Experimental Frenzy

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare

Combos Browse all

Experimental Frenzy

Enchantment

You may look at the top card of your library at any time.

You may play the top card of your library.

You can't play cards from your hand.

: Destroy Experimental Frenzy.

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Experimental Frenzy Discussion

multimedia on Mono-Red Midrange

2 days ago

Hey, good ideas, but consider going bigger?

Consider Legion Warboss, Siege-Gang Commander and Experimental Frenzy? The Goblins work well to bring a go wide strategy with Steam-Kin and Frenzy is a busted card advantage engine for red especially with Steam-Kin.


Consider this example:

Other Spells


Good sideboard cards to consider are: Banefire (control), Fight with Fire (Lyra Dawnbringer), Lightning Mare (control), Fiery Cannonade (aggro and tokens), Shivan Fire (Llanowar Elves), Risk Factor (control), Dire Fleet Daredevil, Sorcerous Spyglass (Planeswalkers), Sentinel Totem (Golgari).

Good luck with your deck.


coronablurr on Izzet Christmas?

4 days ago

Hey All,

Sorry, stepped away for a few days. I appreciate all your input!

Dash - thanks for testing so much, really appreciating your feedback.

nbkelly, how are you behaving when you have frenzy going? Are you sitting on the top card since it's an instant (like you would in your hand)? Although it's a bit counter-intuitive, Experimental Frenzy should really lead to a whole bunch of spells on your own turn. The reason for this is so you can still play lands and creatures off the top of the deck and get as many spells in the pipeline as possible. Additionally, one of the most fun (and challenging) things to keep in mine when playing ANYTHING that draws you cards with Experimental Frenzy in play is to hold priority, keep it on the stack, and keep running the top of your deck, casting as many instants as possible until you hit an unplayable or land clump. ONLY THEN do you let you Risk Factor or Radical Idea resolve. The beauty of this is that they then draw you THROUGH your clump, and hopefully get your foot back on the gas. When it works, it's immensely satisfying :) (AKA - Izzet Christmas!) I will be honest that this deck has some hail-mary moments when playing, where you are hoping for decent top decks, but I have done what I can so far to try and mitigate this. Radical Idea is a perfect fixer for the top-deck, and honestly it's good to play them early game if you can so they're in your graveyard come frenzy time.

Also, you need to decide during many games when to pivot to killing the player directly vs removing their creatures. Removing creatures with your burn is great if you get some additional combat damage in with your creatures, but if they start overwhelming you, you may need to start burning them more aggressively. I've taken opponents down 16+ damage in one turn when they seemingly were about to win, all off of cards I cast because of Experimental Frenzy.

washedape - Experimental Frenzy allows for far more explosive turns than simply drawing cards. Both ways would work honestly, but Experimental Frenzy just allows you to play SO MANY cheap spells. Most of the good card draw spells are expensive in mana, so by the time you've drawn them, you are low on mana to actually use them. At least that was my experience from playing more that way initially.

multimedia on Boros Legion Guild (GRN)

4 days ago

Hey SSK, nice new deck, but why are you limiting your options? I think Boros can be a pretty powerful deck in Standard with Angels and Knights (Knight of Grace, History of Benalia and Lyra Dawnbringer). Why playing cards from only Guilds of Ravnica? I don't think playing cards from other Standard legal sets is taking away the flavor of the Boros Legion on Ravnica.


If you're limiting cards only from Guilds of Ravnica then you're going to want to count on Aurelia as you're finisher and best mentor enabler (3-4x Aurelia) you want to consistently curve into her turn four. I'm not a fan of Captain I don't think she does enough for a four drop. Her difficult mana cost with 3 toughness is what turns me off because the reason to play her in the first place is to be able to redirect damage that's done to her to your opponent (it's a strong ability).

3 toughness is not enough toughness to take advantage of this ability without using other cards to protect her, give her indestructibility (Make a Stand, Sheltering Light, Assure). 3 toughness is not enough toughness to consistently be able attack with Captain turn five without help. Integrity helps to pump her, but this means using another card to make her good. She really should of had 5 toughness especially because of her difficult mana cost.

Consider Healer's Hawk as your one drop? Hawk is good with mentor because it has flying and lifelink, both these abilities can take advantage of +1/+1 counters. Having a one drop who can take advantage of mentor can be helpful to better curve out, but top decking Hawk later on in the game is not good.

Consider Legion Warboss? Warboss can take over a game if left alive. His mentor ability is a bonus, the main reason to play him is because he makes a creature each combat. Warboss is especially good in control matchups where your opponent will not have many creatures to block therefore consider him as a sideboard card?

Consider Venerated Loxodon? I've been playing Loxodon in my aggro Selesnya Elves deck, Elves of Ravnica. Loxodon is very good with one and two drops in fact he's a better mentor enabler then a lot of other Boros creatures because he can put counters on a lot of creatures (up to five of them) at one time. He puts a counter on each creature you use to convoke him this can put a lot of power on the battlefield. I very much like Loxodon with Thorn Lieutenant and Boros Challenger is your Thorn. Loxodon's 4 toughness is nice to survive Deafening Clarion as well as getting lifelink. Consider 3-4 Loxodon?

Consider this creature base:

  • 4x Hawk
  • 4x Challenger
  • 4x Swiftblade
  • 3x Stalwart
  • 3x Tajic
  • 4x Aurelia
  • 3x Loxodon
  • 1x Legion

or

  • 4x Challenger
  • 4x Swiftblade
  • 4x Stalwart
  • 3x Tajic
  • 4x Aurelia
  • 3x Loxodon
  • 1x Legion

Justice, Integrity / Intervention, Response / Resurgence and Clarion these are all good Boros spells especially Justice. Another card I'm playing and having good success with is Conclave Tribunal. The convoke makes this a powerful removal spell especially when playing a lot of two drop creatures. Tribunal gives you a catch-all removal spell for the main deck. More of it can go in the sideboard or all of it main deck.

Consider this other spells base:

  • 4x Justice
  • 4x Integrity
  • 1x Response (more in the sideboard)
  • 2x Clarion (more in the sideboard)
  • 3x Tribunal

or

  • 4x Justice
  • 2x Response (more in the sideboard)
  • 4x Integrity
  • 3x Tribunal

The combination of Justice/Tribunal/Integrity is nice. Justice/Tribunal can deal with everything you need to remove in Standard. Justice alone can target a huge amount of problematic creatures, but it can't target your opponent's Aurelia, Shalai, Voice of Plenty, Thrashing Brontodon and a few other annoying creatures. It can kill the big stuff that will roadblock the battlefield or just kill you (Doom Whisperer, Lyra Dawnbringer, Ghalta, Primal Hunger, Nullhide Ferox, Demanding Dragon). Because Justice can kill all these creatures that's why I like it much more main deck instead of Response.

Clarion is a strong main deck card when you're playing more Angels especially Lyra, but it's risky to play with so many two drops unless also playing Ajani, Adversary of Tyrants who can reanimate or pump two drops. Relying on Tajic to save everyone is a not a good game plan because in response to casting Clarion your opponent can kill Tajic and then you wipe your own battlefield. It's situational therefore it might be better in the sideboard. You however want it in some matchups such as Selesnya Tokens, Goblins, other aggro.


Consider this final example:

  • 4x Challenger
  • 4x Swiftblade
  • 4x Stalwart
  • 3x Tajic
  • 4x Aurelia
  • 3x Loxodon
  • 1x Legion

Other Spells

  • 4x Justice
  • 4x Integrity
  • 2x Response
  • 3x Tribunal

  • 24x Lands


The sideboard is where you're going to really miss having cards from other Standard legal sets especially Dominaria. For the sideboard I suggest including draw. One of the reasons that Boros could fail in Standard is the color combination lacks draw. Once you run out of gas if you didn't win the game then you're stuck, relying on the top of your library. Many other color combinations in Standard don't have this problem. Dawn of Hope and lifegaining sources can be a sideboard plan for Boros. Lifegain is another reason that Healer's Hawk can be an option because Hawk is good with Hope. Every time you attack with Hawk and do combat damage you gain life as a result pay and draw a card. Hawk as a life gain enabler is however problematic because it's a creature, easier to removal a creature than anything else.

Sources that can gain life without the use of mana are welcomed because then you're only paying two mana to draw a card, which is great value. Combine Hope with Ajani's Welcome or Fountain of Renewal. Renewal gives you a constant source of 1 life gain each upkeep for no additional mana cost and it can be saced later on in the game to draw a card. Welcome is worse than Renewal because to gain life you have to play a creature which means consistently you have to use more than two mana to gain life.

Welcome is however good with Legion Warboss because he can make a creature for free and you want both Warboss and Hope in the same matchups. But this set-up requires three cards (Warboss, Hope and Welcome) which is much harder to assemble than only two cards (Hope and Welcome). Hope itself can make a creature which is good with Welcome later on in the game for six mana each turn make a token, gain 1 life and draw a card.

Sideboard choices to consider:

Deafening Clarion, Dawn of Hope, Ajani's Welcome, Legion Warboss, more Response, Experimental Frenzy, another Legion.

Good luck with your deck.


Oldschool930 on R/U Whatever

6 days ago

Removed 2 Fight with Fire for 2 Experimental Frenzy. Why not?

eragon795 on GRN - Grixis Control

1 week ago

So I played some Grixis Control last night and have some notes for you -

  1. You are completely underestimating Expansion // Explosion. That card is absolutely insane. I got to draw up to 12 cards with it AGAINST MONO RED and have also used it to just clear dudes and copy counterspells in counter wars. All round good card.

  2. The win condition you should be looking at is Niv-Mizzet, Parun. I played 3 copies of him as my only real win-con and he was nuts. You draw off almost every spell you play, and most removal the opponent plays. It's also able to keep you in it against Experimental Frenzy because of the sheer amount of removal he brings. Card is good.

Finally, I haven't found Ral, Izzet Viceroy to be that good. I could be wrong, but I always found I was running out of cards before he could close the game.

Good luck with the deck! Grixis is awesome.

skulstads on BEAMSPLIT THIS SCRUBz! :@

1 week ago

mikexbustillos i encountered the exact same issues in the games i didnt quickly win. to my great sadness i realized Gravitic Punch and my <3 Beamsplitter Mage did not sync. Cosmotronic wave is great, and Firemind's Research is definetly going to be tested. Experimental Frenzy and Runaway Steam-Kin are definetly options, i was just hoping i could somehow turn this into a tribal affair, either by banan, uhm, i mean naban or something else.

I will continue testing and keep u posted! cheers!

mikexbustillos on BEAMSPLIT THIS SCRUBz! :@

1 week ago

I tested a couple games just now. There are a couple problems that I see.

1) Your entire gameplan is based on Beamsplitter living. Unless you can always have a Dive Down in hand, and always leave mana up to be able to play it, this game plan is super vulnerable to removal. And almost every deck plays removal.

2) There are only 6 actual win conditions, 4 Beamsplitter and 2 Electromancer, and they all require a lot of other things to line up to be good. If you don't draw any of these, your hand is essentially dead.

3) Gravitic Punch doesn't combo with Beamsplitter Mage because it also targets a player, so I'm not sure this is a great card in this deck. Something like Cosmotronic Wave might work better at getting a bunch of buffed attackers through.

4) The deck lacks resilience in the long game. After turn 5, I was out of cards and had no way to refill my hand. Maybe consider some kind of advantage engine--Firemind's Research or Experimental Frenzy to give you a way to keep going when your hand is empty.

.

I think that you might want to consider A) diversifying your threats, and B) decentralizing your gameplan.

Maybe run some Runaway Steam-Kin or Wee Dragonauts or something as well--they take buffs well and can win games even if you don't draw your Beamsplitter. Plus if you ever get Beamsplitter + Quasiduplicate to happen, you can have some good copying targets. I mean, I'm all for making a bunch of Beamsplitters, but at some point you do want something you can kill people with. (Also, be advised that the Beamsplitter ability triggers on cast; if you had 3 Beamsplitters, for instance, and cast a Sure Strike, you would be able to buff 2, but not keep copying it to all of them, because the copies are not technically "cast." Therefore, having multiple Beamsplitters is not necessarily advantageous.)

Maybe run some more removal spells? A set of Lightning Strike seems like a good addition, to help you get rid of blockers. Maybe a few Fight with Fire in case you find yourself facing a Lyra Dawnbringer.

Just a couple suggestions. The Beamsplitter combo is sweet! I'd love to playtest it again after some updates.

Good luck!

COUGARMEAT on Izzet Christmas?

1 week ago

Read through your posts and I think Radical Idea is a fine inclusion. Experimental Frenzy is not good in multiples (especially in your hand) so, to be able to "cycle" those away as well as bin any other jump-start card is worth it. It allows you to still use your hand as a resource once you do have an Experimental Frenzy out and at least one Radical Idea in the yard. It seems that this deck isn't looking for card advantage as much as it is looking for Guttersnipe triggers and two snipe triggers off of one card is value.

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