[GRN] Experimental Frenzy



  • Combo:
    4 Sensei's Divining Top
    4 Helm of Awakening
    4 Experimental Frenzy
    4 Paradoxical Outcome

    Assembling this allows you to play out your deck. With Helm of Awakening, Top costs 0 and you can play it from the top of your deck with Frenzy. Cast the cards you can cast, draw the cards you can't cast, and then either PO Frenzy to your hand or sacrifice it the way Maro intended.

    Win Conditions:
    1 Aetherflux Reservoir
    1 Timetwister

    Compact package. Timetwister lets you shuffle Reservoir back in if it gets countered while giving you a bomb to cast in your opening hand.

    Protection:
    4 Defense Grid
    2 Chain of Vapor

    Grid protects your combo turns while Chain bounces Kambal, Rod, etc. Oh, and Frenzy. And Moxen.

    Draw:
    4 Preordain
    1 Gitaxian Probe
    1 Ponder
    1 Time Walk

    Mana:
    4 Grim Monolith
    4 Mox Opal
    5 Moxen
    1 Lotus Petal
    1 Black Lotus
    1 Mana Crypt
    1 Mana Vault
    1 Sol Ring

    4 Ancient Tomb
    2 Scalding Tarn
    1 Island
    2 Volcanic Island
    1 Tolarian Academy

    SB:
    2 Island
    4 Hurkyl's Recall
    2 Pithing Needle
    4 Tormod's Crypt
    3 Karn, Scion of Urza

    Pretty self-explanatory. @Rat3dE I don't want a double colored spell in this deck.

    Rich is in the 2-2 bracket right now on stream. He just lost to maindeck turn 1 Kambal, which is about where the MTGO metagame is right now...



  • @ChubbyRain and @fsecco I understand your feedback and appreciate it. Thank you.



  • @macdeath said in [GRN] Experimental Frenzy:

    @fsecco I understand how the deck works (even golfished it for a couple games to educate myself). However it's just extremely inefficient in comparison to several combos that are already unplayable in vintage.
    Also that deck is just that: something you goldfish. Try to play that in a real game against any viable Vintage deck and see how good it does...
    That deck gets foiled by so many commonly played cards it's not even funny and is literally unable to interact MD (seriously, not even Defense Grid which would be the only reason to play that deck in the first place).
    It's Basically a Glass canon version of outcome to gain half a turn in terms of average speed. You get something with a similar speed to a DPS/Bargain deck but with a resiliency similar to a belcher deck.

    So play it in a Belcher deck maybe? Card seems a decent way to instantly restart the combo when you've blown your hand and got stopped somehow. So in a weird way reducing the glass-cannon-ness of Belcher.



  • @brandawri I've seen the deck played in Lwgacy, and while it didn't have as many moxen, it struggled to consistently go to 4 mana after a first Belcher or Empty the Warrens was dealt with.



  • @wagner Fair enough. I'm by no means an expert, but was merely brainstorming. And maybe the Moxen do make all the difference.



  • I use to build decks not for competitive play but just to see how high turn1 win % i can get undisrupted. Just goldfishing and if i cant win turn 1 i start over. I have an artifact heavy build of frenzy that shows some promise in that regard. It plays belcher and Krark-Clan Ironworks as well as helm-top-grapeshot. Chromatic star, grim monolith, 1 workshop and crop rotation with 4 land grant and 2 taigas. Lots of fun goldfishing, but still mostly a turn 2 deck, will see how it goes.


  • TMD Supporter

    Any updates on possible decklists? Has anyone been trying anything else built around Experimental frenzy?



  • @peach 5-0 list by @cleverpseudonym

    0_1542739489917_3af4722f-fb5f-4c81-990f-a70119ab391a-image.png

    I refuse to include the MTG Goldfish name in the screenshot which unfortunately crops out your name, @cleverpseudonym. Just letting you know my reasoning. Even a foil, new border savager like me has principles.


  • TMD Supporter

    Thanks for the info @ChubbyRain I had seen it but it does not play any kind of protection main deck 😞

    I should test it a little bit though!



  • @peach I'm taking a bit of a break from vintage with Cube season on MTGO in full swing. The more I've played with the card though, the more I think there is a middle-of-the-road variant out there that runs force of will and is less all in on the combo. Is passing with Force of Will on top of your deck bad? Is using Top to set up lines several turns away bad? There is more subtlety with the card than was first apparent. It should be interesting to explore.


 

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