I play Experiment One on turn one, then Dryad Militant on turn two to evolve the Experiment One. Now I have options. My second land can be held to try to bait removal with Ranger's Guile, or possibly to Rancor the now-evolved Experiment One and swing for four damage. Depending on whether or not I'm on the play or the draw, and depending on the matchup, Rancor is usually the way to go. The goal is to avoid getting two-for-oned. So if I'm against American and they have two land open, I cannot swing into that without Ranger's Guile or I will likely get my Experiment One sent to the top of my deck via Azorius Charm. Granted, if I have the Dryad Militant, it is sometimes worth it in that case. Forcing American to exile their spells early on feels really good, especially if I find out later that they were relying on a Think Twice turn two or were holding a Snapcaster Mage or two. Against Jund, I usually go all-in with whatever my draw is. There are times where I will win the dice roll, play Experiment One on turn one, play Dryad Militant and Rancor on turn two and swing for four damage, they shock themselves on their turn two to Farseek, and I play a Strangleroot Geist on turn three and swing for eight damage, leaving them in critical condition. Other times, my draw is slower and I need to play the slow, grind-it-out game with cards like Predator Ooze and Ring of Kalonia while evading their removal with Ranger's Guile.