They have mentioned it a few times in the stories that it does (it was how Jace was coping being guildpact).
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
What a terrible card and waste of design space. We already have Future Sight, and this card is infinitely worse. I get that jank is a big part of red’s color pie, but the flavor seems very un-red and this card ia just straight unplayable. Very disappointing.
So in burn deck it's pay 4, wait a turn, draw, shoot all the spell on top of your library until you hit a land?
Until you hit 2 lands, rather. Or did I misread it?
Btw, this is a ridiculously powerful card. Red has not had this sort of effect before (blue, black and green have), and noone's had this effect come this cheap. And red is loaded with cheap stuff which interacts with the enemy life total (and hasty critters) - no color can really abuse this as much as Red can. And red also has ramp and plenty of library manipulation. I mean, this means a burn/RDW deck can topdeck as many cards per turn as it takes to get to the second land or second copy of this thing (and more if it's got any scry). The cards that get stuck in your hand are irrelevant, except you can use them to pay additional/alternative costs to spells on top of your library (discarding/removing from the game, etc).
Dunno about standard, but this looks like it will get broken somewhere, potentially a lot of somewhere's. Preposterous card.
"Masques Block is the worst block ever! There's not one decent card in there! The whole internet say's so, you're literally the only person who ever said it was good!" - random noob in a conversation with an Eldrazi.
I'm coming down on the Great card side. Very abusable and cheap in a color that has cheap.
You can cast instants of the top during upkeep before you draw to help as well
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Been a member here for over a dozen years. Playing since '95 just got lost in the twitch shuffle.
As the brewer I am, I immedietly identified the hose that 2nd land will be, so I started brewing with Wayward Swordtooth. This will be a deck for sure, in some shape of form.
Because there is no red-green shockland in GRN, I'm initially thinking going Naya with heavy white. Both Experimental Frenzy and Wayward Shoordtooth are easy to cast in off-color.
The way to abuse this card to to fill your deck with cards that are not situational, but cards that are versatile enough to be worth casting in all matchups and all stages of the match.
As others have pointed out, cards in hand are not neccesarily useless - discard outlets such as jump-start can make them valuable.
Also, scry effects go well with the red enchantment. The most persistent and easy-to-cast scry effect in standard would be Treasure Map. Since it's an activated ability rather than a spell resolve trigger, it can be used exactly when you need it.
I'm starting to compile a list of cards that I think you could mold Experimental Frenzy around for Standard, given that Amonkhet and Kaladesh blocks will be rotating out.
Essentially I'm thinking Scapeshift is an excellent card to remove as many lands from your deck as possible. If you can setup your deck so it has as few lands as possible then you can really get the card advantage flowing.
I'd be tempted into some number of Jadelight Ranger as the "top end". Also Enter the Unknown if there are enough creatures in the deck.
I think I'm tempted into a Jund build, with Assassin's Trophy as cheap removal.
You have to be careful about what your removal is, as you don;t want to be stuck with something on top of your library that you can't cast because there are no targets. That's why I like Assassin's Trophy as you should always have a target.
I want to find a balance between a proactive low mana curve cards and simply cards that help with being able to play off top of library more efficiently.
Essentially so far I haven't seen enough Surveil that would want to push me into a Grixis build using Experimental Frenzy. It just seems like Green is far more efficient at manipulating the top of your deck for the purposes of this card, rather than needing to put cards into your graveyard.
That's not to say there isn't a build like this, but this is just the direction I'm heading at the moment with Jund/Gruul.
So far the Izzet colors have been a bit overcosted, so not looking great as far as trying to keep a low mana curve so you can play multiple cards each turn from the top of your library. So trying to use Jump-start might be a bit fool-hardy. But still some number of cards to be spoiled yet, so we shall see.
The trick is that the cards need to be fairly unconditional as far as casting them, you really want to be able to fire and forget rapidly so that you are getting to the stage where you are casting at least 3 cards a turn. [EDIT]
Actually I've realized that a few of the cards that I was most impressed about synergy in black with Tomb Robber and Deadeye Tracker are Goblin Chainwhirler fodder.
So it might not even be Jund and straight Gruul.
Would you really want to go creature-heavy with this, though? Seems like the real value would be in throwing out instants as fast as possible. Each creature you hit off-turn would just stall you as much as a land, flash aside.
Would you really want to go creature-heavy with this, though? Seems like the real value would be in throwing out instants as fast as possible. Each creature you hit off-turn would just stall you as much as a land, flash aside.
Mana -OR- your second land are always going to be your bottleneck. So "instants" don't change the speed of your deck as far as I can see.
Also there are not a lot of efficient instants and socoeries within 2-CMC, where as there are a lot more creatures in the 2-CMC or less that feature significant advantages and synergies with top deck manipulation.
If you point out what cards you'd think would be good in the instant and sorcery stake then I'm open to suggestion.
However it seems like the better instant and sorcery spells are creeping up to be at the very least 3-CMC and more like 4 or more, which is going to cause bottlenecks in truly efficiently cycling through your cards.
But there is definitely some Goblin Electromancer build that could be used to offset the slightly overcosted nature of trying to run Experimental Frenzy with an Izzet instant and sorcery shell.
But one thing you are trying to do is avoid cards that have "draw" in them as they don't help you much under Frenzy and will be mana costed more because of the draw portion. The draw portion could be relevant if you're looking to get your second land off the top, but I personally don't think this will be the most efficient line for this type of bottleneck.
[EDIT]
I could see Runaway Steam-Kin being a big part of that plan.
Does Madness still work in the weird convoluted way it used to? Because if it does I think you can actually use madness with cards in your hand despite this being out (if I'm not much mistaken how madness works is that the card gets temporarily removed from the game if it's discarded and you're prompted to either put it in the graveyard or pay the madness cost. In which case you're not playing it from your hand.).
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"Masques Block is the worst block ever! There's not one decent card in there! The whole internet say's so, you're literally the only person who ever said it was good!" - random noob in a conversation with an Eldrazi.
Maybe. Maybe they gave a new name to "heckbent", the hellbent-variant that appeared in AMK-block, and called it a day for the Rakfos mechanic. Or maybe they just put this in here, because it's insane with jump start - even giving you an outlet for all the hand cards you no longer can play. I think everything is still open for Rakdos. Especially since the synergy between the two sets doesn't need to be all that pronounced as the Guild pentuple are drafted separately from each other.
This set in particular smells so strongly of "strong standard design" and these 3 sets are the first "chain sets on a plane" I wouldn't be surprised if the cross-synergy between them would be unusually strong even if you don't draft them together.
I'd laugh if this turns out to be a component of some Lightning Bug deck though - as much as it gets stalled at the second land revealed (something the we're already taking note of), this is essentially turning the library into the hand limited by only mana and that second land, but if there's enough cheap decent sorceries/instants, with Lightning Bug Storming every next spell you cast the top of the library, it's still going to be value town. Random, but you do decide what spells are in the deck to begin with...
Also worth noting, it seems they're errataing the familiar "You may look at the top card of your library" effect so they don't have to bother with reminder text.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
This card is nuts. Easily goes into a RGx big mana deck. In Standard alone, Llanowar elves into Wayward Swordtooth into this. Start pumping out lands, play some Explore effects. Cycling cards helps filter your top deck.
This is a betterFuture Sight. The whole point of play FS was the fact you could play cards off the top of your deck, expanding your hand size. Being able to work around the restriction with any of cycling or discard effects combined with Jump Start/Flashback makes this a really good motor for an engine.
Mana -OR- your second land are always going to be your bottleneck. So "instants" don't change the speed of your deck as far as I can see.
Also there are not a lot of efficient instants and socoeries within 2-CMC, where as there are a lot more creatures in the 2-CMC or less that feature significant advantages and synergies with top deck manipulation.
If you point out what cards you'd think would be good in the instant and sorcery stake then I'm open to suggestion.
However it seems like the better instant and sorcery spells are creeping up to be at the very least 3-CMC and more like 4 or more, which is going to cause bottlenecks in truly efficiently cycling through your cards.
But there is definitely some Goblin Electromancer build that could be used to offset the slightly overcosted nature of trying to run Experimental Frenzy with an Izzet instant and sorcery shell.
But one thing you are trying to do is avoid cards that have "draw" in them as they don't help you much under Frenzy and will be mana costed more because of the draw portion. The draw portion could be relevant if you're looking to get your second land off the top, but I personally don't think this will be the most efficient line for this type of bottleneck.
[EDIT]
I could see Runaway Steam-Kin being a big part of that plan.
I'd go with burn - Shock, Wizard's Lightning, Lightning Strike, maybe even Risk Factor for when you ditch Frenzy.
Creature-wise, Electrostatic Field looked interesting, along with the Steam-kin and Electromancer. And maybe Adeliz.
I also thought Perilous Voyage and Release To The Wind might be good, the first for removal and possible scry and the second for getting rid of your Frenzy at EoT, dumping your hand and then bringing it back for free.
Toss in Nexus of Fate too, and if your deck really hums you might pull off chaining several turns in a row.
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
It's really, really good. Making every cheap burn cantrip is everything sligh could ever want.
The cards in your hand still work as fodder for jump-start, and you can just sacrifice the enchantment when you have lethal in hand.
The cantriping frenzy means you'll basically never miss a land drop in any turn ever after playing this enchantment, so you can easily pay the 4 mana to sacrifice it and still burn your hand for the final few points of damage in the same turn.
Many comments are trying to look at it too much as some sort of combo-piece or build-around-me; I think it's just a draw engine for low cost burn decks. The type of burn deck that you ignore the board as much as possible and throw everything at your opponent face as fast as possible; those decks always had the issue of running out of gas quickly; this cards is a good fix for that.
It's really, really good. Making every cheap burn cantrip is everything sligh could ever want.
The cards in your hand still work as fodder for jump-start, and you can just sacrifice the enchantment when you have lethal in hand.
The cantriping frenzy means you'll basically never miss a land drop in any turn ever after playing this enchantment, so you can easily pay the 4 mana to sacrifice it and still burn your hand for the final few points of damage in the same turn.
Many comments are trying to look at it too much as some sort of combo-piece or build-around-me; I think it's just a draw engine for low cost burn decks. The type of burn deck that you ignore the board as much as possible and throw everything at your opponent face as fast as possible; those decks always had the issue of running out of gas quickly; this cards is a good fix for that.
Yeah, in my Modern testing, this is a fearsome draw engine that has a decent chance of pumping out 2 more cards a turn than usual. Several aggro decks in Modern do not want the tempo sink (e.g. Modern Burn, BR Hollow One, Bridgevine), and it doesn't play nice with cards that force other cards into your hand (e.g. Bob, Traverse the Ulvenwald, Mausoleum Secrets, Bedlam Reveler, Search for Azcanta) or want an empty hand (mainly Ensnaring Bridge), but in decks that don't care that much about those such as RG Ponza, Affinity (it's secretly free cards galore.dec), and maybe Collected Company decks, it provides deceptively good CA and an incredible snowball effect.
Experimental Frenzy: I am very torn about this enchantement. It can be nice in a Modern WGr Enchantment in order to keep a good amount of enchantments cards to trigger some effects such as Sigil of the Empty Throne. In late game you have plenty ways to use your mana sources powered-up with the ramp spells ===> tricky addition to this kind of decks.
Yeah, in my Modern testing, this is a fearsome draw engine that has a decent chance of pumping out 2 more cards a turn than usual. Several aggro decks in Modern do not want the tempo sink (e.g. Modern Burn, BR Hollow One, Bridgevine), and it doesn't play nice with cards that force other cards into your hand (e.g. Bob, Traverse the Ulvenwald, Mausoleum Secrets, Bedlam Reveler, Search for Azcanta) or want an empty hand (mainly Ensnaring Bridge), but in decks that don't care that much about those such as RG Ponza, Affinity (it's secretly free cards galore.dec), and maybe Collected Company decks, it provides deceptively good CA and an incredible snowball effect.
I don’t know, I could see it going in a deck that uses bedlam reveler so long as the deck using the reveler wants to fill the graveyard more than it wants to cast from the hand.
Also I wonder if auratog will get a price spike from this? It’s one of the few free enchantment sac outlets available in modern.
It's really, really good. Making every cheap burn cantrip is everything sligh could ever want.
The cards in your hand still work as fodder for jump-start, and you can just sacrifice the enchantment when you have lethal in hand.
The cantriping frenzy means you'll basically never miss a land drop in any turn ever after playing this enchantment, so you can easily pay the 4 mana to sacrifice it and still burn your hand for the final few points of damage in the same turn.
Many comments are trying to look at it too much as some sort of combo-piece or build-around-me; I think it's just a draw engine for low cost burn decks. The type of burn deck that you ignore the board as much as possible and throw everything at your opponent face as fast as possible; those decks always had the issue of running out of gas quickly; this cards is a good fix for that.
Yeah, in my Modern testing, this is a fearsome draw engine that has a decent chance of pumping out 2 more cards a turn than usual. Several aggro decks in Modern do not want the tempo sink (e.g. Modern Burn, BR Hollow One, Bridgevine), and it doesn't play nice with cards that force other cards into your hand (e.g. Bob, Traverse the Ulvenwald, Mausoleum Secrets, Bedlam Reveler, Search for Azcanta) or want an empty hand (mainly Ensnaring Bridge), but in decks that don't care that much about those such as RG Ponza, Affinity (it's secretly free cards galore.dec), and maybe Collected Company decks, it provides deceptively good CA and an incredible snowball effect.
I'm playing it in Jund on MTGO and the card is great, it's generating around 4-5 cards/turn for me.
I put together an Affinity build using it too, but that one will have to wait until I can play some Modern in paper.
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They have mentioned it a few times in the stories that it does (it was how Jace was coping being guildpact).
"You can tell how dumb someone is by how they use Mary Sue"
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Until you hit 2 lands, rather. Or did I misread it?
Btw, this is a ridiculously powerful card. Red has not had this sort of effect before (blue, black and green have), and noone's had this effect come this cheap. And red is loaded with cheap stuff which interacts with the enemy life total (and hasty critters) - no color can really abuse this as much as Red can. And red also has ramp and plenty of library manipulation. I mean, this means a burn/RDW deck can topdeck as many cards per turn as it takes to get to the second land or second copy of this thing (and more if it's got any scry). The cards that get stuck in your hand are irrelevant, except you can use them to pay additional/alternative costs to spells on top of your library (discarding/removing from the game, etc).
Dunno about standard, but this looks like it will get broken somewhere, potentially a lot of somewhere's. Preposterous card.
You can cast instants of the top during upkeep before you draw to help as well
You can still cycle your cards, Suspend them, vial them in, use activated abilities of cards in hand (lol Forecast), discard them, etc.
Because there is no red-green shockland in GRN, I'm initially thinking going Naya with heavy white. Both Experimental Frenzy and Wayward Shoordtooth are easy to cast in off-color.
The way to abuse this card to to fill your deck with cards that are not situational, but cards that are versatile enough to be worth casting in all matchups and all stages of the match.
As others have pointed out, cards in hand are not neccesarily useless - discard outlets such as jump-start can make them valuable.
Also, scry effects go well with the red enchantment. The most persistent and easy-to-cast scry effect in standard would be Treasure Map. Since it's an activated ability rather than a spell resolve trigger, it can be used exactly when you need it.
Green has the most shuffle effects and it also has "explore" which allows for digging deep and removing lands on-top;
Scapeshift
Gaea's Blessing
Grow from the Ashes
Thunderherd Migration
Circuitous Route
Journey for the Elixir
Ranging Raptors
Jadelight Ranger
Merfolk Branchwalker
Path of Discovery
Enter the Unknown
Artifact searching;
Thaumatic Compass
Traveler's Amulet
Skittering Surveyor
Wayward Swordtooth allows you to play additional lands.
Tomb Robber is an excellent black card that allows you to use the cards in your hand to filter away lands on-top of your library.
Low mana curve creatures that can manipulate the top of your library are perfect.
Dark-Dweller Oracle
Deadeye Tracker
Dryad Greenseeker
Essentially I'm thinking Scapeshift is an excellent card to remove as many lands from your deck as possible. If you can setup your deck so it has as few lands as possible then you can really get the card advantage flowing.
I think playing 4 x Wand of Vertebrae seems to be necessary.
I'd be tempted into some number of Jadelight Ranger as the "top end". Also Enter the Unknown if there are enough creatures in the deck.
I think I'm tempted into a Jund build, with Assassin's Trophy as cheap removal.
You have to be careful about what your removal is, as you don;t want to be stuck with something on top of your library that you can't cast because there are no targets. That's why I like Assassin's Trophy as you should always have a target.
I want to find a balance between a proactive low mana curve cards and simply cards that help with being able to play off top of library more efficiently.
Evolving Wilds and Field of Ruin are musts.
Further top of library filters;
Adventurous Impulse
Commune with Dinosaurs
Elvish Rejuvenator
Growing Rites of Itlimoc
Navigating around not playing lands from hand;
Broken Bond
Llanowar Scout
Enter the Unknown
Low mana curve damage cards;
Shock
Lightning Strike
Essentially so far I haven't seen enough Surveil that would want to push me into a Grixis build using Experimental Frenzy. It just seems like Green is far more efficient at manipulating the top of your deck for the purposes of this card, rather than needing to put cards into your graveyard.
That's not to say there isn't a build like this, but this is just the direction I'm heading at the moment with Jund/Gruul.
So far the Izzet colors have been a bit overcosted, so not looking great as far as trying to keep a low mana curve so you can play multiple cards each turn from the top of your library. So trying to use Jump-start might be a bit fool-hardy. But still some number of cards to be spoiled yet, so we shall see.
The trick is that the cards need to be fairly unconditional as far as casting them, you really want to be able to fire and forget rapidly so that you are getting to the stage where you are casting at least 3 cards a turn.
[EDIT]
Actually I've realized that a few of the cards that I was most impressed about synergy in black with Tomb Robber and Deadeye Tracker are Goblin Chainwhirler fodder.
So it might not even be Jund and straight Gruul.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Also there are not a lot of efficient instants and socoeries within 2-CMC, where as there are a lot more creatures in the 2-CMC or less that feature significant advantages and synergies with top deck manipulation.
If you point out what cards you'd think would be good in the instant and sorcery stake then I'm open to suggestion.
However it seems like the better instant and sorcery spells are creeping up to be at the very least 3-CMC and more like 4 or more, which is going to cause bottlenecks in truly efficiently cycling through your cards.
But there is definitely some Goblin Electromancer build that could be used to offset the slightly overcosted nature of trying to run Experimental Frenzy with an Izzet instant and sorcery shell.
But one thing you are trying to do is avoid cards that have "draw" in them as they don't help you much under Frenzy and will be mana costed more because of the draw portion. The draw portion could be relevant if you're looking to get your second land off the top, but I personally don't think this will be the most efficient line for this type of bottleneck.
[EDIT]
I could see Runaway Steam-Kin being a big part of that plan.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
This set in particular smells so strongly of "strong standard design" and these 3 sets are the first "chain sets on a plane" I wouldn't be surprised if the cross-synergy between them would be unusually strong even if you don't draft them together.
I'd laugh if this turns out to be a component of some Lightning Bug deck though - as much as it gets stalled at the second land revealed (something the we're already taking note of), this is essentially turning the library into the hand limited by only mana and that second land, but if there's enough cheap decent sorceries/instants, with Lightning Bug Storming every next spell you cast the top of the library, it's still going to be value town. Random, but you do decide what spells are in the deck to begin with...
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
This is a better Future Sight. The whole point of play FS was the fact you could play cards off the top of your deck, expanding your hand size. Being able to work around the restriction with any of cycling or discard effects combined with Jump Start/Flashback makes this a really good motor for an engine.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I'd go with burn - Shock, Wizard's Lightning, Lightning Strike, maybe even Risk Factor for when you ditch Frenzy.
Creature-wise, Electrostatic Field looked interesting, along with the Steam-kin and Electromancer. And maybe Adeliz.
I also thought Perilous Voyage and Release To The Wind might be good, the first for removal and possible scry and the second for getting rid of your Frenzy at EoT, dumping your hand and then bringing it back for free.
Toss in Nexus of Fate too, and if your deck really hums you might pull off chaining several turns in a row.
It's Krenko brand coffee.
....
I'll see myself out.
Standard:
UR Ral Combo
Modern:
U Merfolk
R Goblins
Commander
RB Grenzo, Dungeon Warden
R Feldon of the Third Path
It's actually quite similar to The Grand Calcutron.
On phasing:
It's really, really good. Making every cheap burn cantrip is everything sligh could ever want.
The cards in your hand still work as fodder for jump-start, and you can just sacrifice the enchantment when you have lethal in hand.
The cantriping frenzy means you'll basically never miss a land drop in any turn ever after playing this enchantment, so you can easily pay the 4 mana to sacrifice it and still burn your hand for the final few points of damage in the same turn.
Many comments are trying to look at it too much as some sort of combo-piece or build-around-me; I think it's just a draw engine for low cost burn decks. The type of burn deck that you ignore the board as much as possible and throw everything at your opponent face as fast as possible; those decks always had the issue of running out of gas quickly; this cards is a good fix for that.
Yeah, in my Modern testing, this is a fearsome draw engine that has a decent chance of pumping out 2 more cards a turn than usual. Several aggro decks in Modern do not want the tempo sink (e.g. Modern Burn, BR Hollow One, Bridgevine), and it doesn't play nice with cards that force other cards into your hand (e.g. Bob, Traverse the Ulvenwald, Mausoleum Secrets, Bedlam Reveler, Search for Azcanta) or want an empty hand (mainly Ensnaring Bridge), but in decks that don't care that much about those such as RG Ponza, Affinity (it's secretly free cards galore.dec), and maybe Collected Company decks, it provides deceptively good CA and an incredible snowball effect.
I don’t know, I could see it going in a deck that uses bedlam reveler so long as the deck using the reveler wants to fill the graveyard more than it wants to cast from the hand.
Also I wonder if auratog will get a price spike from this? It’s one of the few free enchantment sac outlets available in modern.
I'm playing it in Jund on MTGO and the card is great, it's generating around 4-5 cards/turn for me.
I put together an Affinity build using it too, but that one will have to wait until I can play some Modern in paper.