stony Silence
3 Surgical Extraction
2 Wear // Tear
This is the deck I've been piloting online for the past couple weeks. I took it to a 3-0-1 finish at FNM last week.
Biggest reasons to splash black:
- Lingering Souls
- Dark Confidant
- Fatal Push
- Bitterblossom
Having access to tools like Orzhov Pontiff to wipe enemy Myr tokens or anthem your team, and Kolaghan's Command for removal and creature recursion when splashing black is also a huge plus.
One of my biggest complaints when piloting the RW version was finding myself hellbent so often. 4x Dark Confidant solved this problem. Bob, along with Pontiff, are also additional humans to buff Champion of the Parish.
Another problem was the lack of fliers. Bitterblossom and Lingering Souls! These cards alone are enough to beat some decks.
Anyways, give it a try. It's a lot of fun to play.
sorry if I messed up the formating or said something dumb I dont post much
4 champion of the parish
4 soul warden
4 soul's attendant
3 Norin the wary
2 serra ascendant
1 legion loyalist
3 ajani's pridemates
1 Thalia, guardian of thraben
2 ranger of egos
Non creature
3 lightning bolts
3 path to exile
2 return to the ranks
1 Boros charm
3 genesis chamber
3 impact tremors
1 outpost siege
4 arid mesa
4 sacred foundry
4 inspiring vantage
2 cavern of souls
5 plains
1 mountain
Side board
2 blood moon
3 wear/tear
2 stony silence
2 rest in peace
2 spellskite
1 Boros charm
1 declaration in stone
1 grafdigger's cage
It's pretty basic but I like pridemates over lieutenants, they're just more explosive. I went insuring vantage over Clifftop retreat because vantage is much better in the opening hand. I took it to an fnm at a lgs that is used to me playing control for some added shenanigans. So here's the results.
Game 1 vs ponzu
Won the roll so I was on the play, I dropped inspiring vantage and my opponent looks up and says "where is your esper?" I laughed and said I was trying out something different. Dropped champion and passed. He turn one dropped arbor elf. Turn two I played another vantage and dropped sister norin swung for three. He played the enchantment that ramps and blew up a vantage. Turn three I play a plains and follow with another sister norin, swinging in for six. Norin blinks back in giving me an eight power champion on board. He draws and says "let's go to game 2."
Game 2 didn't side anything out
Pretty much the same start for him minus blowing up my land turn 2. In this order I dropped norin, chamber, sister, pridemates, he scooped on turn 4 again.
Match 2 abzan combo 1-0
This match went long, as in we only got one game in. We had the board clogged with myrs as my first plays were norin, chamber, chamber, sister. Finally topdecked ranger and fetched my loyalist for the win. I had a 140 PT pridemates and about 50 myrs. I left the table with my opponent saying "effing norin!"
Match 3 grixis death shadow 2-0
Lost the roll so I'm on the draw. He turn one fetch, shocks, thoughtsieze and takes my impact tremors. I was sad because I had yet to see one. Had sister norin in hand and topdecked two champions then chamber. Surprisingly I didn't see removal as my two champions just swung in for a turn 4 victory.
Game 2 in 2 blood moons, 2 rest in peace, out 2 return to the ranks 2 soul sisters.
On the draw again, opened with 2 land blood moon 2 impact tremors, norin and chamber. Turn one he serum visions and I drop norin, turn two he inquisitions my blood moon away. I drop tremors chamber then tremors. He blows up a chamber and a myr with kolagan's command and I topdeck another next turn for another quick scoop.
Match 4 merfolk 3-0
Won the roll so I play first. Drop norin off at the pool and pass. He plays island and passes. I play chamber and he plays a Lord. Sister pridemate comes down. Turn three he plays vial and another Lord. I drop another land, bolt a Lord and tremors on turn 4, swing in and he chumps with his myr. He plays two more lords and a one drop with vial. I topdeck outpost siege and hit a ranger two turns later for the win.
Game 2 I know spreading seas is coming so in 3 wear/tear out 2 return to the ranks 1 pridemates
I mull down to five just to hit a one drop and it was a 2 land sister chamber chamber. Nuff said I got smoked.
Game three.
About the same as the first except champion sister sister was my first plays. He spreading seas and i tear it. The game stalemates as im swinging champion and pridemates into myr chumps and using mine to chump his 5/5 lords. He spreading seas while im hellbent and swung a island walk for the win.
Overall I went 3 and 1 and am pretty happy with the build even though I'm usually hellbent by turn 3 or 4. Also has anyone tested harsh mentor yet? Seems like he could help shore up the affinity match ups.