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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
1 day ago
@jellowsmurf thank you!! I did try to use angel of codemnation, but the main problem is that it,s played on the same cost that everything that makes the deck work Refurbish Madcap Experiment, I thought cycling would do wonder to help us reach the cards we need. I did look at other cycling cards but vigilance, flying on a possible 4/4 body is just annoying to deal with for anyone :)
1 week ago
So Gate to the Afterlife has come up a lot and my final thoughts on it after a lot of games is that I still like to have one around. It's true that getting it online for it's second ability is pretty slow, but not impossible. I'd say maybe 5% of games at best. So why keep it? Well, the fact that it has the second ability at all got it on the list, but the first ability hasn't come up in conversation and it turns out that is actually not a bad effect to have on the field. In games where I don't have the optimal opening hand with all of the things (1 Swallower, 1 Reunion, 1 Sanity, 1 Madcap, 3 land) I do end up with a few of the Bloodwater Entity on the battlefield because they are a decent threat in the air. Whether you hit Gate with Madcap or just cast it that first ability lets you loot when they die. That part actually has been pretty relevant as it usually gets to loot 3-5 cards a game when I've had it out early. Again, not incredible, but not completely dead.
As I type this, I've had another epiphany.
This actually is way more flexible for the same cmc, I literally just had this major "ah ha!" moment when going through this thought line in my head: "I already dug through all of the artifacts in Standard right now and Gate was the only one that had flexible uses and it literally pulls out the main win condition if you stall out and can't find it oh my god I completely overlooked that stupid mirror."
Let me list some things that it can do here in the order they flew by just now:
- Turn into a second copy of Fraying Sanity before each end step that your opponent dumps a bunch of cards.
- Turn into a second copy of Bloodwater Entity or Enigma Drake to attack for a bunch more damage.
- Turn into a second copy of something juicy from your opponent's board and use it against them.
- How funny would it be if you were playing in a Gift mirror and you use the mirror to copy their Gift?
But does it work on Sanity like that? It probably doesn't because it isn't attached to the opponent. Ok, scratch that first one off, but the other things are right. Or does it? If it's a copy does it share that property as well? Or is it unattached from either player and do nothing? I'm going to look into that.
Ok, so pending the results of that little tangent I think the Mirror is a solid replacement for the Gate. So much so I may consider actually having two? Dunno.
Compelling Argument I use differently depending on what I have/don't have. I'd definitely say that the best early game digging tools are Cathartic Reunion (more-so when you already have the fish in your hand to discard) and Strategic Planning (more-so when you have everything but the fish). If all I have are Arguments then I'd absolutely just use the cycling. This means I probably won't get set up fast enough to use it as a win condition but it'll still help me get there faster. If I have a Madcap Experiment and Fraying Sanity in hand but only Argument and no Reunion or Planning then I'd 100% use it to mill myself and hope that a fish drops in there, but I'd be ok with a Gearhulk and could work with a Drake or Entity as well. I'm torn when I don't have a Sanity yet, but I'd still probably do it if that was all I had. A deep Scry of 3 or more would be sweet to help in those situations but I'm unaware of a good option for that, especially since it would have to be for one mana to do on your first turn to really be worth it and not effect the tempo of the deck.
Abandoned Sarcophagus is a neat card, but I don't like it in this build without a lot more cycling. The huge problem with it for me is that any time I cast Fateful Showdown to cycle my hand, Compelling Argument myself to dig for a fish, or dump cards to Combustible Gearhulk anything with cycling would just be exiled instead of going to the graveyard. If I ran it here I'd have to remove all of those things to get the value out of it. That said, it is very "build-aroundable" and I did that with a mono-blue Sphinx Tribal deck of all things that is actually really sweet. I play it on MTGO because it was cheap as hell (less than 3TIX for the whole thing). It's great because you pretty much always cycle cards before playing them so you always have a nice full hand. It also can be problematic for your opponent because they have to keep track of what is in your graveyard because pretty much everything in there is basically also in your hand. Again, like the card a lot, but can't fit it in here the way I'm set up. (Not that you were suggesting I add it, I just wanted to get that out in case it ever came up)
Commit / Memory is a fun card. I like where you are going with it against big Dinosaurs, though sometimes just Argument on it's own to mill them away still works, especially if you have Sanity on them as well you are bound to drop things they wanted to play. Before rotation I had a few builds that were similar in design to this but without the Madcap/Artifact condition. They used a lot of these cards to cycle through the deck very quickly and get out as many copies of Fevered Visions as possible. I could have all four of them out in 8 or 9 turns, it was hilarious. The Memory part of that card was in there to keep myself from getting decked because with sooooo much draw and recycling entire hands it was impossible not to run out of cards in 11 or 12 turns. Like literally impossible. Shuffling it all back in and starting over was critical, plus any Wheel of Fortune effect that makes your opponent draw a new hand is always funny. Sometimes it helps them more than it hurts them, but that look on their face when you cast it, the eye roll in particular, makes it worth it.
I think that addresses everything, thank you Soulus101, ShpoK, and only_the_finest for all the continued inquiries and suggestions. Building and sharing is probably the most rewarding part of this game. It's truly exciting when other people play your decks or run similar combos and come back to talk about it. Much appreciation, thanks again :)
1 week ago
I wouldn't say that they are "bad" - there are just better options.
Through the Breach is really the same as a summoning sick t4 creature (that can put something in play at t5), with the added benefit of being playable at instant speed, thus dodging a lot of distruption.
Madcap Experiment can also be pretty crazy - as its faster, and acts as a tutor, without crippling the deck with its buildaround requirements.
There is also Dramatic Entrance & Eldritch Evolution
Tl;Dr if you plan to "put in play" card via the use of permanants, they need to be damn good, to be worth playing them over spells - that due their nature dodge removal.
2 weeks ago
I've tested with 2 Metalwork Colossus and 4 gearhulks but I felt like it was best when you're most likely to hit GPG off Madcap Experiment with a couple insurance gearhulks. It's the last piece of the combo, but Refurbish takes priority. The fetchlands also help cut down on your library so you're less likely to kill yourself.
2 weeks ago
Right, I was actually thinking about that the other day. One of the drawbacks of "the combo" is that drawing an Emperion to the hand is a huge brick, and it can create a lot of awkward opening hands and bad topdeck moments. So if I have 4 Madcap Experiment and 2 Platinum Emperion, that means in a vacuum I have twice as much chance to draw the Experiment. Extending the deck size out from there means I have less chance of bricking by drawing an Emperion while still having the same twice as much chance to draw an experiment.
That's the rabbit hole justifcation I'm using in my head for it anyways. I'm probably going to eventually cut down to 60 cards at some point, but it really doesn't seem to be hurting so far. I'm also stuck on the land count and needed to split the baby, 1 land either way was making a huge difference.
3 weeks ago
The question is somewhat related to this deck: Blood Angel's Pact
I would not say that elves are worse than liliana.
Since once i resolve Madcap Experiment the little guys can run under Platinum Angel as much as they like, that won't cause game loss
3 weeks ago
I really like this deck. It is so simple, yet so effective. I'm curious to know how many cards on average you reveal with Madcap Experiment? Is it an instant kill, or do you need one more turn to finish off an opponent? Also, have you run into problems with Sign in Blood like drawing your Platinum Emperion before you get a Madcap Experiment or am I misunderstanding its use?