|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Common|
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Radical Idea Discussion
3 days ago
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.
6 days ago
I decided to cut Radical Idea which wasn't really bringing much to the deck and added in Expansion / Explosion which so far has been performing really well. I took Search for Azcanta Flip down to a 1 of and added in Fight with Fire as an alternate win-condition and a way to deal with larger creatures. Really like how it's performing and might end up adding another.
Considering moving the 1 of Fiery Cannonade to the sideboard for another Fight with Fire or Search for Azcanta
6 days ago
I gather its intended to be a tool for surveil lists, but Mission Briefing Delver of Secrets Flip and Thought Scour should play well with it. Heck, I'm a little tempted to brew a Raven's Crime/Flame Jab/Maximize Velocity/Radical Idea/Life from the Loam list with it.
1 week ago
So Coronablurr, I've also done some tweaking with your setup. I've only been keeping hands to where I could play frenzy on turn 4 to see how much value I could get out of it. Now mind you, I'm playing with a play set of both Chemister's Insight and Radical Idea with 2 Niv Mizzets. I put a playset of runaways in there as well because it's fucking fantastic! But I somehow managed to combo off by turn 7 by continuously drawing cards and playing all of my shocks and lightning strikes. Frenzy does some great work late game against golgari and tokens! The only time it didn't work is when you have a creature, land or another frenzy pop up. (That's what card draw is for everyone will say, BUT YOU CANT USE YOUR HAND XD)
But my newest thing to thwart that is to either run some flash creatures, or run some sort of self milling creature card to cycle through the top of your deck. It's something new to think about.
1 week ago
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.
1 week ago
Okay, updated the deck after some playtesting. While I'm not a huge fan of Radical Idea, it is the best answer I can find for fixing the inevitable land clumps at the top of the deck. Also, since Experimental Frenzy honestly works best on your own turn (to allow lands/creatures to be played), I took out Ionize. It always turned into a feel-bad when you were trying to frenzy out anyways. Thoughts? Dash, curious on your experience with this updated version. I've found it to work much better.
1 week ago
Currently testing removing the 2x Anticipates and 2x Chemister's Insights for 4x Radical Idea. Honestly, they are great for fixing that one top-deck card you are stuck on for Experimental Frenzy, but I dunno...It's such a "do nothing" card other than guttersnipe triggers, and doesn't combo with Runaway Steam-Kin. I'll let you all know where it lands, but what's everyone's thoughts?