Madcap Skills

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Common
Gatecrash (GTC) Common

Combos Browse all

Madcap Skills

Enchantment — Aura

Enchant creatureEnchanted creature gets +3/+0 and can't be blocked except by two or more creatures.

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Madcap Skills Discussion

NV_1980 on Uril rules !!!

1 week ago

Hi,

Nice deck! Might I recommend Ethereal Armor, Shielded by Faith, Dust Corona, Messenger's Speed, Madcap Skills and Scourge of the Nobilis?

Also, it would be really awesome to add Sphere of Safety; makes your defense a whole lot simpler. The card Greater Auramancy is also nice to protect all your aura's from being targeted.

Happy gaming! Ow, if you have time to look at one of my decks and comment/upvote, I would appreciate it.

PookandPie on Uril

3 weeks ago

I too, run Uril. Here are my suggestions for cuts to get you down to 100:

  • Avacyn, Angel of Hope. You can make your most important permanent indestructible with Shield of the Oversoul. By the time you could cast Avacyn, you should have been able to knock someone out of the game long before that point.

  • Abundance. It's really not that good of a card. You should be able to crush mill decks before they grind you out and you don't need to avoid drawing lands later in the game because you should be able to clear out a table of people by turn 7-8 even on a budget (so playing Abundance and getting 2 triggers off of it is meh for 4 mana).

  • Sigil of the Empty Throne is win-more like crazy. You only run 30 enchantments, and if you're casting all of those auras you should've killed everyone with Uril already.

  • Celestial Mantle is win-more as well. It's only +5/+5 (you get the same power boost from Madcap Skills at 4 mana less!) and doubling your life total isn't really that beneficial when you're out to lower everyone else's life totals.

  • Mayael's Aria is win-more. If Uril has 20 or more power, you've already won the game, why go through the extra step of playing the enchantment? Coincidentally, Seize the Day costs 1 more mana and, if you have a 21 power Uril, lets you smack down multiple players in a single turn. That's pretty important.

  • Sphere of Safety. It's just a worse Dueling Grounds. It's too much mana and you should typically have the biggest threat at the table. I originally had Safety in my deck too, but I took it out a long time ago.

  • Pick one of your enchantment recursion tools and remove 2-3 of the rest. Crystal Chimes is worse than Replenish or Retether, Nomad Mythmaker is slow and vulnerable (creature), and Starfield of Nyx can recur your enchantment without forcing you to pay mana, but it makes your non-Auras vulnerable to the most common removal in the game, creature removal. I'd, personally, keep 1 of these and remove the other two. You also have Open the Vaults, Retether, and Reviving Melody, which I also think is too much. You have 6 right now, I think it would be best to just run 2-3, so drop 3-4 of these cards. I, personally, would use 1 repeatable recursion tool (Nomad/Starfield) and a single 1 shot recursion tool.

  • Fountain Watch is too expensive for the ability he provides. Sterling Grove costs several mana less and you don't even run that many artifacts, so you're already running the better of the two cards, so drop Watch.

  • Venser's Journal doesn't help you kill people and is a very mediocre card in a deck that wants to beat opponents down.

  • Hero of Iroas. You're not going to be putting auras on him when Uril and Kor Spiritdancer are much better plan A's and B's. Making auras cost 1 less is mediocre when you could just run real ramp.

  • Enduring Ideal is very, very bad here. Your plan hinges on a Commander creature, so if you cast Ideal and someone Cyclonic Rifts your board back to your hand, you just knocked yourself out of the game (congratulations: you played yourself meme). For as out of hand as it can make your board state, it can backfire so, so much worse. Drop it ASAP.

That's 13-14 cards dropped to make it back to 100.

Now I'm going to inundate you with my favorite Uril cards:

Madcap Skills- 5 power for 2 mana, plus evasion. Extremely good, I recommend it.

Cartouche of Strength- Removal on Uril plus an additional +3 power, and evasion. Highly recommended.

Snake Umbra- Protects Uril, gives +3 power, and lets you draw cards when Uril hits. Nothing but a lot of love for that card.

Aura of Silence- the only thing better than playing your own enchantment cards is making your opponents cards cost more. It's hilarious to watch opponents try to figure out ways to play around it once it's down, as it'll shut off opposing enchantment/artifact strategies with ease.

Dueling Grounds- does basically the same job of Sphere of Safety at 2 mana less.

Aggravated Assault- Infinite combat steps with Uril + Bear Umbra. It speaks for itself and is a Uril staple.

Impending Disaster- Hate Cyclonic Rift? Slapping this down will prevent them from ever casting it against you. It's easy to play- Get Uril out, enchant him with a couple things, lay this out and then beat everyone to death while they can't cast spells.

Consider: Trace of Abundance and Wild Growth over some cards in your current ramp package. They trigger Enchantreess effects and ramp you, so they're pretty reasonable. Hunter's Insight is a great little card that costs 2 mana less than Hunter's Prowess but does a very similar effect; good enough to be run alongside it, I feel. Garruk, Primal Hunter is another one you may want to look at, as well, due to his -3.

Quick added note: Remove Gift of Immortality for Shielded by Faith. It's generally better unless you develop some odd 4 card combo board state- Gift makes Uril go to the graveyard which means you lose all of the auras attached to him, while Shielded prevents him from ever getting destroyed in the first place (plus, you can slap it on something before you cast Uril and move it to him later! Flexibility is awesome).

That's all I got for you right now. I have a Uril deck, located here: Uril: You Ain't Seen Nothing Yeti, check it out if you want some ideas. Have fun!

Thraxx on Boros

4 weeks ago

Madcap Skills?

SecondRate on Outland Colossus’s Second Ability

1 month ago

Outland Colossuss second Ability prevents him from being blocked by more than one creature. Now, what if one were to enchant him with the opposite, say an effect like the one found on Madcap Skills? They arent entirely conflicting so, do you play by the most recent effect to enter the field like usual, or does he become unblockable?

_raeofsunlight on Heroes of Old

1 month ago

Snap157 on Devils Vex My Claim

1 month ago

Personally I would add in Madcap Skills over Consuming Fervor

Permafrost on Jeskai Prowess

1 month ago

You have 2 copies of halimar depths in here :)

Some cool stuff I recommend: Shadow Rift , Madcap Skills, Artful Dodge, Brute Force , Brute Strength, Apostle's Blessing. Maybe run Young Pyromancer for free blockers, Abbot of Keral Keep for a card and more prowess. Also you can't go wrong with Past in Flames in a spell heavy deck.

APPLE01DOJ on turn one win red green

2 months ago

I have a similar deck. Very fast and hard hitting. Red Deck Wins

The best card in the deck is easily Madcap Skills. I highly recommend it.

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