Quote from the_offspring »Wild thought. What about Dreamshaper Shaman? It's hella expensive in mana cost but sacrificing tokens and the eventual Norin to it seems to have potential..
EDIT: After a good night's sleep I think it's safe to say that this idea would be funny, but not the best fit for a 6 CMC slot. Might give it a try someday, but not expecting too much of it.
Dockside Extorionist - An okay choice for Goblin builds.
Dreamshaper Shaman - I'm going to do something different and redesign this card to the point that I would consider running it while having it still be reasonable:
Dreamshaper Shaman 1RR
Legendary Enchantment Creature - Minotaur Shaman
2R, T: Sacrifice a nonland permanent. Reveal cards from the top of your library until you reveal a nonland permanent. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Oread of Mountain's Blaze - One of the cards of this sort that is okay. Still would be way more reasonable if it didn't cost 5 mana and 2 cards before it was useful.
Purphoros, Bronze-Blooded - Oh god why did they make a Purphoros-themed card that is SO mana-intensive and not even stellar for its effect? Use Sneak Attack if you really want this effect.
Underworld Breach - Norin as a deck runs into some issues at times with recurring cards. I want to test Underworld Breach out and see how it turns out for me.
Nyx Lotus - The first noncreature card with Lotus in its name that is objectively worth less than eating the cardboard on which it is printed for nourishment.
Labyrinth of Skophos - Not worth the mana cost for my build, but a decent card in and of itself.
Quote from Hilikus89 »When did Norin become a deck that attacks? I see so many goblin decks with Norin as the helm. Norin decks never used to attack
Quote from Hilikus89 »Oh no, I've been following this deck all 9 years. Gaka's version used attacking as a last resort. It was about ETB abuse. Now I see a ton of creatures here strictly for attacking. Never thought I'd see a Hellrider in a list
Farfinder - Worse than Pilgrim's Eye, Skittering Surveyor, or Solemn Simulacrum. And I'm only barely running Solemn Simulacrum out of that group.
Footfall Crater - While this is worth considering for some decks in place of Lightning Greaves, most of the time it shouldn't be needed. And I don't run Lightning Greaves.
Lukka, Coppercoat Outcast - Too restrictive as just creature-focus.
Unpredictable Cyclone - Kinda cool, but not cool enough to go all-in on a cycling package.
Yidaro, Wandering Monster - The problem with cycling cards is that they are essentially filler until you are casting them for their base effects. Yidaro is no exception, and its base effect is not good enough to warrant its investments.
Bonders' Enclave - The average creature in the deck is too small for this card to make sense.
Quote from CentralCommand »FYI for those who haven't seen it, there's a significant incoming rules change, commanders will now trigger dies/exile triggers.
If you watch the video they describe the change. Basically commanders will work like tokens, first they hit the yard/exile then you immediately choose whether to move them to the command zone as a state-based action. Just enough time for triggers to fire but not enough time to respond with anything.
The reason this is relevant for norin is kind of nuanced. The way norin is worded when he exiled himself you were able to put him in the commandzone and still have him come back. Since the commander rule was a replacement effect that took effect "when he would go to exile" he never actually went to exile, he just went straight to the commandzone. And since the second part of his ability doesn't say anything about returning only from exile he could come back from the commandzone to play at end of turn. This protected him in case someone used a stifle or something to prevent him from returning, you could just re-cast him.
It sounds like this will no longer be the case. If the rules change the way they describe then norin will have to first literally go to exile before you can move him to the commandzone. Which means if you did move him to the commandzone at that point he becomes a new instance since he changed zones. Therefore the game won't be able to return him.
Obviously take this with a huge grain of salt since we don't have the final written version of the new rules yet. And even if it does work the way I'm describing it isn't game over for norin or anything. Just means he might become a bit more vulnerable to being actually stuck in exile in the future.
Quote from GakaI, for one, welcome our new Norin the Wary overlords.
Quote from kalkris »What all are we thinking about Terror of the Peaks? Does this 5-drop Dragon do better for us with Warstorm Surge, replacing it, or elsewise?
Deflecting Swat - Not a bad choice. And I like that you can cast it in response to Norin leaving. Not my cup of tea, but worth considering. Given the rules change, we might want to consider a safety package, though.
Molten Echoes - I don't think there's enough of a tribal pull at the moment, but the goblin decks can eat this card up.
Chandra's Incinerator - Too high cost for me, but some nice synergy.
Conspicuous Snoop - Great for the Goblin builds.
Fiery Emancipation - Tempting if it wasn't 6 mana.
Furious Rise - Doesn't happen often enough, but a cool card.
Gadrak, the Crown-Scourge - I have a feeling about this card and I want to test it out. I think this card is much more nuts than anyone will give it credit.
Subira, Tulzidi Caravanner - Okay, this is on this list mostly as a joke because people got triggered by me turning dudes sideways in Norin. It's not the worst card to consider, though.
Terror of the Peaks - I love this card. Solid Norin card and a good curve topper. Fills the void left by all of the Warstorm Surge variants.
Chromatic Orrery - Not for me, but if you're running Gilded Lotus, this might not be a bad choice.
Mazemind Tome - Meh.
Lightning Phoenix - Worth considering. Kinda another Squee for us, albeit not legendary. I sorta want to look back at Rekindling Phoenix too...
Muxis, Goblin Grandee - Good in the Goblin build. Meh for me personally.
Quote from DirkGently »I put this deck together (osieorb's version from page 121) to play at my LGS a few times, and it was quite fun. Figured I'd throw in my one major note.
So the one quibble I wanted to bring up decklist-wise, though, was that I think it's focusing too heavily on utility lands. I had several hands I had to throw back for a lack of red mana, and many games where red mana was the constraining factor. I really don't see field of the dead getting there, virtually every game was won or lost before I got to 7 different lands (though I never drew field).
But if you really want to run it, at a minimum I would definitely run the freebie red lands like hammerheim and shinka, and either way I'd run dwarven mine. I mean, it's not the splashiest, but it does kinda do the thing the deck wants to do, by putting in a body to trigger our stuff, and is fetchable. mine even works with guantlet of might (though not gauntlet of power).
The other ones don't, ofc. But right now it feels like the deck is really killing itself on the mana trying to do both field of the dead AND dual gauntlets, when it should either be doing one or the other (probably the gauntlets imo).