The good news is there are some really interesting ways to take advantage of the enchantment by minimizing the downside or maximizing it's potential. By this time, you've probably drawn another copy of Experimental Frenzy, so you can empty your hand again, play a new Experimental Frenzy, and start the process all over again. In general, you'll want to play Experimental Frenzy after dumping your hand, keep it around for a few turns while you draw cards to refill your hand (while still being able to play some things thanks to Experimental Frenzy), and then destroy Experimental Frenzy to take advantage of the cards you have in hand. It's also worth noting that the ability to destroy Experimental Frenzy is powerful. ![]() Cards that offer repeatable surveil like Doom Whisperer are especially strong, since you can change the top cards of your deck at will, milling extra lands and expensive cards while finding you more cheap cards to cast, to maximize Experimental Frenzy's power. Combine this with the potential for some sort of red-based aggro deck with a low land count to play the enchantment as a way to generate (risky) card advantage against a control deck, and there is some chance that Experimental Frenzy will find a home, but it's more of a could-happen than an automatic Standard staple. ![]() Surveil allows you some control over the top card of your deck, potentially reducing the problem of finding too many lands, and you can still cast jump-start cards from your graveyard, even with Experimental Frenzy. This being said, there are a couple of Guilds of Ravnica mechanics that do work really well with Experimental Frenzy. If you happen to have two lands in a row on top of your deck, you not only can't play a card from Experimental Frenzy but also can't play the card you drew for your turn either (or anything else in your hand). Unlike other similar enchantments, which are all upside, the fact that you can't play cards from your hand means that Experimental Frenzy isn't guaranteed to draw you a card on any specific turn. It can be a huge boost of card advantage, allowing you to pull ahead of the opponent in resources, or it can Brainstorm lock you out of the game if you have a bunch of lands on top of your deck, being so detrimental that you might take advantage of the enchantment's ability to destroy itself so you can start playing Magic again.Īs far as tournament-level Standard is concerned, I'm not especially excited for Experimental Frenzy. In some ways, it's a less restrictive version of Precognition Field that allows you to play anything and not just instants and sorceries. In some ways, it's a cheaper red Future Sight but with a weird drawback that you can't cast cards from your hand. Take a look at Experimental Frenzy:Įxperiment Frenzy, as its flavor text suggests, is certainly a weird card, and figuring out what to make of it is a challenge. ![]() Well, today, thanks to Wizards being awesome and hooking us up with a free spoiler card, we've got some wackiness to add to the list. ![]() It's assured to shake up Standard thanks to rotation but with some spicy options for Modern and even Legacy as well. We're more than halfway through Guilds of Ravnica spoiler season, and so far the set is looking pretty insane.
0 Comments
Leave a Reply. |