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: Destroy Experimental Frenzy.
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|Commander / EDH||Legal|
Latest Decks as Commander
Experimental Frenzy Discussion
3 days ago
Resurgent Belief to bring back some of these enchantments, Outlaws' Merriment is always a blast, for dealing damage to players, AEther Sting is a fun card because a lot of your creatures won't be cast is fun, Burning Earth is a slightly worse Manabarbs .
1 week ago
Thank you for your detailed response. I eagerly await to see what your new meta is like and sorry to hear about your falling out and difficult cEDH pubstomping. I agree with most of what you're saying....
Chandra Torch of Defiance - Could cut Hanweir Garrison for her. The ult like most planeswalkers will never come to fruition. Its the draw, ramp and removal that I find helpful. Hanweir with no way to tutor for it makes it a little eh. I get the point of it though, making tokens on attack. I think the utility of chandra outweighs the token production IMO
Flametongue and Inferno - Both deal damage on ETB and kill most things. If you can't find room given your low CMC and tightness of the list thats fine. I just know I'm always happy to see them because they put in serious work, in my meta atleast. But I understand your reservations well.
Warstorm surge should not be cut for Terror of the Peaks. Both have WAY too much synergy with an ETB build. I get the higher CMC does suck and I can see why you don't want inferno or flametongue. But this has too much synergy to ignore IMO, you should find room for both, if you can.
Another suggestion, Jeska's Will . In conjunction with Reiterate (reiterate not a serious one, just food for thought) = Cast your whole deck. With no way to tutor for it, it can be less stale than Kiki + Zealous. Regardless, Jeska's will puts in work. If you are hesitant about the X spells, then that's fine, but it does provide serious ramp (in my meta at least)
Lastly, another joke combo is Top + Ugin, the Ineffable + Experimental Frenzy = Draw your whole deck. While it doesn't do much, it's worth noting since its funny. Moreover, Ugin, the Ineffable ramps a good portion of your deck, provides card draw and enchantment removal (not an issue as you said, but nice to have should you need it)
I'm not really good with 3 colors decks, nor Alesha, but I can provide what little feedback I can once you send me the decklist. I'm sure it will be amazing given how you made Norin. If I wanted to make my Norin list more competitive, this would be a great deck to reference given it's overall synergy and low CMC
1 month ago
There are gonna be a lot of suggestions, feel free to choose what you think works best. First a question, what is the purpose of braid of fire, what are you spending the mana on during your upkeep? Be sure to let me know what you think of each suggestion, I am curious to hear your thoughts.
Outpost Siege - Draw, works nice with top so you can guarantee you can cast it
Ignite the Future / Light Up the Stage - Similar to the above, but more immediate. Flashback has won me 3 games in my meta, although my avg CMC is 3.58 so its a bit higher. Light up the stage might be a better fit due to cmc .
Wheel of Fortune - Draw + Nice card you tutored for, I hope you have recursion
Feldon of the Third Path - Useful in an ETB build
Etali, Primal Storm - Not a synergistic suggestion, but a fun, somewhat chaos based one. It's nice to cast a rishkar's expertise for 6 and then drop a memory jar after topdecking Etali and giving it haste with hanweir battlements
Flametongue Kavu - Removal, do note if there are no other creatures it kills itself. Nice with ETB doublers
Imperial Recruiter - Tutor in red? Sign me up! Nice to search for kiki-jiki
Kiki-Jiki, Mirror Breaker + Zealous Conscripts = Both good on their own, infinite together. I know the CMC is a bit high, but I think it's worth it. After all, what's the point of all that ramp if you don't have much to ramp into IMO
Inventors' Fair - Tutor 1/4th your deck, lifegain has helped me a few times.
Nevinyrral's Disk - Enchantment removal/wipe
Skullclamp - Genesis chamber tokens, hell, I've clamped norin sometimes making him cost 7.
Mind's Eye / Memory Jar - I run both, but you might prefer memory jar. I like mind's eye personally because with Honor worn shaku + norin, you can tap norin during each opponent's draw step to draw a card.
Sword of the Animist - Quick Norin, the enemies are coming, grab a sword, now swing.... Norin....where did you go and why is there a land? It's cool when norin swings with the sword and ramps you. Very stable ramp, although the 2 equip cost is a slight pain, the ramp eventually more than makes up for it. I understand looking at your list you prefer artifact ramp, but I think ramping lands is quite helpful given all of the artifact destruction in EDH. Moreover, it's nice with valakut. I've burned people to deal with valakut + sword. Also, Feldon + Burnished heart was a fun little trick, albeit expensive mana wise. Anywise, I digress...
Wayfarer's Bauble - Similar to the above, kind of. Not needed, I like it. Thought it was worth mentioning.
Endless Atlas - Continuous draw is nice to have
Lastly.....not an entirely serious suggestion but Ugin, the Ineffable + Top + Experimental Frenzy / Mystic Forge = Draw your entire deck. With all 3 on field, tap top to draw, then place top on the deck. Mystic forge allows you to cast it and ugin makes the cast free. Rinse and repeat. Forge is obviously a better fit in the deck, Ugin ineffable provides enchantment removal and card draw, both needed. Thought it was cute when I discovered it, thought it was worth mentioning.
I'm looking forward to your detailed response :)
3 months ago
This deck is a beautiful thing. It already seems tight, but I'll make a couple recommendations anyhow.
3 months ago
Sensei's Divining Top - Good on it's own, but with Ugin Ineffable and Experimental Frenzy , you can draw your entire deck. Frenzy isn't an entirely serious suggestion, but worth noting if you were interested.
How has aftershock performed for you? Might add it in my list, been on the fence about it.
Ignite the Future - "Draw" that helps land drops, nice with top as you can put top on top of the deck then cast this to ensure you can cast at least one card off the top. Do note you have until the end of your next turn to cast the cards. Since mono red struggle with draw, I have found this useful and it has won me 2 games through flashback.
Light Up the Stage - Baby brother of above, works well in this deck moreso due to your damage output
Jeska's Will - Draw and ramp
Zealous Conscripts - Good on it's own, combo with Kiki
Dockside Extortionist - Value on it's own, synergy with the treasure map artifact/land, nice with Genesis chamber too
Side Note: Did you know confusion on the ranks triggers on itself when it ETB's, meaning, you must change it for an enchantment an opponent controls? So few people know that, but it has saved me given red's lack of enchantment removal
I noticed Humble Defector in your maybeboard, I think it should go in along with Homeward Path . Path is nice politics so you can give stuff back IF you wish from confusion. Moreover, it messes with people trying to reanimate your stuff/others, again, politics. It's meta dependent for sure. If you're into politics, then it's a great card to pass between 2 players.
+1 for a low to the ground synergistic deck. I'm looking forward to hearing your thoughts on each idea.
3 months ago
I took a look at the deck, and I think the potency of the cards just isn't there. Facing competitive decks I feel this build (ensoul) works best to win fast, not with value late game, but you still need some sort of value to draw cards and keep going until you win the game or if you get dragged into late game by control or midrange.
Sram may be good to draw more cards but in your build the potency of the cards you draw aren't as good as in a normal ensoul deck. You should try testing him in a generic ensoul build and see how many draws you can get to see if he is good enough.
As for Emry/Lurrus both are great at recurring cards and keeping resources up by being able to play cards from the grave, but there is a lot of easy graveyard hate cards that simply turn off these abilities but out of either of them game 2 and 3 but I feel Emry is more consistent because if you run Lurrus in the side you need to waste a turn putting her in your hand then a turn casting her and you might be able to get value right away if she isn't killed afterwards. Emry has the same problem but can cost a lot less and is run in the main deck. I personally wouldn't run any of these are Emry/Lurrus can be shut down too early.
For value I found Hangarback Walker is amazing in a board stall and The Royal Scions are great at being cheap, can get through damage and draw cards with high loyalty so you don't need to worry about them dying the next turn even getting hit for 5 damage (in the mirror). I run 2 Hangarback Walker as it's just a 2 drop and I'd like to see 1 on occasion and I run 1 The Royal Scions as I really don't want to see them until I really go to late game and need an amazing topdeck. As for other value cards I told you I run Experimental Frenzy which is fun but I saw a funny deck running Storm Herald . Could be worth it to see how they work.
3 months ago
Personally I was looking for the fastest build possible. Izzet always feels like a glass cannon to me and the deck hurts after the opponent gets set up so I'm just looking for speed. Great top decks help if just about anything in the deck has huge potential to deal high damage. I threw in Experimental Frenzy in the side board as my late game play as I'm trying to avoid running too many later game cards such as Sram or Emry. There are a few builds though some even run Lurrus of the Dream-Den which seems explosive too. My card draw is Sea Gate Wreckage as I only want cards when I ran out and if I ran out I have the mana to spare. I just felt trying to go to late game wasn't the play but if I'm dragged into it I should be able to keep playing cheap stuff off the topdeck.
3 months ago
Cut 1 -2 lands and either add more draw or these 2....