And depending on your meta you might need a card like Orim's Thunder.
Maybe 10 trick cards and 4 mass destruction is a bit much, if you drop a few you could run some Outpost Siege or other draw spells.
And one Elixir of Immortality?
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In magic there's Harry Dresden, Fizban, Sethra Lavode, Dorotea Senjak and me...
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
I've been playing the above deck (sans Shadow) for a couple of months now. It might provide you with some alternative ideas.
If you're adamant on using Madcap Experiment you can replace BSCs with Platinum Emperions to avoid lifeloss since ME deals the damage AFTER the creature ETBs.
Thanks for the replies guys. I don't think you would lose that much life with the madcap experiment. With 8 artifacts in the deck potentially ten. I'd say 6-10 life. But if you have a bunch of 11/11 trample infect or platinum angel/platinum emperion your life isn't as important :D.
Prid3, love the mono red I was thinking of going that way, but I had a playset of hour of revelation and a wrath effect for all permanents works great. I am thinking of running only 2 madcap experiment and sticking 4 divergent transformations just cause it will cost less in a five player game.
I don't think you would lose that much life with the madcap experiment. With 8 artifacts in the deck potentially ten. I'd say 6-10 life.
The average is actually 5 life assuming 8 artifacts and proper mulliganing (i.e. we're assuming that you're not a donkey who's going to keep an opening hand with 3x BSCs and 2x Sunderinos). Stating a range like 6-10 doesn't much sense because you could theoretically lose 40 life or whatever. That being said you're unlikely to lose ten or more life as that will only occur 21% of the time on average. It's still important to stress that you can legitimately die from 20, that's a possible outcome, but losing 20 or more life is only going to happen 3% of the time.
Prid3, love the mono red I was thinking of going that way, but I had a playset of hour of revelation and a wrath effect for all permanents works great.
Ok, sure, but you're effectively splashing a WWW card in an otherwise monored deck using mostly basics. At some point you have to start looking at more reasonable alternatives such as Nevinyrral's Disk.
These cards above play together quite well, and allow you to use the most disgusting targets you might want. I've tried to make Madcap Experiment work with them, but I find the limit that Madcap puts on the deck sort of rules it out.
I don't find the life-loss from Madcap to be trivial at all. It's also more relevant the longer the game runs, as when life levels are getting low you just can't gamble on it saving you unless you know for sure that Platinum Emperion is your target.
I've been running Madcap in Red/Blue. I can't remember exact numbers, but it's something like this.
I mull into Madcap. Some of these choices are obvious, like Brainstorm to get Emperion back on top of the deck.
'Barbs works with Emperion, and Quest is there to repeat Madcap-Emperion as many times as I need.
The rest of the deck is built around either copying Emperion or copying whatever the best threat on the table might be. I've done this on purpose, as Emperion is not that much of a threat on it's own. Given I regularly play larger 4-6+ player games, there's usually something meaty to copy, and even if Madcap cops counter every time the deck still has enough to pack a punch (opponents dependant).
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4x Gather the Townsfolk
2x Gift of Estates
4x Hour of Revelation
4x Madcap Experiment
2x Sram's Expertise
2x Divergent Transformations
2x Not of This World
4x Raise the Alarm
Creature (8)
4x Blightsteel Colossus
4x Sundering Titan
9x Mountain
10x Plains
2x Plateau
Enchantment (4)
4x Shifting Shadow
Some of your links are broken.
If you add three lands you're at a nice 40%.
And depending on your meta you might need a card like Orim's Thunder.
Maybe 10 trick cards and 4 mass destruction is a bit much, if you drop a few you could run some Outpost Siege or other draw spells.
And one Elixir of Immortality?
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
20x Mountain
2x Sandstone Needle
1x Kher Keep
Creatures (5)
1x Jin-Gitaxias, Core Augur
4x Blightsteel Colossus
4x Rite of Flame
4x Krenko's Command
4x Dragon Fodder
4x Seething Song
2x Shifting Shadow
2x Molten Birth
4x Indomitable Creativity
4x Divergent Transformations
4x Not of this World
I've been playing the above deck (sans Shadow) for a couple of months now. It might provide you with some alternative ideas.
If you're adamant on using Madcap Experiment you can replace BSCs with Platinum Emperions to avoid lifeloss since ME deals the damage AFTER the creature ETBs.
If your meta has a bunch of Blue then by all means field at least 4x Pyroblast/Red Elemental Blast.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Prid3, love the mono red I was thinking of going that way, but I had a playset of hour of revelation and a wrath effect for all permanents works great. I am thinking of running only 2 madcap experiment and sticking 4 divergent transformations just cause it will cost less in a five player game.
The average is actually 5 life assuming 8 artifacts and proper mulliganing (i.e. we're assuming that you're not a donkey who's going to keep an opening hand with 3x BSCs and 2x Sunderinos). Stating a range like 6-10 doesn't much sense because you could theoretically lose 40 life or whatever. That being said you're unlikely to lose ten or more life as that will only occur 21% of the time on average. It's still important to stress that you can legitimately die from 20, that's a possible outcome, but losing 20 or more life is only going to happen 3% of the time.
Ok, sure, but you're effectively splashing a WWW card in an otherwise monored deck using mostly basics. At some point you have to start looking at more reasonable alternatives such as Nevinyrral's Disk.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Indomitable Creativity
Divergent Transformations
Not of this World
These cards above play together quite well, and allow you to use the most disgusting targets you might want. I've tried to make Madcap Experiment work with them, but I find the limit that Madcap puts on the deck sort of rules it out.
I don't find the life-loss from Madcap to be trivial at all. It's also more relevant the longer the game runs, as when life levels are getting low you just can't gamble on it saving you unless you know for sure that Platinum Emperion is your target.
I've been running Madcap in Red/Blue. I can't remember exact numbers, but it's something like this.
4 Madcap Experiment
4 Platinum Emperion
3 Shapesharer
2 Aura Thief
4 Trade Secrets
2 Rhystic Study
3 Dack's Duplicate
2 Stunt Double
4 Clever Impersonator
2 Rite of replication
1 Fool's Demise
1 Quest for Ancient Secrets
1 Manabarbs
I mull into Madcap. Some of these choices are obvious, like Brainstorm to get Emperion back on top of the deck.
'Barbs works with Emperion, and Quest is there to repeat Madcap-Emperion as many times as I need.
The rest of the deck is built around either copying Emperion or copying whatever the best threat on the table might be. I've done this on purpose, as Emperion is not that much of a threat on it's own. Given I regularly play larger 4-6+ player games, there's usually something meaty to copy, and even if Madcap cops counter every time the deck still has enough to pack a punch (opponents dependant).