By turn 3, you attack for 3-4 damage per turn

Heres the list: "A-S-P-E-C-T, Find out How Its So Deadly" Commander (0) Spirits (22) 1 Bloodghast 1 Kemuri-Onna 1 Krovikan Horror 1 Nether Shadow 1 Nether Traitor 1 Thief of Hope 1 He Who Hungers 1 Kami of Lunacy 1 Crawling Filth 1 Pus Kami 1 Entropic Specter 1 Graveborn Muse 1 Kagemaro, First to Suffer 1 Kokusho, the Evening Star 1 Kuro, Pitlord 1 Kyoki, Sanity's Eclipse 1 Patron of the Nezumi 1 Plagued Rusalka 1 Revenant 1 Sewerdreg 1 Spirit of the Night 1 Midnight Banshee Recursion (9) 1 Grimoire of the Dead 1 Liliana Vess 1 Living Death 1 Twilight's Call 1 Patriarch's Bidding 1 Balthor the Defiled 1 Dread Return 1 Victimize 1 Sheoldred, Whispering One Removal (5) 1 Dread Cacodemon 1 Reiver Demon 1 Decree of Pain 1 Attrition 1 Phyrexian Plaguelord Collusions (1) 1 Conspiracy Morticians (4) 1 Blood Artist 1 Falkenrath Noble 1 Harvester of Souls 1 Lightning Coils Card-Draw (7) 1 Reprocess 1 Slate of Ancestry 1 Mind's Eye 1 Promise of Power 1 Disciple of Bolas 1 Phyrexian Arena 1 Necropotence Corpse Heaps (5) 1 Tombstone Stairwell 1 Bonehoard 1 Sewer Nemesis 1 Mortivore 1 Umbra Stalker Mana Accel (9) 1 Expedition Map 1 Sol Ring 1 Mind Stone 1 Solemn Simulacrum 1 Dreamstone Hedron 1 Songs of the Damned 1 Black Market 1 Ashnod's Altar 1 Phyrexian Altar Lands (37) 1 Cabal Coffers 1 Vesuva 1 Urborg, Tomb of Yawgmoth 1 Petrified Field 1 Crypt of Agadeem 1 Barren Moor 1 Polluted Mire 1 Blasted Landscape 1 Bojuka Bog 1 Everglades 1 High Market 1 Phyrexian Tower 1 Mystifying Maze 1 Reliquary Tower 1 Shizo, Death's Storehouse 1 Temple of the False God 1 Thawing Glaciers 1 Volrath's Stronghold 19 Swamp Yes, if you have them lying around, you should probably be including your black fetch lands to help Bloodghast, but otherwise, thats $110 that would be better spent on making yourself another deck

This means that every time Norin enters play he can be swapped out for one of your opponents best cards
Weve tried to balance this list of mono-green Commander cards with a few overpowered cards that can win the game on the spot, a few staples that dont win the game but build a good foundation, and just some very powerful and unique spells that only Green has access to