Raise Your Standards – Madcap Fun


Hello and welcome to another episode of Raise Your Standards.  This week I’d like to take a look at a couple of decks that feature the card Madcap Experiment.

Madcap Experiment is a fantastic way to play large, expensive artifacts quickly, but you will need to build your deck around it in order not to take too much damage when it’s played.  Let’s go over the first deck called Mardu Reanimator from BouShea8205.

Mardu Reanimator – (by BouShea8205)





  • None

While this deck doesn’t use the full playset of Madcap Experiments, there’s still a couple in the deck to help you cast one of your big Gearhulks.  Just keep in mind that there are only ten artifacts in your deck when you cast Madcap Experiment, so if  you fail to find an artifact you’ll likely end up killing yourself as a result of casting it (since you’ll take damage equal to the total number of cards remaining in your deck).

This deck also relies on Refurbish to help you get your large artifact creatures onto the battlefield.  One of the worst things that can happen when playing this deck is that you draw two or three artifact creatures in the first few turns of the game.  If that happens, hopefully you’ve got a Cathartic Reunion or a Tormenting Voice in your hand that you can play in order to discard the big, stompy artifacts you’ve drawn.  Then you can cast Refurbish which allows you to put a Gearhulk from your graveyard onto the battlefield, which is just as good as casting it from your hand since they all have enter the battlefield effects (instead of effects that trigger when the card is cast).

This deck also plays Metalwork Colossus which can also help get your Gearhulks into your graveyard.  Imagine if you will that you’ve managed to get a couple of Gearhulks onto the battlefield in some manner.  You also have your Metalwork Colossus in your graveyard.  If your opponent happens to target one of your Gearhulks with a removal spell that would exile it (perhaps a Stasis Snare or Quarantine Field), you can sacrifice two of your artifacts (Gearhulks) in order to return the Metalwork Colossus to your hand, which will prevent them from being exiled.  Granted, this is a very niche scenario, but it’s certainly possible.

I presume that the Akoum Firebirds are in the deck to provide you with a means for blocking decks that rely on creatures with flying, as well as providing you another resilient threat.  It’s also a card that you can pitch to the graveyard with one of your discard outlets which can return to the battlefield pretty easily (once you get to six mana).

My only concern with this deck is that it doesn’t typically play any threats until turn four at the earliest.  If there were some way to include some copies of either Reckless Fireweaver or Inventor’s Apprentice, you would have some nice early game plays to make that could help you stabilize against an aggressive opponent.

The second deck I’d like to take a look at plays a few more copies of Madcap Experiment and a few less of Refurbish.  It’s a deck called Madcap Gearhulks and it’s from dawsonalex9.

Madcap Gearhulks – (by dawsonalex9)





In many way, this deck is similar to the first deck I shared.  They both attempt to put huge Gearhulk creatures into play, either through Madcap Experiment or Refurbish (or by hard-casting them if necessary).  Each deck also has multiple ways to discard unwanted cards in your hand in order to draw other cards.  Both decks also include multiple cards that can get rid of the threats your opponent plays.  This deck, however, has a couple of other tricks up it’s sleeve.

First, one of the cards this deck plays as removal can also be used to help mitigate some early-game life loss.  That card is Blessed Alliance.

This jack-of-all-trades card is great when your opponent is attacking you with one large creature, even if they’ve made it unblockable by some means.  I’ve been on the receiving end of this on more than one occasion, and it’s always painful.  Blessed Alliance can also help you regain some of the life you’ve lost earlier in the game and can allow you to stabilize.  Finally, it allows you to untap up to two target creatures.  Usually this is the least impressive of the abilities on this card, however in this deck it can be quite potent.  Imagine having a Combustible Gearhulk on the battlefield.  It’s great to be able to attack with it on your turn, then casting Blessed Alliance to untap it so it can be a first striking blocker on your opponent’s turn.  That great feeling is multiplied if you have two Gearhulks in play that you can untap.

This deck also plays Panharmonicon.  Both Combustible Gearhulk and Noxious Gearhulk have amazing enter the battlefield abilities, and it’s pretty amazing when you’re able to trigger those abilities more than once.  Just keep in mind that Panharmonicon is an artifact, so it’s possible that it could be the card you put onto the battlefield with your Madcap Experiment instead of finding a sweet Gearhulk.  In my opinion, that’s a risk worth taking.


So, there you have it.  Two different decks that were built to take advantage of playing Madcap Experiment.  Please let me know which one you prefer by leaving a comment below.  Or let me know if you have a different build you’d like to share.

As always, join me again next week when we take another look at an innovative deck in Standard.


Mike Likes

Mike started playing Magic back in 1994, but gave it up at the end of 1995. He came back to the game during the Lorwyn block and has been playing ever since. Around this time, he opened and ran his own comic & game store, while also raising his newborn daughter. After 8 years, he sold his business and moved to Wisconsin with his wife and daughter. With the debut of Kaladesh, his entire family became regular Magic players. He now has hopes of competing alongside his wife and daughter at a Grand Prix or similar event in the future. #MTGDad

Comments are closed.