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mikeb388, it's not necessarily for opening fixing, but more for when you are frenzying off and have no idea what mana color spell is coming down the pipe. It helps to have the option open as much as possible (so that's not the thing that slows you down).
October 13, 2018 9:53 p.m.
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.
October 13, 2018 9:11 p.m.
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.
October 9, 2018 3:24 a.m.
I mean, I DO what a foil Steam-Kin :) Dash, I've found you don't need to wait for an empty hand to go frenzy necessarily. Remember you can always crack it to get your hand back. I'm getting some more playtesting in, so I'll let you know if I land on any better options.
October 8, 2018 2:10 a.m.
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?
October 7, 2018 3:57 a.m.
Runaway Steam-Kin is so much better than people are thinking in a deck like this. It's ridiculous. I highly recommend it!
October 4, 2018 5:27 p.m.
Experimental Frenzy has been unbelievable. It utterly unlocked this deck. Way better than I would have thought.
As to your deck, it looks a lot like mine did before some changes. The Crackling Drakes were my original plan, and work really well, but are a bit slow for my liking (and slow down the frenzy aspect). I also prefer playing it with as many instants as possible, but I DO like Banefire in there. I ran it with two Mission Briefings for a while, but they felt like they really didn't have many great targets in the deck (and it seems the same in your deck). They're great for Guttersnipe triggers, but otherwise don't really provide much juice (plus they're non-bo's with Runaway Steam-Kin. I like what you're doing though, Izzet love!
October 4, 2018 5:20 p.m.
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