Experimental Frenzy

Experimental Frenzy


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: Destroy Experimental Frenzy.

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Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare

Combos Browse all


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

Experimental Frenzy occurrence in decks from the last year


All decks: 0.16%

Red: 3.48%


All decks: 0.04%

Commander / EDH:

All decks: 0.01%

Red: 0.13%

Experimental Frenzy Discussion

zaneanderman on Frenzmanity

1 day ago

Me: "Eh, this deck looks like jank" Me: (gets out Experimental Frenzy, Seedborn Muse and Morophon, the Boundless, promptly winning the game)

Me: Upvotes.

Like, holy shit I love this deck, keep up the good work.

Sorin_Markov_1947 on The Rock

3 weeks ago

Two things.

  1. How are you reliably getting card advantage in this deck? Card advantage is probably the biggest question in this meta, and even decks like mono-red have to make concessions to that with things like Light Up the Stage and Experimental Frenzy. You only really seem to be getting card disadvantage with Rotting Regisaur, and the occasional game with The Great Henge.

  2. What is Woe Strider doing in this deck? I'm sure there's a good explanation, I just don't see it.

seshiro_of_the_orochi on Dancing Frency (RG Satyr Tribal)

3 weeks ago

5dollarMTG: It's kinda hard to build Gallia indeed. My first approach featured Bloodbond March to abuse the discarding and Tremors even more, but the deck felt terrible. It simply put satyrs on and off the field at a point where other casual decks are already going for massive damage, to I dismantled it. This deck leans very heavy into what Gallia's flavour text suggests: All-in aggro. Satyrs have a lot of expendable creatures, and this basically is why Gallia works. She simple doesn't care which of her kin end up hammered in some corner. I've tried both Ghirapur Orrery and Experimental Frenzy, and the latter won. From my experience with Sosuke's Summons I could estimate how good Satyr's Cunning is, and I actually underestimated it. The loss of gas aggro decks suffer at some point is put back several turns with it.

I actually left most removal aside by purpose. Gallia's ability makes it hard to prepare a plan in your hand besides going wide, so any removal would basically be discarded at some point. I just tried to hit fast and hard enough.

Regarding Anax: A buddy got some copies for me, we just haven't met for some time, and I actually pulled not even one Anax from packs. I'll definitely add him in though. He'll hopefully give the deck a little more gas, and the synergy with Tremors is great for sure.

ZendikariWol on cak01vej

3 weeks ago

Hey, I figured you might not want to trawl through the whole custom card challenge tomorrow morning, so have a Myr lord on the house. (Can you tell I'm a commander player?)

Skrrikkit, the Mastermyr

Legendary Creature- Myr Noble

Whenever you cast a spell, if you used mana generated with a mana ability to cast it, draw a card. Skrrikkit deals 2 damage to each opponent.


I wanted to make a creature that just really wants to do what the Myr want to do, but at the same time is quirky and sweet for people who don't play Myr. I think this could be a super cool tribal deck, but also has this Experimental Frenzy factor, where you can just combo off, play your deck, go bonkers.

SideBae on Krenko, Mob Boss

4 weeks ago

I don't know how mean your meta is, but to take a page from legacy goblins you may want to pack some disruption in the deck. Thorn of Amethyst is a favorite of mine for decks that run 30+ creatures, and you may want to run something like Ruination in addition to your Blood Moon. Trinisphere is good if you want to be a douche. Since you're not running all TOO many artifacts with activated abilities, you could adjust the list to be more conducive to running something like Null Rod. It can be brutal in the right pod.

If you do run Null Rod, it'll turn off your Skullclamp. There are, luckily, non-artifact-based card advantage sources you have access to. Consider Outpost Siege, Experimental Frenzy (maybe), Chandra, Torch of Defiance, Commune with Lava, Wheel of Fortune/Reforge the Soul, Dark-Dweller Oracle, Sensation Gorger, etc. I think you can get away with hating on artifacts without giving up too much. Note that Null Rod does not turn off your Ruby Medallion.

Price of Glory is good. Grafdigger's Cage is arguably the best piece of disruption in EDH right now, and unless I'm missing something it doesn't hurt you at all. I'd definitely run it.

You may want to consider Mass Hysteria instead of Fervor. Being one mana is a big deal, since a quarter of your deck is three-mana and Mass Hysteria will free up t3 to cast a creature. My only reservation is that if you're playing against a mono-green elves strategy, it's not as good a card. 'Course, they frequently run Concordant Crossroads, so it may not matter...

Gamble is a pretty good tutor in mono-red.

Goblin Assassin is a card to consider if you want to go more midrange-y. You can sac the tokens Krenko, Mob Boss makes and effectively have a repeatable edict effect on the table.

You may also want to consider running a few more powerful non-basics. Since you're running Pyroblast, I assume you're in a relatively blue-heavy meta. If you have $50 to blow, Cavern of Souls is a great card. Ancient Tomb is also good, but it's also pricy.

A note on Pyroblast: In mono-red, I think Red Elemental Blast is very, very marginally better. In 99% of cases, it won't matter, but Red Elemental Blast can't get Misdirection-ed or Commandeer-ed onto a non-blue spell. People frequently run Pyroblast over Red Elemental Blast when they run Dack Fayden so that if he ults then they can steal a permanent for {r}. Here, though, I think Red Elemental Blast is technically better. By a tiny, tiny bit.

Faithless Looting gives you a good measure of card-selection. Same with Thrill of Possibility, which is an instant.

Right. That's all I got -- let me know if you have any questions.

Good luck

dingusdingo on

1 month ago

Interesting deck.

My first question is why no damage doubler effects? Furnace of Rath and similar work extremely well. Even though the opponent gets to decide what order the damage effects happen, you're still getting a big damage boost.

Second, have you considered going down to 33 or 32 lands? Your curve is pretty low and you aren't dumping your hand via artifact rocks or mana rituals. I think you could probably find one or two slots from land drops.

How have the planeswalkers been working out? The 4 CMC Chandra seems fine, but the other two seem expensive for not much effect.

Why are you running colorless creatures? The damage isn't amplified. Reality Smasher is expensive to cast at 5, and is effectively a vanilla 5/5 that keeps up card parity when it is removed. Smuggler's Copter gives card looting but requires creatures to make it work, creatures that could just be attacking and getting the +2 damage anyways. I can also see why you'd keep Phyrexian Revoker but Pithing Needle might outperform it here as its harder to remove and 2 damage a turn is negligible in EDH.

Some of your 3 and 4 CMC creatures you should reconsider for speed and effectiveness purposes. Thunderbreak Regent is a flying creature, but you aren't getting reliable triggers from it, most likely just one. Tectonic Giant offers card advantage and MASSIVE damage with Torbran. Inferno Titan is another powerhouse with Torbran as you can split the damage 3 ways and get 3 damage apiece. Mindsparker seems too niche and is a 3/2 first strike for against decks outside its color hate. Jaya Ballard, Task Mage seems nice but waiting for summoning sickness feels bad and having to pitch cards to it is a no from me. Taurean Mauler is certainly appealing and presents a threat later, but without trample you're losing out and would be better served by Hordeling Outburst for efficiency sake with Torbran. Finally, Dragonmaster Outcast takes way too long to turn on, and requires an upkeep step to do anything, making it prime target for opponents to remove. Its great when it works, but another token producer is going to outpace this. Specifically, Krenko, Mob Boss is going to run away with the game much faster especially if you have any random extra goblins floating around.

Alpine Moon is much more marginal than you think. Sure its shutting down Gaea's Cradle but your two other moon effects should be more than enough. Outpost Siege is a very marginal effect both ways, and I would recommend a cut for Impact Tremors if you are looking for more damage. Tectonic Reformation is -1 card advantage when you cast it, and no matter how many times you cycle it stays at -1 card advantage. It also becomes easier to cut if you go down to 32 or 33 lands. Experimental Frenzy seems useful when you've emptied your hand but seems marginal in the vast majority of circumstances. You aren't really running topdeck manipulation like Sensei's Divining Top or Scroll Rack to smooth this card out, and I sincerely think Thrill of Possibility is going to serve you better by making you have better turn 3's and turn 4's in your games.

Dark_Paladin on Iroas, Making Combat Great Again - A Boros Primer

2 months ago

jamesmac42 something like running Darksteel because your playgroup has a lot of mana rock hate is exactly the kind of thing i'm looking to add to the primer as meta dependent considerations. I have run top before, and it really is amazing for controlling your card draw, and i find it pairs REALLY well with Experimental Frenzy. I may look to re-add it to the list at some point, but the problem i'm having right now is, everything that goes in requires something coming out lol. As for your question on basics, my mana base actually started performing better when i cut out all the slow lands. While basics wont give you both your colors, in practice ive found that land drops 2-4 are incredibly important and the amount of speed and tempo lost by having a land enter tapped here can really be detrimental to presenting an aggressive board state early on. Ive kept Temple of Triumph because it scries, but could EASILY remove it if adding top back in. Boros Garrison (and lands like it) is commonly held as a staple in multicolord decks, due to it allowing you to effectively extend your playable land drops by a turn. The issue with it is, you CAN'T play it on turn 1, and if its in your opening hand, your likely playing it between drops 2-4 when you REALLY need your lands untapped. I used to run the Zendikar full art lands (their so pretty), the snow lands are gonna let me run Rimescale Dragon when i get a copy of it.


2 months ago

Thanks for the suggestions Profet93. I never though of using Ugin before, but he slots really well into this deck due to the enchantment removal, card advantage, and colorless reduction. I'm on the fence about keeping Experimental Frenzy, but we'll see how that goes. I'll add a top if I ever get to trade for one.

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