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: Destroy Experimental Frenzy.
|Have (2)||lorddarkstar , Candyman949|
Combos Browse all
|Commander / EDH||Legal|
Experimental Frenzy occurrence in decks from the last year
Latest Decks as Commander
Experimental Frenzy Discussion
3 weeks ago
Vandalblast out for Jeska's Will - In an effort to make sure every card in the deck has something to do with either strengthening the battlefield or preserving my position on it, this one is just a bit weak, especially when it is the only effect out of 99 cards. So add more you say, then the effect won't be so rare! Then the combat strength is further diluted. Definitely a meta call, at the moment my meta doesn't have a lot of artifact heavy decks so this just sits in my hand a lot.
Experimental Frenzy out for Cavalier of Flame (TESTING)- I think that the need for Frenzy has lessened with the last few releases bringing so much draw that we can take advantage of. On top of that, I always dismissed Cavalier as just a dumb standard card which was a mistake because it is perfectly built for a deck like this. The only real test here is whether Frenzy is the card I cut for Cavalier, not whether Cavalier has a spot. Thoughts on a better cut?
Treasonous Ogre out for Toralf, God of Fury Flip - I've cut and re-added this poor ogre so many times, and I've said that many times before, but when I feel so much of the deck is so solid than it is not about identifying which cards are weak, but which ones are the least strong (or just not fun enough!). Again, any better ideas for this cut?
1 month ago
War Room - Draw
Sensei's Divining Top - Utility
Ugin Ineffable + Top + Experimental Frenzy = Draw your whole deck. Ugin + top are good on their own, frenzy is a wild card. Although I think with Feldon you prioritze activating him than casting cards in hand
Humble Defector - Draw, politics, synergy with homeward path, nice with feldon, cheap to cast and buy
3 months ago
Bomat Courier often does not really pair up well with either Experimental Frenzy or Hazoret the Fervent. I've decided to lower to exclude the frenzies to lower the curve and increase the odds of effective Bomat Couriers or having three 1 mana spells on T3 with Runaway Steam-Kin out.
3 months ago
- Mark of Asylum
- Duergar Hedge-Mage
- Warleader's Helix
- Blaze Commando
- Destructive Force
- Experimental Frenzy
- Soul-Scar Mage
- Jaya's Immolating Inferno
- Decree of Annihilation
4 months ago
@Snap157: Library used to be in the deck; it was pretty nice especially with Experimental Frenzy, but I found it wasn't usually worth the slot. When I first brewed this deck it was much more focused around Grimoire, so I wanted to make sure there was as much stuff to hold onto it as I could get, but currently the deck doesn't care enough about any individual cards to have it worth a spell to not discard particular things.
@Goblin_Guide: Perpetual Timepiece used to be in the deck but other than that I am able to churn through the deck fast enough with cards like Neheb, Dreadhorde Champion and Avaricious Dragon that I found I didn't really need it or other things like it. Codex Shredder is the only holdout of that kind. As far as mass reanimation, nothing comes to mind other than Scrap Mastery, are there others you think could be a good fit?
4 months ago
Fanatic of Mogis - I've found him to be lackluster, what has your experience been with it, do you usually have enough devotion to make him meaningful?
Pia and Kiran Nalaar - Similar to above, but I see you have another theme of tokens and damage dealing ETB enchantments/cards. I just find the activated ability to expensive and slow. I would always rather play something from my hand.
Deflecting Swat - Such an amazing card, but if only Norin could stay. What has your experience been with it in Norin, I'm very tempted to slot one in.
Sculpting Steel - Same question as above?
What is your meta comprised of, power level?
Darksteel Citadel - What is the purpose of this, stealing an artifact with confusion?
Roiling Vortex - Meta call?
Cloudstone Curio - Experience with this card, ups and downs?
It feels you suffer from red's lack of card draw, to be addressed in suggestions below. You have virtual card advantage through looting, but little card advantage aside from wheels and a little others.
Tome of Legends - Best card for Norin ever printed. Don't sleep on this
Endless Atlas - Almost as good as above
Mind's Eye/Memory Jar - Top of the curve for draw but can help you out when you need then late game. Mind's eye is especially fun with wheels and Honor-Worn Shaku, as you use shaku + norin and mind's eye to draw during each opponents draw step.
Blast Zone - Speaking of red's weakness, this can work as enchantment removal.
I think you should cut some of the less impactful non basics and add more basics. This will fuel valakut and will help you with extraplanar lens - which itself is a very risky card.
A cool combo (not a serious suggestion but funny to note) is Ugin, the Ineffable + Top + Experimental Frenzy = Draw your whole deck. Each piece is good on it's own (maybe even frenzy in this deck given your lack of card draw?) and Ugin works as both card draw and enchantment removal.
Heat Shimmer + Dualcaster = Infinite Hasty Dualcasters, each piece is good on it's own. There are 1-2 other cards that work with dualcaster as well but escape me at the moment.
Light Up the Stage - With all your damage dealing, this is easy to cast, works well with top too, allowing you to knowingly be able to cast a card rather than risk it in exile.
Ignite the Future - Similar to above but flashback payoff has won me games.
Curse of Opulence - Ramp and politics. I recently had 2 games in a row in a 3 man pod where me and opponent #2 both cast this on opponent #3 on Turn 1. Very fun
Outpost Siege - Draw when you need it, damage when you don't, primarily used for draw in my experience
4 months ago
Looks quite nice! If you're building around Steam-Kin, I'd look up modern Mono-Red Prowess lists, as they have a lot of cards in common but are more streamlined and have been tested and refined further. Mostly, they say no to all creatures above 2 CMC (besides Bedlam Reveler, which could be good here too if you add more noncreature spells) and run more effective one-drops combined with more noncreature spells to get Runaway Steam-Kin going. A really important card for that strategy is Manamorphose, which triggers prowess and is a 'free' red spell.
Experimental Frenzy is prooobably to slow to work as you're wasting your 4-mana turn on it, and only doing anything with it from turn 5 onwards - and a red deck which isn't going full on control probably doesn't ever want to start anything on Turn 5. Most games shouldn't even last that long. Same goes for Vance's Blasting Cannons Flip.
But even if you're not going that direction, I still recommend having cheap prowess creatures like Soul-Scar Mage and Monastery Swiftspear. Your goblins also feel a little out of place, and you might get more out of the deck by exchanging them for cards that fit whatever strategy you end up leaning towards, and keep them for a dedicated Goblin tribal.
Finally... Lava Dart is a great new card that recently became modern legal, and goes great with a lot of what you already have, especially the spectacle costs.
5 months ago
I've got a few suggestions for your value engine Zirda.
First and foremost: your card draw. The first problem with it is that a lot of what you labeled card draw..... well isn't really card draw since while you are drawing cards it doesn't actually net you any cards (you lose a card to get a card, net zero cards that way). The cards that do net you cards are very, very, very inefficient. I can see you're trying to take advantage of Zirda's ability to draw cards, but you're taking bad cards and making them mediocre.
If you want to use Zirda to make drawing cards easier, I've got a few suggestions. First off, Endless Atlas is a much, much more efficient option that becomes even more efficient when Zirda is out. Besides that, the best options for drawing cards that Zirda makes more efficient are equipment. Mask of Memory, Sword of Fire and Ice, even Rogue's Gloves. After that, you'll have to look at other sources of card draw. Red has excellent options in both wheel effects (Wheel of Fortune, Reforge the Soul, Magus of the Wheel actually synergizes with Zirda!) and in impulsive draw (Light Up the Stage, Tectonic Giant, heck even Experimental Frenzy could be better since Zirda makes blowing itself up easier).
I do think your ramp package because of Zirda is much more solid and efficient. Additionally, I think you've got the right idea with running creatures that can pump out tokens for mana (which Zirda reduces). I recommend leaning into that. Heliod, God of the Sun is another excellent creature that does that.
Lastly I recommend improving your removal package. White has access to the best removal in EDH. Swords to Plowshares and Winds of Abandon I consider staple level in decks that have white (aka any deck with white should strongly consider them).