By Shay Bockmann.
I think there are two effective ways to use Dangerous Experiment:
In the first case you simply try and get 4 or so archi resources on the board, you don't bother to hang on to more than one DE, and you play them when they are the least painful. Five power in this game makes a big difference. I've seen DEs go off on turn 2. Nasty. That usually means a horde of guys when you're low on power, and it is a good way to lose.
My friend Jason Styne really seems to have mastered the two ways of playing with DEs. Using the power to drop CHARs. And since CHAR is 4 power, what's the perfect complement? A Buro Godhammer, of course.
While some will insist that CHAR is easy to take out, that simply isn't so. With a Ring of Gates to back him up, he can be a monster. Styne has a deck built around dropping CHAR, and keeping him alive. It does work.
As for the second. Ouch!
Jose's Frankenstein Fu Monster was a great deck. Nasty. That was Archi-Hand. Wind on the Mountains and Into The Lights to DE over and over.
Styne took the basics and turned it into Fu Monster on Crack.
Wind on the Mountain
Scroll of Incantation
Into the Light
Dangerous Experiment
Orbital Laser Strike
Ouch!
He dominated one tournament so much that people apparently didn't want to play against him with the same deck at a second tourney later that day. One /can/ generate 60-80ish power in a turn when played right.
Oh, I've another suggestion; Helix Rethread. 5 of those, and 5 DEs. Power just rolls in. Plus, the rethreads let you get to 4 resources quick.