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Type: Deck Idea
Format: modModern
All cards legal 👍
Approx. Value:

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Mana Curve
Card Color Breakdown
Card Type Breakdown

Main Deck - 60 cards, 21 distinct
Name  Edition Price Type Cost
Rarity Color
Creature (28)
4 Auriok Champion
$7.88 Creature - Human Cleric
4 Champion of the Parish
$2.18 Creature - Human Soldier
2 Hanweir Militia Captain
$0.56 Creature - Human Soldier // Creature - Human Cleric
2 Lightning Berserker
$0.22 Creature - Human Berserker
2 Mentor of the Meek
$0.62 Creature - Human Soldier
4 Norin the Wary
$4.59 Legendary Creature - Human Warrior
2 Purphoros, God of the Forge
$26.21 Legendary Enchantment Creature - God
2 Signal Pest
$0.72 Artifact Creature - Pest
4 Thalia's Lieutenant
$2.95 Creature - Human Soldier
2 Thalia, Guardian of Thraben
$7.90 Legendary Creature - Human Soldier
Instant (8)
2 Boros Charm
$4.17 Instant
3 Lightning Bolt
$2.63 Instant
3 Path to Exile
$6.50 Instant
Artifact (4)
4 Genesis Chamber
$0.52 Artifact
Land (20)
4 Arid Mesa
$35.86 Land
4 Cavern of Souls
$57.96 Land
2 Clifftop Retreat
$5.16 Land
1 Mountain
$0.30 Basic Land - Mountain
3 Plains
$0.23 Basic Land - Plains
4 Sacred Foundry
$10.56 Land - Mountain Plains
2 Windswept Heath
$13.80 Land
Sideboard - 15 cards, 8 distinct
Name  Edition Price Type Cost
Rarity Color
Creature (4)
2 Magus of the Moon
$6.81 Creature - Human Wizard
2 Spellskite
$7.60 Artifact Creature - Horror
Instant (3)
2 Lightning Helix
$1.39 Instant
1 Path to Exile
$6.50 Instant
Sorcery (2)
2 Timely Reinforcements
$1.66 Sorcery
Enchantment (6)
2 Rest in Peace
$6.45 Enchantment
2 Spirit Bonds
$0.55 Enchantment
2 Stony Silence
$3.86 Enchantment

Point of the deck:
    Triggers! Nothing but triggers! The more triggers, the better! But really, it's about abusing the text "whenever a creature enters the battlefield" and Norin the Wary, who enters and leaves all the time (he thinks he might have left the stove on, but he'll totally be right back after he checks). It should be able to either go big (Champion of the Parish/Thalia's Lieutenant) or go wide (Atarka's Command + Genesis Chamber), or both (Hanweir Militia Captain).

Deck Core:
    -Activation Dudes (7-13%):
        --Norin the Wary/Lightning Berserker
    -Value for Activating Dudes (win conditions) (13-33%):
        --Champion of the Parish
        --Thalia's Lieutenant
    -Removal (7-13%):
        --Lightning Bolt/Path to Exile
    -Misc/Supplementary (13-20%):
        --Atarka's Command
        --Hanweir Militia Captain
        --Collected Company
    -Land (33%):

Card Choices:
    -Activation Dudes:
        --Norin the Wary - Main dude, whole reason this deck exists at all. 4 copies or bust.
        --Lightning Berserker - Not Norin, but similar. Susceptible to removal, which sucks. 2 for consistency, 4 for more consistency, though having too many activators is a huge pain.
    -Value for Activating Dudes (win conditions):
        --Champion of the Parish - Synergizes with most of the deck, especially the activators. Costs one mana to cast. 4 required.
        --Thalia's Lieutenant - The whole reason to switch from Soul Sisters to Humans Tribal. Synergizes with deck, can help carry on without Norin/Berserker if something goes horribly wrong. 4 required.
        --Auriok Champion - Gains life, doesn't eat it from a lightning bolt. Doesn't do much else, but keeps the deck from being too soft against faster strategies. Can help push into midgame/lategame against decks that don't want to be there, especially if you can keep it alive. Pro red is nuts in modern. 4 recommended.
        --Mentor of the Meek - Can help grind out late game, if you need to grind out late game. Not bad, but not great. Would be bumped up to amazing if he costed less than 2W, though. Feels super bad in multiples. 2 optional, would not go higher, though.
        --Purphoros, God of the Forge - Locked out of attacking due to literally anything? Not anymore! Dude pushes through matches where you're pretty sure you're screwed/totally dead on board. He costs a ton of mana, though, so you wouldn't want a ton. 2 highly recommended.
        --Genesis Chamber - Poops dudes, doesn't get removed often. Can be a huge setback if your opponent is on Affinity or is also spawning guys at a high rate. Still, with Norin out, you might wind up with more dudes anyway. Works with Atarka's Command to close out games. Nice life source if you've got Auriok Champion, too. Ruins opponents when you have Purphoros out. 3-4 highly recommended
        --Spirit Bonds - One-sided Genesis Chamber that you have to pay for, but you can save your dude, so that's a thing. Pretty much just saving it from Abrupt Decay/Doom Blade (see: it's not going to do much when your dudes are in Bolt range due to mana restrictions, and does nothing against Path).
        --Soul Warden/Soul's Attendant - Good if you're doing something with them. Bad otherwise.
        --Lightning Bolts or Path to Exiles, really. Bolts are nice to kill people, Paths take care of bigger stuff. Dismembers are also good. Too many dilutes the deck, though.
        --Atarka's Command - Works with Genesis Chamber/Spirit Bonds to forcibly end the game. Can sort of stop lifegain strategies, but isn't amazing about it. Can help block flying, but isn't amazing about that, either (although I'm not sure Affinity would suspect it). Does not do much by itself. 2-3, maybe 4 recommended if using Genesis Chamber.
        --Hanweir Militia Captain - Flips a lot with Genesis Chamber. Poops humans if he does, which is nice for Champion/Lieutenant. Is a super sad two-drop if no one is around to hang out with him. 2-3.
        --Archangel of Thune/Ajani's Pridemate - Good if going more Soul Sisters. Not good otherwise. Auriok Champion is not enough to use these.
        --Collected Company/Ranger of Eos - Ranger for Soul Sisters, CoCo for everything else. Nice for finding things/closing out the game with Purphoros. Not sure if more than 2-3 recommended, as 4CMC is a lot.
        --White/red, with mostly white. Green splash optional. 3-4 Cavern of Souls, for sure. Do not let Norin get countered unless there are a bunch in your hand (see: hands that should have been mulliganed).
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