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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer 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.

wheels47 on Can't Lose

1 year 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

1 year 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

1 year 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

2 years ago

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

MaximumEdgeLord on Gideon Turns (It Up)

2 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.

Coward_Token on Strixhaven spoiler season

3 years ago

Move over 60-format nerds, it's C21 time!

(Collapsible due to obnoxious wall of text) Show

Dblegacy on Dark Deal

3 years ago

I may be wrong so please correct me if I am but before Platinum Emperion ’s ability can take effect doesn’t Madcap Experiment have to finish resolving. Just to cite my source here, directly from madcaps rulings... “any abilities that trigger as the artifact is put onto the battlefield aren’t put onto the stack until madcap experiment is done resolving.” I know it’s not an etb trigger but even as a passive ability does it still work? I am probably definitely wrong here because passive abilities don’t stack but shouldn’t the timing of madcap still be an issue? Still... very fun looking!

Snowmen1 on Flip Land Charbelcher! [ZNR]

3 years ago

Thought it was only a matter of time til someone made a good charbelcher deck using the flip lands. My take on it was complete garbage, but I think it may be worth looking at Madcap Experiment, Serum Powder, and Pact of Negation individually as maybeboard cards. I think Pact of Negation should definately be a one-of for miracle turns because there's no mana investment there.

A definate weakness of the deck is getting its feet taken out from under itself by getting the manabase attacked by Field of Ruin, Assassin's Trophy, Ghost Quarter, and now Cleansing Wildfire. I wonder if it is worth trying to include cards to get around this weakness.

Anyways, liking the deck.

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