Madcap Experiment

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Madcap Experiment

Sorcery

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.

Icbrgr on Madcap Experiment

9 months ago

Hello there community! I am on a Madcap Experiment kick lately and was wondering what the "Best" targets were for this card.

I'm currently running the deck with the gameplan of cheating Gearhulks from Kaladesh for a big beefy body with removal/burn/draw possibilities.

Other options I saw were the brothers war prototype machines that I think are pretty similar to the Gearhulks but I'm not sure I'm convinced they are better.

That is pretty much the extent of my looking into to Pioneer cardpool and was wondering if I missed anything.



Icbrgr on Madcap Control

10 months ago

haha funny you say that I literally just put Hydroelectric Specimen  Flip in here because of the blocker/pitch situation!.... I hear you about Ancestral Vision... ideally i think The One Ring would be the move but i dont have that kinda money to throw at this deck... Im just hoping to troll/cheese a few wins at locals before the year is out is all... splashing red for Madcap Experiment seems like a really good move... Im trying to stay mono-blue just so i can say i finally made a mono blue control deck though. The robes seem like a great idea too thanks! ..... still tinkering/brewing this jank so i appreciate the insight!

love the fish blood moon creature idea too!

Xica on Madcap Control

10 months ago

I had a similar-ish list to yours - with moderate success - around hogaak winter (when meta was hogaak + amulet titan).

With no blockers, and only counterspells for ineraction t7 is too slow.

I abused Madcap Experiment to ge around he issue way back then. Frankly in a package like yours Pact of Negationfoil should be THE counterspell as far as free ones go. You have little to no card draw engines - as such pitch spells are an enormous liability.*

And depending on how the meta ebbs and flows (mostly on presence of noncreature removal)) Robe of Mirrors can be backbreaking.

*card selection cantrips are where card advantage is at. Read up turbo xerox principle. T4 JTMS or suspended ancestral vision is not timely enough.

wheels47 on Can't Lose

2 years ago

wallisface I agree that finding Madcap Experiment is a concern. I've recently been experimenting with dropping the other creatures and adding Indomitable Creativity, which has been promising, but not necessarily the strict upgrade I thought it would be yet. But I don't think I have my creature or artifact token generators quite right yet. I'm using Pact of the Titan, which has just not been good.

I think the comparison to Indomitable Creativity (the deck) is an interesting one, but I think the important difference is that this deck is much more of a combo deck than Indomitable Creativity is. The angel payoff is arguably higher than the archon's, but the archon doesn't immediately lose you the game when it leaves play. Maybe more card draw would help me draw into more protection for the angel, but I don't think more early-game interaction is the way to go.

wallisface on Can't Lose

2 years ago

I guess my concerns stem from an already established "hard to kill"/"pillow fort" deck, Ad Nauseum, struggling to stay alive despite having a LOT more resources at their disposal to do so effectively (yes, I get these decks are very different from one another, but I would say that Ad Nauseum has a more reliable gameplan, and still struggles to get 0.1% of the meta).

I think the biggest hurdle you're going to face realistically is getting Madcap Experiment into your hand to actually start all of this. You need that card to start enacting your plan, but you have no real card-draw in the deck, or no practical way to fish it out. And a lot of your cards are doing nothing until it's in play.

Comparing this deck to Indomitable Creativity (again, not a fair comparison, but a useful one, as they also rely on a single playset of a card), the deck does well by being able to maintain interaction, tempo, and card-draw to stall out until they get the card they need (Indomitable Creativity). I would say for your deck to perform well/better, that is a good path to go down. Try to worry a little less about maintaining the combo, and ensure that you can reliably get it running. Being able to have a good swath of tempo/card-draw spells as well as early-game interaction will be able to help ensure you can actually find a Madcap Experiment to cast. From there, it's just a case of maintaining the tempo advantage and stopping whatever counterplay your opponent might have.

Corrosive_Cat on Unconventional Lifegain

3 years ago

Interesting point is that cards like Madcap Experiment and Command the Dreadhorde deal no damage to you with Soulfire Grand Master out - not so useful here, but noteworthy.

seshiro_of_the_orochi on Platinum Angel turn 2 Deck

3 years ago

Instead of Spoils of the Vault, Madcap Experiment is what you might have been looking for.

MaximumEdgeLord on Gideon Turns (It Up)

3 years ago

I love the idea. I especially like the idea of using a pact of the titan or two on the end of the opponents first turn then untapping to cast angels grace, then following that up with sundial and taking extra turns. I would definitely add more to the mana base, especially if you want to cast Madcap Experiment. I would personally remove the madcap experiment package, the Mishra's Baubles and the Slaughter Pacts and add some more lands, a few Sundial of the Infinites a couple of additional gideon Planeswalkers, and Glorious End. Glorious end is great because you can let the opponent take their turn then cast it in response to them casting it to effectively counter it, or let them attack with everything and cast it to take your turn with their board tapped, or you could just cast it on their upkeep to effectively take another turn. you can also use it to end the turn with a lose the game trigger on the stack if you're in a tight spot.

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