|Commander / EDH||Legal|
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Reveal cards from the top of your library until you reveal an artifact card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Madcap Experiment deals damage to you equal to the number of cards revealed this way.
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Madcap Experiment Discussion
15 hours ago
15 hours ago
oh ok sorry i should have explained better, you can bring to light for a Madcap Experiment which has a cmc of 4, it will grab the platinum emperion not the bring to light. hopefully it makes sense now.
2 months ago
Some other cards that you can use to dump things in the gy are Tormenting Voice and Cathartic Reunion. I think you should go down on the Wall of Omens since you mostly want to reanimate big things and Mardu is the best color combination for removal, which lets you focus on disrupting with removal spells until turn 4 when you can reanimate something big; if you wanted to keep them for the grindy value that might be ok though. I'd also take out the Bedlam Revelers, they're better in lower cmc spell based decks. You could play Shriekmaw in one of those slots.
Another thing you can do with this deck is add in Madcap Experiment and Platinum Emperion; that way you have a potentially game-ending lock against aggro decks, letting you focus more of your slots towards the unfair matchups (as in play more discard). You wouldn't be able to play any other artifacts though, unless you just board out the Madcap Experiments if you need to bring in Damping Spheres or something.
2 months ago
When players can cast spells and activate abilities is governed by a system of priority. Players can not cast spells or activate abilities unless they have priority.
The active player receives priority at the beginning of most steps and phases. No player receives priority during the untap step. Players usually don’t get priority during the cleanup step.
The active player receives priority after a spell or ability resolves.
If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.
If a player has priority and chooses not to take any actions, that player passes. Then the next player in turn order receives priority.
As you can see, no player receives priority in the middle of a spell or ability resolving. so no player can take any actions until Madcap Experiment has completely resolved.
2 months ago
So I understand the combo of Madcap Experiment and Platinum Emperion, but since madcap is a two part card, I’m wondering about a stack ruling. Like would I be able to kill the Emperion right as it enters, before the damage from Madcap goes off? Or does the whole spell resolve at the same time so there’s no time for me cast a spell destroying the Emperion until after the Madcap damage (or in this case, no damage) resolves?
2 months ago
Guerte I was talking more of the concept of it, but I play more janky stuff in my daretti deck anyways. I'm the one who plays Madcap Experiment and gets Blightsteel Colossus off the top for no reason. There's only really a few good cards in c18 overall, been disappointed with the spoilers.
3 months ago
5 months ago
DankStompy The argument for Path to Exile here is anything but silly as the deck we are evaluating runs both we are not comparing them here but rather evaluating a decklist with access to Path to Exile and what that means for the deck, and my list is not of cards that Push can hit, the list is of the most played creatures in the modern format based off of metashare, the list is entirely relevant seeing how your argument boils down to "push can't hit some stuff" and yes push can't hit some things, but when evaluating the modern meta 47 of the top 50 most played creatures are hit by push. I'm not saying Cast Down cannot hit these cards but rather it is the strictly worse option as the two cost versus the one cost, there is a reason things like Doom Blade are not played (and before you say it yes the restriction on this card is far worse than Cast Down however it is a solid example of black removal). There is also a reason that Fatal Push is the 8th most played card in modern with a 13.74% dominance, it is just the most efficient piece of black removal in a format that emphasizes being mana efficient. This in no way means that Cast Down is unplayable but if deciding between running one of either Push or Cast Down the decision should always be push bar a meta that is entirely focused on big mana strategies or Madcap Experiment type decks as you mention earlier. It could potentially be a viable option in a role similar to Terminate in other decks as hard removal seeing how this list cannot play Terminate, but only in that capacity.
I also feel you are not giving burn the respect it deserves, Goblin Guide sure has the downside, but it can get out of hand quick, I'm glad to hear you have never struggled against it but that doesn't mean that it isn't a threat, imagine the line of this deck when they turn one guide, you push in response to the trigger if you like and buy yourself some damage on turn one and can immediately play Search for Azcanta turn two without having to hold up Cast Down.
I'm curious how much control you play? The fetchland argument is one of the reasons that Fatal Push is so good in modern, it's very easy to trigger revolt with them, sure this doesn't predicate a revolt trigger every turn but modern is not a format where everything is over 2 mana anyway, again this is an efficient format with many low cost creatures, enough fetchlands allows for smart play with push, they are an incredibly good way to trigger revolt, an easy way to trigger revolt and that has been a known fact since push took modern by storm.
And speaking of storm, as the player behind this deck has indicated Storm is a deck that is a part of their meta and with that in mind Cast Down already is worse as it cannot hit Baral, Chief of Compliance, push allows a one mana option to beat Baral which can be relied on even on the draw whereas even in a hypothetical where Cast Down could hit Baral you would need to take your turn two off to remove him mainphase or risk just losing on the spot. Additionally Cast Down cannot hit Thalia, Guardian of Thraben seen in the humans decks this author has again indicated they face, a deck like humans can easily win turn 4 so having Cryptic Command readily available is a big deal, and having access to removal is even bigger, on that turn 4 with Cast Down you would only be able to remove one creature, with Fatal Push as many as three in a perfect scenario, though assuming thalia stays then at the very least potentially two, removing Thalia, and unlocking additional pushes or paths. Cast Down limits your options against modern's best deck in this scenario, a deck that one will actually face on a regular basis on the competitive scene. Honestly, your entire argument is a bit ludicrous as to why the less efficient removal spell is better, Cast Down is great in standard but its too slow for modern as primary removal and outclassed by Fatal Push except in very niche situations where, if you find yourself facing down a Platinum Emperion something has already gone wrong for you to allow that to happen as the control player.
I know its impossible for me to get through to you however please be open to argument as I will be with yours, Push has established itself as the premier piece of removal in the modern format and that wont change because of a less efficient card from a new set, in a format like modern 1-mana is always better than 2 when it comes to removal. The only truly threatening card that push can't hit that is commonly played (a high metashare) is Hollow One, which needs to be prepared for, but given the explosiveness of that deck is better dealt with by sweepers.