Pyro Prison - Pre Board - Wish Box
Quote from“Remember the moral of the fireslinger fable: with power comes isolation.”
—Karn, silver golem
Behind the Player - A History of why I chose Pyro Prison - (Skip to red text if you'd like to get to the Pyro Prison content)
You may be wondering, why are we approaching my history within this community? This has been talked about Ad Nauseum on my stream, but let me Bring to Light why maybe red decks have been my Beck // Call. Why maybe I'm simply a Dragonmaster Outcast though I'll admit I try to have a Cryptic Command over "U" (Blue) decks. There may be an Ancient Grudge about the banning of Birthing Pod that made my decisions tough. So let's Rally the Ancestors in due Collected Company for a little reading of the Martial Law and pass the Knowledge Pool of why FluffyWolf settles to not be an Eternal Witness to his Primal Command of Green, nor Blue, nor White, nor Black. Let me tell you, why of all cards, I like Blood Moon, but... first... Backt o Basics.
In 2012, I returned to magic. This was after Return to Ravnica where I built a BW Exalted Deck, which I believe I still have at least the 60 maybe even the 75 saved off of what I played. I entered my first local tournament, and although I did not win I remember beating one of the top players after exalted triggers, Rancor, and Ajani, Caller of the Pride. I took this, and made the hasty swap to include some Restoration Angel in the deck for a GP. I did poorly. I obtained the playmat I hold cherished to me, and then I read up on Melissa Detora's Wolfrun Bant deck. I built it, I was struck, and Bant has been my thing since day one.
BW Exalted || The Devine Solo SwingMagic OnlineOCTGN2ApprenticeBuy These Cards | ||
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Exalted Enablers 3 Aven Squire 4 Knight of Glory 4 Knight of Infamy 4 Sublime Archangel Utility Creatures 2 Fiend Hunter 2 Obzedat, Ghost Council | Removal 3 Ultimate Price Utility Spells 4 Lingering Souls 2 Oblivion Ring Double Strike Utility 3 Ajani, Caller of the Pride 4 Silverblade Paladin | Lands 1-2 Cathedral of War 4 Godless Shrine 4 Isolated CHapel 12 Plains 3 Swamps |
I explored and played heavily in Standard. Rotations came and this 'must rebuy cards' was eating at me. I am a man of investments, this format did not fit me. I explored into Modern, found a reddit post, and bought Scapeshift. I had read how powerful Cryptic Command was, I really liked the Lands Legacy deck, and was proficient at combo-control. I skipped over Birthing Pod as the deck, for cost reasons at the time. I knew I'd get that deck soon, but I needed to get into the format to see if I wanted to be that way.
I returned briefly to standard as Modern had not picked up enough in our area. KTK brought about the time where I carried two decks, Jeskai for Standard & RUG Scapeshift for Modern. Keep in mind I initially started my more competitive side as BW and Bant, but if you take me all the way back to when I began... I had things like Volcanic Dragon, Crimson Hellkite, I thought Firestorm Hellkite looked awesome and thought Jokulhaups was one of the strongest cards I had (Ice Age printing please). I also had a thing for equipment, specifically the Kaldra series. Big green creatures were obviously powerful, and the finer things of Tokens interested me (My first commander was Ghave, Guru of Spores) you can call me a "Junk" player, thank you. If you actually asked me, Bant, and Junk are some of my favorite combinations, but there was something missing, was it "Blue"?
Here I am, running Jeskai and RUG Scapeshift, and boy when Dig through Time showed up I knew what I was missing. Remember that I mentioned I wanted to play Pod, and the ban hammer was upon us. Regret, I missed out on the toolbox, what is this? Bring to Light yes! What was my favorite deck currently? Legacy Taxes, give me that Rishanda Port but not because it was oppressive to the opponent, no... because it required extensive knowledge of the decks your opponents were playing. You had to know their deck just as much as yours.
I explore options, I play Rally Fenza deck to a Top 8 and finish First. I explored Free Win Red, and the idea of controlling and locking my opponent out was great. The Chalice of the Void being on 1 or 2, but, I needed to know more about my opponents. It was also too slow. Scapeshift... Narset Cannon... Omnithragdoor was back in the day... Wolfrun Bant... Rally Fenza... BTL Scapeshift... Green Devotion Combo... During my development of Green Devotion combo, I noticed that time walking my opponent for a turn by picking their most useful land was amazing... what if they just couldn't use that land period? I stumble back to FWR, something told me this deck was more, that there was more power here, the meta and people over all these years were so greedy, I knew this, a Scapeshift player, everyone was at 18, 15, or even less. I found this community. I knew the power of a T3 Rabblemaster in Standard, how many times did I play Mantis Rider or Goblin Rabblemaster to hear my opponent go "Yep... that's a Mantis..." "Yep... that's a Rabblemaster..."
Reading... reading... T1 Blood Moon - Most would be sold on this. T1 Rabblemaster! - Most would be sold on this... Below, is what sold me on this.
Quote from Raystack »...
Matchup Analysis
A "Sideboard Deck" doesn't have a bad matchup . Owing to our reactive nature, we are best suited to defeat linear, singularly focused decks. When pitted against opponents who also seek to control and overwhelm with selective denial and card advantage, our shrewd use of pro-active win conditions shine. Important Note: we are already partially 'pre-sideboarded' against our opponents in game 1, and then adapt into a full-on Bad Matchup for them after sideboarding. Opponents, on the other hand, rarely have a favorable Game 1 matchup against Red Prison, because they are building against Tier 1 decks. Even worse for them, their sideboards will typically blank on answers. Sure, they'll have some Affinity hate which applies to us as well, but otherwise Pyro Prison is very difficult to sideboard against.
...
Did you catch it? We are a Pre-Boarded deck. Many are going to say that's great. I see a mathematical problem to solve that is ever changing but pits your statistical odds in favor of your own pre-preparation, build, and understanding of your deck, and (check mark) the decks of the meta and format. Bingo, I could now understand all decks in the format that I chose. And as an aside, you will hear so many people tell us how terrible this deck is, how awful and how no skill is required. There may be the concept of 'auto-pilot' but I'll be damned if someone will tell me my preparation into the deck is not without some level of skill or effort.
I've built spreadsheets and done top 25 deck analysis to determine when prompted with the option to play any of our locks on T1, which statistically is the best, which mathematically hits the most decks, which will give me the best chance of winning. That pre-effort makes the mulligan choices simplistic at times and horrifically difficult at others, and yet my opponents at times will rant on about the lack of skill to play the deck. My friend, if only you knew the equations, stats, and other info I did. The test is easy, I make it look easy, I just did my homework beforehand... did you?
What have I check-marked now in my needs for a deck? Why was this likely the deck for me?
Quote from“A rare and fascinating phenomenon.”
—Tamiyo
[x] - Competitive when built correctly (this can be said for everyone's decks that do well)
[x] - Required meta knowledge (not just knowing how to play your deck)
[x] - Tickles that inner Johnny combo, that token enjoyment, and feels inherently powerful
[x] - Fits in the realm of more Combo, Control, Midrange - You'll notice I am terrible at Aggro.
[x] - Not one dimensional - This may be my issue sometimes with aggro
[x] - Combo - Let me explain this one a step further. If you've watched you'll notice if I can find multi-card interactions this works wonders for me. Teferi & Knowledge Pool. - Rally Fenza & Graveyard with Persist Creatures, Scapeshift/Lands/Math, Bridge/Chalice/+Lock Piece. My combo is nomrmally assembling an unbeatable strategy. The pure adrenaline rush to getting there is... yep, awesome! If my opponent realizes an interaction that is going on I feel 1: I've taught my opponent something which is awesome 2: Gives me some pride that I have a depth of game knowledge aiding me with being a better magic player. (Notice this is a rather big checkbox, but I thought I'd explain it cause it essentially explains why the piece below fits in perfectly).
[ ] - Toolbox Deck and "Options" during gameplay - I missed Dig through Time, and unfortunately Pod was banned and BTL was not competitive... hmmm... Chord of Calling Decks? These have tempted me for so long.
Skip here if you are into more about Pyro Prison and less into FluffyWolf2
Redefinition of a Synonymous Card
Karn - When spoken in the world of Magic meant "Tron" and with "Tron" meant "Turn 3 Tron" - Groan. Newer players did not understand than learning the ability to cast a 7 Mana Spell that literally has on the text the ability to restart the game, awestruck.
Karn - The defining terminology to the Eldrazi. The keeper of Ulamog, the Buddy of Ugin, and owning a pet of Wurmcoil.
Karn - Tower... Mine... Plant...
Karn - An Anti Artifact Card. A Utility. Perhaps not dawning the Wizard who slings the spell and carries the back of the deck on his shoulders, but no... perhaps instead the Planeswalker providing foresight into the realm beyond, the sideboard, and expanding your deck to beyond the 60 with the efficiency of the 60.
Karn - Once synonyms with Tron, may soon be Synonymous with Toolbox, or... Maybe synonymous with Prison.
Quote from“Everything the wise woman learned she wrote in a book, and when the pages were black with ink, she took white ink and began again.” —Karn, silver golem
Once was a household name to one particular archetype has now been broken of the mold. Time will tell how long Karn, the Great Creator expands his ever reaching hand, but keep this in mind, he is certainly shaping modern as we speak.
Red Prison - Today
There has been quite the shake-up in Modern. I'll dare say that even those among us would indicate Blood Moon is bad. Perhaps even magic planeswalkers have more foresight then we give them credit?
Quote from“The tides have begun to ignore the moon.” —Tamiyo’s journal
Either way, Red Decks are some of, if not THE most powerful cards in Modern at the moment. UR Phoenix, Storm, Burn, Hollow One, Dredge (The Red cards tend to finish it), GDS, Jund & Affinity have their smattering of them, even Mardu was prevalent, and let us not forget our good friend Ponza and Scapeshift/Titan Shift. Certainly, there are others on the rise, but you cannot deny Red has power and backing. So where do we fit?
Modern is extremely fast, we as a Prison deck restrict powerful decks from executing their plan 'on time' we slow the game down but in a restrict manner compared to control which seeks to control within the moment of spells, we simply seek to control the game itself. With the expanse of modern though, this becomes extremely difficult, and if we do not adapt and learn, we may be just like our fiery red head planeswalker.
Quote from“I see you’ve learned nothing, Chandra. You’d still put a match to something rather than understand it.”
But we shouldn't be alarmed, in fact, we have a great following here to iterate the game plays and optimize the deck. We abound on our vast knowledge, past experiences, and the legacy of this deck to determine new lines, but we welcome all brought into our community for the fresh eyes.
Quote from“We are kinfolk,” explained Karn to the sliver queen. “Just as you need your progeny to complete you, so do I need the pieces of the Legacy to make me whole.”
Toolbox - Something Different
Let me be the first to say this is going to be a challenge for many here. Toolbox decks are not accustomed to red players necessarily. Maybe the graveyard, maybe something with artifacts, but not toolbox. Some will play this deck to no end and have no luck, and others will dominate and find it steps from a perfect middle ground of exactly enough power and just enough edge. We will define the premises of a toolbox, and the initial 'how do I sideboard' here.
Quote from“Optimists see the world as they wish it to be. Pessimists see the world as it is. Must these roles be mutually exclusive?” —Evo Ragus
What is a Toolbox Deck
A toolbox deck utilizes tutors. In tutoring the player is given the option to find pieces necessary or deemed correct in a situation to further their gameplan. Typical tutor based decks in modern include cards like Chord of Calling, Summoner's Pack, Whir of Invention and Inventor's Fair, Mystical Teachings, Glittering Wish, Bring to Light and Tolaria West to name a few. Depending on the instantaneous nature of the tutored card determines the strategy to imply in your thought process when obtaining a card.
How a Toolbox Deck Sideboards
This one is difficult, and always be. There will be arguments in both camps to 'maintain your toolbox' and others to say 'your toolbox does not matter, go with gameplan B.' We must remember what our Gameplan A was prior to any toolbox action, and determine if Gameplan A was better then technically our Toolbox B plan. What do I mean with this?
When evaluating your cards, determine if a T3 Karn fetching what you need will help you. You will likely play that card on T4, and will you be dead? Here we are, if you read from the beginning you will have at least heard me say "Modern is a Turn 4 format" somewhere. This holds true to our beefy 4 Walker tutor. Not factoring London/Vancouver mulligan, deciding if the deck is 'slow enough' that is your opponent to warrant the toolbox may be critical to victories or losses. Let me provide an example.
Humans - Although you may say "3 Karn, YES! I have "3 More Bridges" in my deck" - Do you really? How many have lost to a T2 Thalia. Now your Karn is a T5 Karn, your Bridge is a T6 Bridge, and you're not playing efficient spells to ritual out your Karn quickly. T6 - T7, bridge good enough? Maybe if you board wipe, so leave it in, if you have more spot removal or minimal removal, maybe not. On this decision point you can decide, do I look for and bring in and 'neglect my sideboard toolbox' or do I split the difference.
This will be determined on playstyle - Which I hate to say, but is true.
If you see the deck in one light, or another, you will naturally mullgain in a certain fashion. Here I would likely tell you to drop 2 Karn, drop the package all together for a Bridge/Torpor Orb - but consider leaving a chalice out or consider leaving spellskite out. You may do the reverse where you bring in the torpor orb and the bridges and spellskite, and neglect Karn also - Both of these are correct. Both of these will come down to the mulligan, and BOTH of these will come down to your understanding of your opponents deck.
I'll have more on this later, maybe, maybe I'll do a video, maybe I won't have time, maybe maybe. I want to leave you this though that the deck is powerful, it is doing powerful things, but will be very frustrating to many people initially. Just like the learning curve initially of Pyro Prison, this is a new learning curve. Don't be frustrated immediately if it doesn't work, but find if it does work. Keep in mind original Pyro Prison is just as powerful, and don't be discouraged. We have a lot going on in Modern right now, we'll see how War of Spark and Modern Horizon's shake things up! Till then, sling spells Kinfolk!
Pyro Prison || Toolbox PrisonMagic OnlineOCTGN2ApprenticeBuy These Cards | ||
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PLANESWALKERS (6) 3 Chandra, Torch of Defiance 3 Karn, the Great Creator POWER LOCK SUITE (10) 4 Blood Moon 3 Chalice of the Void 3 Ensnaring Bridge CREATURES (9) 4 Goblin Rabblemaster 4 Legion Warboss 1 Pia and Kiran Nalaar UTILITY (5) 2 Slagstorm 3 Abrade | ACCELERATION (9) 4 Simian Spirit Guide 4 Desperate Ritual 1 Pyretic Ritual LANDS (21) 11 Mountain 4 Ramunap Ruins 3 Gemstone Caverns 2 Cavern of Souls 1 Blast Zone | SIDEBOARD 2 Anger of the Gods 1 Chalice of the Void 1 Walking Ballista 1 Welding Jar 1 Tormod's Crypt 1 Grafdigger's Cage 1 Sorcerous Spyglass 2 Torpor Orb 1 Spellskite 1 Ensnaring Bridge 1 Trinisphere 1 Liquimetal Coating 1 Mycosynth Lattice |
https://www.streamdecker.com/deck/cjVSLMS_VX
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Here's what I ran:
4x Lightning Bolt
4x Skred
4x Mind Stone
4x Magma Jet
1x Lava Coil
3x Blood Moon
3x Anger of the Gods
1x Squee, the Immortal
2x Chandra, Torch of Defiance
2x Hazoret the Fervent
2x Pia and Kiran Nalaar
2x Goblin Dark-Dwellers
20x Snow-Covered Mountain
1x Scrying Sheets
2x Surgical Extraction
1x Shattering Spree
2x Abrade
4x Dragon's Claw
2x Sun Droplet
1x Anger of the Gods
3x Molten Rain
Overall I went 3-1 in the last chance qualifier (almost securing 2 byes for the main event), 4-3 main event, 3-2 in the Mythic Qualifier the next day. I was really hoping to Day 2 again this year, but still not a bad showing. Had an absolute blast and I've been felt pretty motivated to play some Modern again.
As has been tradition, Skred is a pretty meta dependent deck. The top meta is (or was at the time of the event) Phoenix, Burn, Dredge, Amulet, Grixis Death Shadow. Main deck Angers and Relics clean up Phoenix and Dredge, Blood Moon is basically a win against GDS and Amulet, and Magma Jet helps us find what we need while taking care of the weenies or being incidental damage to face.
Let's talk cards.
4x Magma Jet: Shoutout to thnkr for testing and pushing this. I've consistently been surprised at how handy they are and how much you can count on them. Starting with 4x Magma Jet informed the rest of the tuning choices we made.
21 lands: I'm still not totally sure about this, but over the course of the weekend I honestly still felt like I flooded out more times than I was in a drought. Magma Jet and the usual Relic/Mindstone cycling are of course a huge help. I feel like maybe like .3 of a land extra might have been nice, but I didn't have time to experiment with 61 cards lists to find the perfect balance.
2x Hazoret: Goes toe to toe with almost any threat, the current meta has very little Path to worry about, and she's a complete stone wall with a built-in win con. I've gone up to 2x because of her value and ability to still weaponize the second copy if you happen to draw it.
1x Lava Coil: Mostly for the early Thing in the Ice or Prized Amalgam, but this could have easily been a Roast.
2x Goblin Dark-Dwellers: Cutting Stormbreath was a tough call, but again, with the lack of Path in the top meta, I just wanted the extra spot removal, Anger, Molten Rain, Surgical, and to be honest, even a free Magma Jet feels pretty good sometimes. The Menace is also quite relevant for pushing damage through. Really recommend trying it - Relic is not the obstacle you think it is when you plan accordingly.
2x Surgical Extraction (SB): I tested with a control expert who highly recommended this. It has relevant applications in a ton of matchups, but to be honest I still need to learn how and when to use it. I did get to use it against Dredge and Phoenix to great effect so I think it's worth the slots.
6x Lifegain artifacts (SB): This was kind of a trolly meta call, but it totally paid off since I ran into Burn twice. And to be honest, I had just accepted the combo deck losses if I ran into them (even though they're not great right now), so I felt I could afford the slots. See below for a hilarious board state against a poor Burn opponent.
This thread has been pretty inactive lately, but I really hope I can encourage you guys to start Skredding again - the time feels right!
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The guy is on BG Rock and already I can tell he's the type of player I hate because when I cut his deck, he takes mine and shuffles it for like 30 seconds. It's an FNM bro.
Game 1 he's on the play and plays a Verdant Catacombs, passes. I play a Snow-Covered Mountain. End of turn, he foolishly fetches an Overgrown Tomb and mash shuffles 10+ times after doing so. Turn 3 I drop a Blood Moon on him, no response. I ride a turn 4 Koth to victory.
He comments, "Fun and interactive Magic..." while admitting he should have grabbed a basic.
Next game is even funnier to me. He actually fetches for basic Forest and Swamp this time, and has a Bob on the field by the time I drop a Blood Moon. You can see he's irked, but on his first Bob trigger after the Blood Moon, he finds a Maelstrom Pulse and has the mana to cast it. I figure he would want to actually play a game of Magic this time, but he decides not to play it. Next turn I Molten Rain his Swamp and lock him out of the game again and ride a Stormbreath to victory.
He goes on a small rant about how Blood Moon is his most hated card in Magic and how all the other "unfun" cards at least end the game quickly. I'm biting my tongue trying not to laugh, and all I could say after is "You had a Maelstrom Pulse."
I probably could have said more, but the salt was palpable. This was clearly the type of guy who felt he should have won because he had 4x Goyf and 4x Lily in his deck, and taking the win from him with a deck that costs less than those cards alone was so satisfying. Really refreshed my love for the deck even though I've been on it for over a year.
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http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=114166
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Fulminator could theoretically offer more beats and a potentially useful chump block + sac. But you lose the ability to take out their basics when under Blood Moon, or redirect damage to a planeswalker when you destroy a non-basic. (Relevant, in my opinion.)
You can definitely try it out. I don't see it being significantly better or worse, though I feel like Molten Rain is a better fit.
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The more I play the deck, the more I respect both P&K and Eternal Scourge. Pia and Kiran are all-stars in this deck and I'm almost always happy to draw them. They clog the board and let you ult Koth most of the time, but also make combat tricky for the opponent, and they're just a huge swing against decks like Affinity, Infect, and Jund. Eternal Scourge is a sleeper, too. It's a surprisingly relevant body, and the synergy with Relic/Anger is fantastic. Someone I played against just gave me a pre-release promo copy of one the other day because he said it's the first time he'd seen anyone play the card and was impressed with what it did.
Thanks for sharing the list, Adonis2k, it's been a blast!
I'm wondering what the cuts would be for +2 Chandra TOD. I'm using her on Xmage and I think she's quite solid. I went -1 Chandra Pyromaster and -1 Mizzium Mortars but I'm not sure. I wouldn't feel good cutting a Koth or P&K - I really like these as 4-ofs for the consistency.
I'm also considering Obliterate as a 1-of because T2 Mind Stone, T3 Koth, T4 obliterate seems too fun to pass up.
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After playing the game on and off casually for ages, last summer I finally started getting into some competitive play at a LGS. I've always been a fan of strange card interactions and love eternally tweaking/brewing, and Norin has been my project for the past several months. I've had success in beating some high tier decks like Twin and Junk, and figured I'd share my take on everyone's favorite cautious adventurer:
Norin's Toolbox
4 Champion of the Parish
4 Norin the Wary
3 Soul Warden
4 Soul's Attendant
3 Ajani's Pridemate
2 Heliod's Pilgrim
1 Purphoros, God of the Forge
2 Ranger of Eos
Instant (4)
4 Path to Exile
Sorcery (2)
2 Idyllic Tutor
Artifact (4)
4 Genesis Chamber
Enchantment (5)
1 Mark of Asylum
1 Blood Moon
1 Fallen Ideal
1 Angelic Destiny
1 Elemental Mastery
1 Ajani Vengeant
Land (22)
2 Arid Mesa
2 Windswept Heath
1 Wooded Foothills
3 Cavern of Souls
4 City of Brass
1 Mistveil Plains
3 Plains
3 Sacred Foundry
1 Temple Garden
2 Temple of Triumph
2 Aegis of the Gods
4 Wear // Tear
2 Return to the Ranks
1 Spirit Mantle
1 Suppression Field
1 Wheel of Sun and Moon
1 Curse of the Nightly Hunt
1 Ghostly Prison
1 Curse of Exhaustion
1 Worship
As with most Norin decks, the base is there. Norin, Soul Sisters, Champion of the Parish, and Ajani's Homeboy, and Purph are all in the party. Where I've diverged a bit is by taking it in the enchantment direction. (Shout out to cloudman for the inspiration in the old thread!)
I don't mind stalling for a while with life gain while baiting out removal with Champion and Pridemate. In fact, usually the longer a game goes, the better it is for me. Idyllic Tutor works as a wild card to fetch either Purphoros or important hate in game 2/3, while Heliod's Pilgrim has access to an assortment of tools to buff up the team while being a Human to trigger Champion of Parish and be uncounterable with Cavern of Souls. Ajani Vengeant is always nice to find - slow down the game until you can ultimate, or just use him for the Lightning Helixes. I'm running City of Brass because with the amount of life this deck can gain, it's totally manageable and allows me to explore splashes more easily. (Also I've been a bit paranoid about the Pacts since the recent Pro Tour.)
Why enchantments?
Typically I see Norin decks run the one-of Legion Loyalist to grab with Ranger of Eos for the finish, but if it gets countered or bolted on the spot, then what? I like having some redundancy and a toolbox to pull from:
Angelic Destiny - Used when you have a small number of creatures on the board to make a Sister or Myr into a threat. Also relevant with Champion or Ajani's Pridemate on the field to give them evasion/first strike. Coming back to hand on death can be nice when it works, or will make the opponent groan to waste a Path to Exile on an enchanted Myr or Sister.
Elemental Mastery - If you have a big Champion or Pridemate on the field, this ends the game.
Fallen Ideal - When you've got a swarm of Myrs or Sisters, this can be used to essentially fling them all in one fell swoop. Also can give Champion/Pridemate evasion. (If you have City of Brass on the field.)
Blood Moon - Shuts down certain decks as we all know. Make sure to grab basic Plains in advance.
Mark of Asylum - This is more of a local meta call as I run into a lot of burn - especially Electrolyze which hurts our poor ladies quite a bit. Post board combines with Worship for a near auto-win against many decks.
In reference to the City of Brass above, I've also been looking into other options for these slots. Because we usually fetch these enchantments anyway, I'm slowly experimenting with things like Phyresis, Unflinching Courage, or good old Rancor. Just fetch the appropriate one based on what land is available.
Sideboard
Having a bunch of these enchantment fetchers also lets us have a huge sideboard toolbox of one-ofs to deal with lots of problems:
Aegis of the Gods - Discard/burn effects. Leyline is probably better but out of my budget for now.
Spirit Mantle - Relevant to defend against Infect or to push damage through.
Suppression Field - Shuts down Splinter Twin, can help a bit against Affinity.
Wheel of Sun and Moon - Prevents graveyard/Snapcaster shenanigans. This one's also an aura, meaning you can grab it with Heliod's Pilgrim as well.
Curse of the Nightly Hunt - Pretty much an auto-win against Soul Sisters and Merfolk in my experience.
Ghostly Prison - Generally useful against fast aggro, also against Splinter Twin.
Curse of Exhaustion - Slows the pace of things down to go in our favor, but particularly relevant against Control match ups. They now have to choose very carefully what to counter/bounce on your turn.
Worship - This will grind the game to a halt (works in our favor) or cause the opponent to concede outright. Hilarious if you can also have Mark of Asylum on the field.
Tough match ups
The decks that have been giving me the most trouble are Affinity, Infect, and various U/R variants that run burn with counters/bounces. (Though I haven't faced many control decks since adding the Caverns of Souls, which should help a lot.)
Conclusion
This isn't a deck that tries to win especially quickly, but it can take a beating and keep going - Norin is a survivor, if nothing else. Of course, an opening like Champion > Champion + Norin can win on turn 4 if you get the draw. I find it's just a ton of fun to play. Opponents are rarely prepared for the bag of tricks accessible with Idyllic Tutor and Heliod's Pilgrim. Being able to choose the most relevant win condition based on the current board state is a boon - if I already have Norin + Genesis Chamber, I'll pull Purphoros. Sisters + Ajani = Elemental Mastery. Random junk = Angelic Destiny.
Any feedback (especially about my trouble match ups) is very welcome!