Frenetic Efreet

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Frenetic Efreet

Creature — Efreet

Flying

(0): If Frenetic Efreet is in play, flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet.

Gidgetimer on How does frenetic efreet ability …

3 weeks ago

No player receives priority while an ability is resolving. You will not have a chance between the coin being flipped and the Efreet phasing out/dieing to activate abilities. After the last activation of the ability resolves Frenetic Efreet will either be phased out or in the graveyard. The resolution of the rest of the abilities will not affect the Efreet.

jcnrop on How does frenetic efreet ability …

3 weeks ago

I don't know if I understand this correctly. I know that with Frenetic Efreet you can activate his ability any number of times in response to each activation. But, once you resolve one of the abilities and flip the coin, can you activate its ability in response to the result until you get the result that you want?

Thanks in advance for your answers

legendofa on Cube idea, good or bad? …

10 months ago

I've had this thought for a while now, and I haven't done anything with it, so now I'm making it everyone else's thought.

Ante cards like Darkpact are banned in every sanctioned format, because they come dangerously close to breaking gambling advertising laws, and have a high risk of feel-bad moments in general. In a cube, though, all the cards go back to the same box at the end, and "ownership" only lasts as long as game night, so there's no stakes or permanent loss of cards.

To add to the ante antics, and use more cards that can't reasonably be used anywhere else, the Conspiracy cards and Draft matters cards like Backup Plan, Smuggler Captain, and Cogwork Spy could fit well into a cube, since the whole purpose of a cube is to be drafted.

The final element of this cube idea is to sprinkle in some two-card "you win" combos, like Sunbird's Invocation + Approach of the Second Sun, Plunge into Darkness + Near-Death Experience, Biovisionary + Rite of Replication, or Chance Encounter + Frenetic Efreet. These should provide a little treasure hunt for the draft. I would like to keep these all 2+ colors and 6+ total mana value, to avoid making them too easy to reach (numbers are arbitrary and open to consideration).

Would this be an interesting cube to draft, or would it just be too complicated? My goal is to get some mind games going for those who want them, while still allowing for a more straightforward draft. My concern is that using too many of these gimmicks will end up in decks that are flashy, but lack fundamentals.

unwucht on Insert Coin To Play [Primer]

2 years ago

My decklist is very close to this one. So last game knight I gave my Zndrsplt/Okaun deck to a buddy who wwanted to test something else than his own decks. Second turn he pulls of a Frenetic Efreet / Tavern Scoundrel, generates infinite treasures and wins the game. I never lost to one of my own decks so fast :P

Romer on Flipping the Odds - A Coin Flip Story

2 years ago

Oh interesting KaptnK. And Frenetic Sliver was printed after Frenetic Efreet so it was likely an intentional change to "fix" Frenetic Efreet by preventing infinite activations. Lame!

KaptnK on Flipping the Odds - A Coin Flip Story

2 years ago

Lots of great ideas in the comments. One thing that doesnt work is Frenetic Sliver as the ability states the creature must be in play for the coin flip to happen, so while you can activate it as many times as you want you can only resolve it until the creature dies. Frenetic Efreet does not have these key words so it work the way described.

lucksterluke16 on Flipping the Odds - A Coin Flip Story

2 years ago

I'm sure you probably looked up every coin flip card already but here are a few I don't see in your list in case you missed them:

  • Karplusan Minotaur - Cumulative upkeep means on each of your upkeeps its one extra flip (so 1 flip on the 1st upkeep, 2 flips on the 2nd, etc) so this can get you a ton of coin flips pretty easily.

  • Scoria Wurm - Not that exciting, but its a cheap threat that you could hopefully keep alive longer with Krark's Thumb

  • Mirror March - This can get out of hand really quickly, and there's basically no downside to losing flips

  • Yusri, Fortune's Flame - Designed to be a commander, but it's a solid card to include in the 99 as well

  • Goblin Traprunner - Tons of easy flips with no downsides

  • Squee's Revenge - Can be a huge card draw

  • Planar Chaos - This one can be a bit annoying and might only be good if you also have Krark's Thumb, but it lets you play more controlling

  • Krark, the Thumbless - Similar to Planar Chaos, use at your own risk

  • Frenetic Efreet and Frenetic Sliver - A single card that lets you flip as many coins as you want (you can activate the ability as many times as you want before you let any of the activations resolve, and then even if he dies you still flip all the coins)

  • Puppet's Verdict - A sweeper that let's you control what to kill if you can manipulate the flip

As for other cards that I think could fit the strategy of the deck, I would focus on ways to multiply your other effects (extra upkeep steps, copying your permanents, doubling your abilities, etc). Here's some ideas:

Other random things:

Yesterday on How do staggered infinite loops …

2 years ago

First scenario:

Player 1 is the active player and controls a Spirit Mirror . Player 2 is the nonactive player and controls a Conspiracy naming Reflection, and a Frenetic Efreet .

Player 1 wants to destroy the Efreet before Player 2 gets the chance to resolve the Efreet's ability to potentially save itself. Both players can activate their abilities in response to the other player activating theirs, and wishes to keep on doing so. The modus is on the active player to not continue the loop. In this case, Player 2 gets a chance to save the Efreet before Player 1 can destroy it. Assuming we wait until Player 2's turn, if the same loop were to play out, then Player 1 (the nonactive player) would be able to destroy the Efreet before Player 2 gets the chance to save it.

Is this right?

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