Madcap Skills


Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition Common
Gatecrash 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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Cardhoarder (MTGO)

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Madcap Skills Discussion

solarPULSAR on Rakdos Aggro Burn

2 days ago

dzapf2008 its a fun deck but it could probably be made without Blightning or Bump in the Night or Hellhole Flailer and include more evasion stuff like Madcap Skills and the like. I think you can either go more of a creature strategy with rakdos and be more effective, or go the opposite route and go just mono-R burn. Its good, but its weak in its current state. I appreciate the kind words though!

PrinceOfCzechia on Naya Aggro/Burn

2 weeks ago

Thanks for your feedback, guys.I think i might run Atarka's Command as a sideboard card and swap it with Madcap Skills depending on the opponent's removal possibilities. And about the mana, I guess I'll keep it current way, because the nonfetch dual lands are 2 types which boosts this deck significantly.

IggmondVanre on Naya Aggro/Burn

2 weeks ago

Sounds like your looking for some of the fetch lands. Arid Mesa, Wooded Foothills, and Windswept Heath are the ones best suited for your colors. The other are Overgrown Tomb, Flooded Strand, Bloodstained Mire, Scalding Tarn, Misty Rainforest, Polluted Delta, and Marsh Flats.

Atarka's Command Might also be a good addition, I would use it in place of the Madcap Skills.

The fetches and Atarka's Command are a bit pricey, so if you're going for budget they might not work well. Good luck!

djewell on F*ck You.

2 weeks ago

ill start by saying that saskia's ability shows more potential in something outside of voltron.. but i could see it performing decently! Here's some of my suggestions...

if there were ever a screw blue card, i would say Possibility Storm would be the iconic. Any time they cast a counter spell, they have to rely on the fact that the next one they draw into is also a counter. also this allows you to cycle through card types like maybe artifacts that you don't want.

i think you could play a bit more into the double strike and making saskia more of a force to be reckoned with even faster. things like Battle Mastery or Madcap Skills (while not double strike, still does well early game for dmg boost and evasion).

Vexing Shusher helps carry your commander to the field even when your opponent knows your deck and that your win con relies on saskia getting out.

Open the Armory should have a place in here.

Bastion Protector is a good support creature for you.

i'm a firm believer that Burgeoning is better than Exploration in commander.

i have to go do some work, but i want to get back with some more ideas for you and also some things you don't need in here. stay tuned!

theindigoeffect on Uril's Revenge

2 weeks ago

I agree with the reasoning that you use to support your suggestions.

I guess I'm not fond of Madcap Skills because it doesn't always work, but neither does Burrowing, unless I know I'm playing against someone who has mountains. I guess Madcap Skills wins out due to consistency, so I'll switch it out.

I plan to at least throw in Mana Vault, Gaddock Teeg, Grand Abolisher and the red counterspells you mentioned: I'll update my deck once I have them.

Thanks for your help.

JaceTheSwagSculptor on Uril's Revenge

2 weeks ago

Blue is undoubtedly the most hindering color to voltron, so I don't think making concessions to that would be unreasonable regardless of how narrow they are.

I eliminated most of the defensive cards in my build in favor of hinderance effects to slow down opponents (Null Rod, Torpor Orb, etc) and ramp. I prefer being the oppressive or fastest deck at the table.

I would rather have the creatures that have additional value. I largely found that defensive cards such as Dueling Grounds and Ghostly Prison underperformed. They are high CMC (3 CMC is an incredibly crowded slot in my build) and they did nothing to advance my board position. Especially if you are having trouble with control decks, you can't afford to use 3 mana on something that does not require an immediate answer from opponents or ceases to bring you closer to a kill.

I've been really happy with Teeg and Arbiter thus far. Arbiter is great for resolving spells and Teeg secures you a win late game. Plus they are a small investment with a large upside at 2 mana. If they stick, great! If they don't, your opponents had to use valuable resources, which is also great! If creature removal is really rampant in your meta you could try City of Solitude, but I found it very difficult to use this card effectively.

If you are going to run defensive cards such as Deflecting Palm, I would suggest something that has a larger upside as you don't really care about dealing non-general damage. Constant Mists, Moment's Peace, or Intervention Pact would most likely do better.

I would suggest running Dryad Arbor since you are not immune to sac effects like Sigarda.

I'm also surprised Madcap Skills has not found its way into your list. It seems like it would be very good. Burrowing seems like a good cut if you decide to include Madcap Skills.

If you have access to a Mox Diamond I would definitely run it. I don't run it just because I don't currently own one and it's pretty expensive lol.

MRDOOM3 on RW Heroic

3 weeks ago

I personally would only run 2 copies of Anax and Cymede, mainly since that card is legendary, and you only can have one on the field anyway.

I was sort of surprised to not see Phalanx Leader in here, since I view him as a staple for Heroic decks.

I would also suggest some Auras like Daybreak Coronet, Ethereal Armor, Madcap Skills, and Spirit Mantle. If you do take the Aura approach, I would also throw in Hero of Iroas, Graceblade Artisan, and Kor Spiritdancer.

Marcus_Licinius_Crassus on Ideal Boros Pauper

3 weeks ago

CaesarSalad I have some non budget choices if you want to guarantee closing the game out by Turn 3/4.

-4 Twin Bolt

+4 Fireblast "Free" way to close out games with 4 damage

-4 Madcap Skills

+4 Chain Lightning This one CMC card can close out games and makes a good top deck when the opponent is destroying your board presence

Fireblast (Promo) - $15-$18 per card

CHain Lightning (Legends) - $6 Per Card

THese changes will make sure you close out the game really quick.

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