Vintage Madness Primer
by Andrew Lambe and Brad GranberryTable of ContentsI. Introduction
II. Decklists/History
A. Type II and Extended Madness
B. Type I Madness
III. Card Choices
A. Maindeck Cards
B. Mana
C. Sideboard Cards
IV. “Virtual Insanity”—The Suggested Madness Build
V. Playing Strategy
A. General
B. Specific Matchups
VI. Conclusion
I. IntroductionOver a year ago, Odyssey Block gave rise to an aggressive deck that would go on to dominate Standard for most of the time it was legal in the format. It was of of only two playable archetype in Block format, and even made a splash in Extended as well. This deck was unique in that it was able to incorporate two new Odyssey Block mechanics that turned discarding into an advantage: Madness and Flashback. Its creature base was powerful enough to overwhelm other aggressive decks, which had even less chance at beating it after Wonder was released in Judgment. In addition, it ran a minimal disruption element in the form of Circular Logic, which would stave off the opponent’s potentially game-ending spells just long enough to seal the game. Even those players that knew very little about the Standard format recognized this deck by its most common moniker: “U/G Madness”. There are only a handful of archetypes that have dominated Magic’s most widely-played format, and Madness is one of those decks: its brutal aggression, straightforward game play, and ease of assembly made it immensely popular.
Over time, even Type I players began to experiment with elements of the Madness deck as well, as the creature base was comparable—and in many cases even favorable—to those of other aggressive decks that saw play. However, the glaring weakness with Madness decks is its inconsistency. If the opponent is able to deal with the Madness deck’s group of essential cards—usually referred to as “madness outlets”—or if Madness is unable to draw them, it will usually choke on a hand of overcosted spells and be unable to put up much of a fight. This is probably the main reason Madness never amounted to much in Type I for such a long time; because with a larger and stronger card pool, there are many more answers to such a deck. But over time as more people began working on it and older cards that seemed almost custom-built for the Madness decks were incorporated (Bazaar of Baghdad and Lion’s Eye Diamond), it has begun posting good tournament results in the last few months. This article traces the evolution of Madness in Vintage, presents a suggested build for the current environment, and analyzes matchups against the more common archetypes you can expect to face.
II. Decklists and HistoryA. Type II Madness Decklists
U/G Madness, by Jeff Cunningham (May 2003)4 Basking Rootwalla
4 Wild Mongrel
4 Aquamoeba
4 Arrogant Wurm
3 Wonder
2 Roar of the Wurm
4 Careful Study
4 Circular Logic
3 Unsummon
3 Deep Analysis
3 Quiet Speculation
11 Island
10 Forest
1 City of Brass
4 Compost
4 Merfolk Looter
2 Turbulent Dreams
2 Roar of the Wurm
2 Ray of Revelation
1 Unsummon
As Regionals approached last Spring, this was considered the optimal Madness build in Standard. Merfolk Looter was a maindeck staple in the deck even as far back as the release of Torment, but was relegated to the sideboard by Cunningham because the format called for making it more aggressive to have a better shot against the prevalent control decks. Other than that, it is fairly representative of most Madness builds at the time. This deck could be reliably called upon to beat aggressive decks and had the sideboard cards to beat control decks. While its influence on the format has dropped off recently, the following build was played to a Top 8 finish at Worlds:
U/G Madness, by David Humphreys (August 2003)4 Basking Rootwalla
4 Aquamoeba
4 Wild Mongrel
3 Arrogant Wurm
3 Wonder
3 Roar of the Wurm
4 Circular Logic
1 Ray of Revelation
3 Unsummon
4 Careful Study
2 Deep Analysis
2 Quiet Speculation
1 Krosan Reclamation
11 Island
8 Forest
2 City of Brass
1 Centaur Garden
2 Nantuko Vigilante
1 Ray of Revelation
1 Deep Analysis
2 Envelop
2 Mana Leak
1 Krosan Reclamation
1 Wonder
2 Stupefying Touch
2 Phantom Centaur
1 Unsummon
which shows many similarities to Cunningham’s build. Nonetheless, other, more “radical” versions have also enjoyed success at high-profile tournaments. A good example is
U/G Madness, by Ken Ho (2nd place at PT Chicago Masters, January 2003)4 Basking Rootwalla
4 Wild Mongrel
3 Werebear
3 Merfolk Looter
2 Arrogant Wurm
4 Roar of the Wurm
3 Wonder
4 Careful Study
4 Circular Logic
4 Standstill
2 Upheaval
10 Island
10 Forest
3 City of Brass
4 Compost
3 Equilibrium
3 Ravenous Baloth
3 Callous Opressor
2 Deep Analysis
While Madness has had far less of an impact in the Extended format, it has enjoyed limited success there as well. Here is a decklist from the Extended portion of the 2003 World Championships:
U/G Madness, by Robert Jurkovic (August 2003)4 Wild Mongrel
3 Aquamoeba
4 Basking Rootwalla
3 Arrogant Wurm
1 Genesis
1 Gilded Drake
3 Waterfront Bouncer
1 Wonder
1 Masticore
3 Careful Study
3 Daze
4 Circular Logic
1 Stifle
2 Roar of the Wurm
2 Intuition
2 Deep Analysis
11 Island
7 Forest
4 Yavimaya Coast
3 Ravenous Baloth
1 Spellbane Centaur
1 Gilded Drake
1 Waterfront Bouncer
3 Rushing River
3 Arcane Laboratory
2 Stifle
1 Masticore
B. Type I Madness Decklists
Toronto Stompy, by Paul Shriar (August 2002)4 Basking Rootwalla
4 Nimble Mongoose
4 Call of the Herd
4 Roar of the Wurm
3 Arrogant Wurm
2 Wonder
4 Accumulated Knowledge
3 Deep Analysis
2 Rites of Spring
1 Frantic Search
1 Compulsion
1 Time Walk
1 Berserk
1 Ancestral Recall
1 Timetwister
6 Forest
1 Island
4 Lion's Eye Diamond
4 Elvish Spirit Guide
4 Tropical Island
1 Mana Crypt
1 Black Lotus
1 Mox Emerald
1 Mox Sapphire
1 Sol Ring
4 Defense Grid
4 Interdict
4 Emerald Charm
3 Null Brooch
The premise of Toronto Stompy was fairly straightforward. It sought to abuse Lion’s Eye Diamond by using a creature base that can be played off discard effects (with the exception of Nimble Mongoose), thereby churning out 3/3’s, 4/4’s and 6/6’s at the same rate “traditional” Stompy would be playing 2/1’s and 2/2’s. The draw engine also has obvious synergy with the discard-minded nature of Toronto Stompy. A version later posted by Paul in January 2003 retained this basic structure, but dropped Rites of Spring for Circular Logic in the maindeck and Emerald Charm for Naturalize in the sideboard.
Italian Madness, by Giuseppe de Luca (January 2003)4 Arrogant Wurm
4 Basking Rootwalla
3 Roar of the Wurm
1 Wonder
1 Anger
4 Fiery Temper
4 Circular Logic
4 Bazaar of Baghdad
4 Accumulated Knowledge
1 Ancestral Recall
1 Frantic Search
1 Time Walk
1 Regrowth
1 Timetwister
1 Wheel of Fortune
1 Windfall
4 Taiga
4 Tropical Island
4 Volcanic Island
4 Wooded Foothills
4 Lion's Eye Diamond
1 Black Lotus
1 Mox Emerald
1 Mox Ruby
1 Mox Sapphire
4 Red Elemental Blast
3 Ray of Revelation
3 Meltdown
3 Null Rod
2 Blue Elemental Blast
Like Toronto Stompy, de Luca's deck sought to abuse Lion’s Eye Diamond by using a creature base that was fully compatible with it. Important additions are Bazaar of Baghdad and the red splash for more madness spells, Anger, and additional SB options. Note that the fetchlands are largely responsible for making it possible to run a 3-color build like de Luca’s.
U/G Madness, by Edward Paltzik and Brian Romano (March 2003)4 Basking Rootwalla
4 Aquamoeba
4 Wild Mongrel
4 Arrogant Wurm
4 Roar of the Wurm
4 Force of Will
4 Circular Logic
4 Careful Study
1 Ancestral Recall
1 Time Walk
5 Forest
5 Island
4 Flooded Strand
4 Tropical Island
3 Wasteland
1 Strip Mine
1 Sol Ring
1 Black Lotus
1 Mox Sapphire
1 Mox Emerald
4 Naturalize
2 Uktabi Orangutan
2 Blue Elemental Blast
4 Waterfront Bouncer
3 Back to Basics
This build bears much more of a resemblance to the typical Type II and Extended versions of U/G Madness, especially with its use of Careful Study, Wild Mongrel and Aquamoeba. This particular list ran a lot more disruption, with Wastelands and Back to Basics in addition to Force of Will and Circular Logic for a permission base.
“Stoopid Madness” is another important take on Madness in the Vintage format. It bears many similarities to “Italian Madness”, with the noticeable differences being the additions of Wild Mongrel and the replacement of Circular Logic and Accumulated Knowledge, resulting in a more aggressive approach. Also, Oath of Scholars is used as a draw engine for the mid- to late-game stages—where the deck has usually exhausted its hand—to avoid running out of gas. “Stoopid Madness” served to spark several discussions on Madness in the forums at themanadrain.com and to raise awareness of the archetype among the online Type I community.
“Bombs over Baghdad”, by Adam Bowers (April 2003) 4 Basking Rootwalla
4 Wild Mongrel
4 Arrogant Wurm
3 Roar of the Wurm
3 Anger
2 Wonder
3 Fiery Temper
2 Violent Eruption
3 Oath of Scholars
3 Obsessive Search
3 Bazaar of Baghdad
1 Frantic Search
1 Windfall
1 Wheel of Fortune
1 Time Walk
1 Timetwister
4 Lion’s Eye Diamond
3 Wooded Foothills
3 Taiga
3 Tropical Island
3 Volcanic Island
1 Forest
1 Mox Sapphire
1 Mox Emerald
1 Mox Ruby
1 Mox Diamond
1 Sol Ring
1 Black Lotus
“Stoopid Madness”, by Ben Kowal (March 2003) 4 Basking Rootwalla
4 Wild Mongrel
4 Arrogant Wurm
2 Roar of the Wurm
2 Anger
2 Wonder
3 Fiery Temper
2 Violent Eruption
3 Oath of Scholars
3 Bazaar of Baghdad
2 Obsessive Search
1 Frantic Search
1 Windfall
1 Wheel of Fortune
1 Timetwister
1 Time Walk
4 Wooded Foothills
4 Lion's Eye Diamond
3 Taiga
3 Tropical Island
3 Volcanic Island
1 Forest
1 Mox Diamond
1 Mox Ruby
1 Mox Sapphire
1 Mox Emerald
1 Black Lotus
1 Sol Ring
You can find a report by Adam Bowers with a more recent Bombs over Baghdad decklist
here.
Travis Lee brought further attention to the archetype by recording two top 4 finishes at Origins 2003 with Madness. His build uses a heavier burn component and a SB prepared specifically for GrowAtog and Stax.
Madness, by Travis Lee (June 2003)4 Basking Rootwalla
4 Wild Mongrel
4 Arrogant Wurm
4 Roar of the Wurm
4 Anger
2 Wonder
4 Fiery Temper
3 Violent Eruption
4 Bazaar of Baghdad
3 Deep Analysis
4 Taiga
4 Tropical Island
2 Volcanic Island
4 Wooded Foothills
4 Lion's Eye Diamond
1 Black Lotus
1 Mox Diamond
1 Mox Emerald
1 Mox Ruby
1 Forest
1 Riftstone Portal
Sideboard:
4 Maze of Ith
4 Artifact Mutation
3 Blood Moon
2 Ray of Revelation
2 Null Rod
A more control-oriented version of Madness placed 4th at a Vintage side tournament at 2003 Worlds in Berlin. Unlike other Madness builds, it ran Squee, Goblin Nabob for reusable Bazaar fodder, and opted to run Cunning Wish for SB utility cards.
Madness, by Matteo Rubini (August 2003)4 Basking Rootwalla
4 Wild Mongrel
4 Roar of the Wurm
4 Squee, Goblin Nabob
1 Anger
1 Wonder
4 Circular Logic
4 Force of Will
4 Careful Study
2 Deep Analysis
2 Cunning Wish
1 Ancestral Recall
1 Time Walk
1 Wheel of Fortune
4 Bazaar of Baghdad
1 Library of Alexandria
3 Taiga
4 Tropical Island
1 Volcanic Island
4 Wooded Foothills
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Sapphire
1 Sol Ring
Sideboard:
2 Blue Elemental Blast
1 Fire/Ice
1 Gilded Drake
1 Island
3 Naturalize
2 Pyrostatic Pillar
1 Rack and Ruin
3 Red Elemental Blast
1 Waterfront Bouncer
III. Card ChoicesA. Maindeck
CreaturesBasking RootwallaIt is tempting to run less than four Basking Rootwallas, because it is sometimes difficult to use mana for its pump ability when you’d rather play other spells. In actual games, however, there will usually be more situations where you will want to use its ability; namely, against decks with Mana Drain or with global removal. The additional damage you can push through with a pumped Rootwalla will provide more of a tempo advantage than heedlessly playing other spells with expensive converted mana costs and walking into Mana Drain. If you anticipate decks running Powder Keg, Pernicious Deed, Balance, and the like, Basking Rootwalla is also especially useful because will often force your opponent to preemptively use their removal, thereby paving the way for your other threats. Also, its abiltity is especially relevant in combat against other aggressive decks. Four are a must in any madness deck—the “free” madness cost results in amazing synergy with every madness outlet, and unlike the other madness spells it is easily castable without having to resort to its madness cost.
Wild MongrelToronto Stompy and early versions of Italian Madness did not run Wild Mongrel, but this card plays a vital role in the deck as a reliable madness outlet, while lending itself very well to Madness’ aggressive nature in the process. Only Phyrexian Dreadnought, Quirion Dryad and Psychatog can get bigger than Wild Mongrel in the early stages of the game, making it an excellent creature in combat as well. Four are mandatory.
Arrogant WurmWhen played via its madness cost, Arrogant Wurm has a better fixed power/toughness to casting cost ratio than any other creature of comparable casting cost other than Phyrexian Negator. Conveniently enough, Lion’s Eye Diamond produces three mana, making Arrogant Wurm effectively a “free” 4/4 when played off an LED. Four Arrogant Wurms are a must, as Madness has plenty of ways to ensure it gets played with its madness cost.
Roar of the WurmNot technically a creature, but for all practical purposes it is. Once it’s in the graveyard it is an unconditional 6/6 for 3G, which is one of the best deals in the game. However, Roar of the Wurm is not necessarily an automatic “4-of”, for several reasons. First, a Wurm creature token has a converted mana cost of zero, which means Powder Keg, Pernicious Deed and Smother deal with it quite handily, all of which see frequent play in Type I. Second, Roar of the Wurm has a converted mana cost of seven, meaning it is a very dangerous spell to get countered by Mana Drain, as well as being unplayable from your hand if you can’t get it in your graveyard. Finally, you usually don’t need to draw more than one during the course of a game for its impact to be felt. With that said, many players run a full complement of these and it is certainly justifiable to do so if you can find room—it is easily pitched to every madness outlet, and can be played at your leisure when you have the necessary mana available.
Anger/Wonder/GenesisThese three Incarnations first saw routine play in TNT because of their synergy with Survival of The Fittest—the TNT player could easily run a single copy of any of the Incarnations to provide a very powerful effect, making them an efficient inclusion in the deck. Because of its tendency to discard cards, Madness is also capable of using the Incarnations to good effect.
Anger dramatically speeds up the kill and provides an element of surprise. If your opponent is low on life, the ability to just drop a creature out of nowhere and attack puts them in an extremely precarious situation. TNT used Anger to good effect in conjunction with Goblin Welder to attack with artifact fat that was Welded into play or tutored for via Survival of the Fittest. Madness decks use it in a similar manner—with a red dual land and any number of ways to discard it, Anger allows for some truly degenerate plays. With an active Bazaar of Baghdad it becomes feasible to resolve a threat every turn and attack for significant damage immediately. Anger is mandatory in any Madness deck using red—and with Onslaught fetch lands there is no reason not to run red. The more important issue is how many to run. Without the tutoring capability of Survival of the Fittest, it is not realistic to run one copy of an Incarnation and expect to draw it often enough to make a difference, making at least two a necessary inclusion unless you have a different way of finding it (such as Intuition). Travis Lee ran four at Origins to ensure he’d draw it reliably, especially with a less powerful draw engine than other Madness builds. Most others run less than four because any additional copies after the first are useless and it’s not worth casting from your hand.
The inclusion of Wonder is not automatic because unlike Anger, there are some matchups where its effect is useless. However, in those matchups where evasion is important, it will single-handedly win games for you. Wonder is extremely powerful against every aggressive deck in the format, and is even useful against a handful of combo and control decks. I strongly recommend running it even if you don’t anticipate needing the evasion, because it is a potentially game-altering effect that requires no dedication of resources other than discarding it, and you can just sideboard it out if it’s not needed in a particular matchup.
In theory, Genesis would be useful for recurring creatures that were preemptively discarded, as well as a potent mid- to late-game weapon against dedicated control decks. Unfortunately, this theory falls short for a couple reasons. The first is that its 2G activation cost is prohibitive, and the second is that Madness’ creature base does not lend itself well to Genesis recursion. It would cost 6-8 mana to recur and cast Arrogant Wurm in the same turn; Basking Rootwalla and Wild Mongrel are markedly less useful in the later stages of the game, and Wurm tokens can’t be recurred anyway. Genesis is a card that is much better in theory than in practice.
Squee, Goblin NabobIn other decks that use Bazaar of Baghdad, Squee is usually present to provide reusable discard fodder. While there is tremendous synergy between Squee and Bazaar, these other decks aren’t designed to discard as many cards to Bazaar as Madness is. The argument for running Squee is not nearly as strong as in decks like Worldgorger Dragon combo or Reanimator. It will work, but is not necessary, and there are simply other more worthwhile options.
Merfolk LooterThis was a staple card in Type II Madness decks, but it is just not as potent in a faster format like Type I. In addition to being incredibly vulnerable, Merfolk Looter generates card advantage too slowly to be effective. It is simply outclassed by other available options.
AquamoebaThis is another creature that saw routine use in Type II builds. Unfortunately, it doesn’t come anywhere close to Wild Mongrel in terms of raw power, and is really too mediocre to be useful in Type I.
Engine ComponentsBazaar of BaghdadOne of the cornerstone cards of the Type I Madness decks, Bazaar allows you to rifle through your deck while simultaneously providing a permanent madness outlet. As the game progresses, you will generate incredible card advantage from Bazaar that will be extremely difficult for your opponent to overcome. You should run four because of its importance to the deck and the fact it will be hit immediately by any Wastelands or Strip Mines. While Bazaar’s full impact is not felt in many combo matchups because the games are usually decided before you get a chance to use Bazaar more than once or twice, it gives Madness a significant edge against almost everything else, and attempting to play this deck without Bazaars will result in either mediocre results or failure.
Careful StudyThis card’s power is more subtle than Bazaar of Baghdad’s. Its ability to both smooth out the Madness player’s draws and discard Basking Rootwalla, Roar of the Wurm, Wonder, and other madness and flashback spells is crucial. A common misconception is that it is strictly worse than Bazaar of Baghdad, and thus should not be run because Bazaar will be sufficient. In reality, Careful Study has a significant advantage over Bazaar, which is that it allows you to develop your mana base in the first few turns of the game while still drawing through your deck, whereas playing an early Bazaar can stunt mana development for a turn. Furthermore, by providing additional “Bazaar functionality” it makes the deck more consistent, and increases the chance of drawing into a Bazaar in the first place. Above all else, this card’s primary function is to dramatically increase the quality of your opening hands and your early game, rather than provide a backbreaking effect in the later stages of the game like Bazaar. It will let you dig for mana if you want to keep a mana-light, but otherwise strong hand. Conversely, it has a good chance of finding business spells if you have a weaker, mana-flooded hand. It is one of the most important components of the deck and running fewer than four is not acceptable.
Deep AnalysisDeep Analysis has amazing synergy with the rest of the deck, providing discard fodder and subsequent draw power to avoid running out of steam. It is particularly useful for refilling your hand after activating Lion’s Eye Diamond, and is also a decent topdeck in the later stages of the game because of its reasonable casting cost. However, the life loss associated with its flashback cost is severe enough to not make it an unconditional 4-of. Two or three copies should suffice for most Madness decks and they will usually get sided out against aggressive decks, where your life total is more of an issue.
IntuitionThere are a number of potentially degenerate “Intuition scenarios” that can be played out with this card in Madness because of its synergy with Anger, Wonder, Deep Analysis, and Roar of the Wurm. The main problem is that it costs three mana and it can’t be accelerated with Lion’s Eye Diamond, making Intuition too slow to be effective on a consistent basis. However, if you have access to fast artifact mana but not Ancestral Recall or Time Walk, this is a card you may want to consider running, because it certainly can be useful.
Frantic SearchWith three lands you can play an Arrogant Wurm for “free” off Frantic Search, or you can get extra mileage out of an active Bazaar. However, it still costs three mana and Madness decks are relatively land-light so the “free” aspect of Frantic Search is somewhat misleading. If Bazaar, Careful Study, Deep Analysis, Ancestral Recall and Time Walk aren’t enough draw power for you and you can find room for it, give it a shot.
Survival of the FittestSurvival seems like a card that would be very much at home in a Madness deck—it’s in the primary color, it lets you tutor up a chain of Basking Rootwallas and Arrogant Wurms, and can also fetch Anger, Wonder, or even Squee, Goblin Nabob. With that said, in the end Survival should not be played in Madness under any circumstances. Survival makes the deck run much slower by effectively adding an extra G to the madness creatures’ casting cost. Arrogant Wurm is a bargain at 2G, but much less so at 2GG, for example. In TNT, Survival of the Fittest significantly accelerates the ability to play artifact creatures with an active Goblin Welder, but in this deck it cannot provide similar acceleration.
Also, rather than complementing the primary engine card (Bazaar of Baghdad), Survival of the Fittest competes with it. Survival and Bazaar are both cards that need a deck built around them rather than cards to just throw in a deck as supporting cards, because they require all or most of the deck’s resources to work. By trying to discard creature cards to both Bazaar and Survival, you will be stretching the deck’s resources past the point where it would otherwise function cohesively. Other than madness creatures and Incarnations, there aren’t many other options Survival lets you tutor for anyway. Wild Mongrel is not a particularly useful card to fetch if you already have Survival as a madness outlet, and Roar of the Wurm can’t be fetched since it isn’t a creature. And unlike TNT and Vengeur Masques, Madness doesn’t have room to run utility creatures. Because it is mana-intensive and ultimately just too slow, Survival is suboptimal in Madness decks.
Oath of ScholarsThis was a card advocated primarily by those that worked on “Toronto Stompy” and “Stoopid Madness”, the idea being that it greatly improves Madness’ late game where it has typically exhausted its hand and may be in topdecking mode. Given the deck’s ability to keep its hand size low, a resolved Oath of Scholars almost guarantees an additional three cards per turn for the Madness player, making it particularly devastating against dedicated control decks if it resolves. Unfortunately, Oath of Scholars has too many drawbacks to be worth running. Many of the top decks will not give you the chance to resolve Oath in time for it to make a difference. The decks that it would theoretically be a game-breaker against—dedicated control decks—will attempt to disrupt your mana base to the point where you won’t be able to cast it anyway. Even if you have the mana to cast it, resolving it against blue-based control decks without the help of Lion’s Eye Diamond is much easier said than done. It is too clunky and awkward to merit serious consideration.
Wheel of Fortune/Windfall/TimetwisterThe draw-sevens have an enormous potential upside but also an enormous downside. If you draw into an LED or two and have Anger, a resolved draw-7 will typically win you the game that turn. However, if you don’t get the right cards out of it you will give your opponent a fresh hand and your window of opportunity to win may be gone. Given the sheer explosiveness of most of the best decks, it is very risky to play these cards in the current metagame outside of a dedicated combo deck. Running these will result in flashier kills and occasional random brokenness, but not do much in the way of improving matchups. Run them if you want, but I don’t recommend it. It should be noted that if you want to run the draw-sevens, it's essentially mandatory to run the off-color Moxen as well.
CompulsionMuch like Survival of the Fittest, this card is too cumbersome because it costs mana to discard cards, which is something you don’t want to be doing on top of paying madness costs.
Read the RunesAgain, the only cost you want to be paying when discarding something is the madness cost itself. You usually won’t have enough mana lying around to sink into something like Read the Runes as well.
Utility SpellsFiery TemperFiery Temper is a card some people shy away from. However, it is a useful spell because it speeds up the kill, handles creatures that could otherwise present problems—Withered Wretch, Nantuko Shade, Goblin Welder, Meddling Mage, and Metalworker in particular—and is rarely a dead draw. With Careful Study, Wild Mongrel, Lion’s Eye Diamond and Bazaar the deck has sixteen easy ways to play it via its madness cost. While it gets sided out in a number of combo and control matchups, you should play four in the maindeck because of its sheer versatility.
Violent EruptionThis is a card that will tear apart other aggressive decks, and deserves serious consideration somewhere between the maindeck and sideboard depending on the anticipated metagame. The madness cost can be difficult to manage at times, especially against aggro decks packing a full complement of Wastelands. Despite its difficult cost, the gamebreaking effect it provides is usually worth the trouble, and between intelligent use of fetchlands and Lion’s Eye Diamond you can usually get two red mana when you need it. With that said, the relative difficulty in setting up Violent Eruption is such that it’s something you generally don’t want to run more than 2-3 copies of if you decide to play it. You may find it difficult to justify sideboarding Violent Eruption when it would normally be brought in against matchups that are already favorable. Unfortunately these decks will usually get stronger after sideboarding by bringing in removal or other hate, so if you only rely on the maindeck to carry you it may not be enough all the time.
Circular Logic/Force of WillIn more controlling Madness builds, these are worth consideration. Otherwise, they are too reactive and it’s difficult to use them effectively when you’re running Lion’s Eye Diamond. If you go overboard with countermagic, you risk taking away the aggressive nature of the deck, which is counterproductive.
Ancestral Recall/Time WalkIf you have them, run them. Otherwise, don’t worry about it too much because while these cards are a nice boost, they are not fundamental to the way the deck works so you can get by without them if you need to (as long as you have the other necessary elements of the deck).
BerserkThe idea of casting Berserk on a Wild Mongrel pumped several times, or a Wurm, may sound appealing to you as a means to induce signficant damage quickly. Unfortunately Berserk is a sufficiently conditional card that just should not be in Madness. Unlike decks that can support it (GrowAtog and Hulk), you can't just grab it from the SB when you can use it—without a resolved threat, Berserk is just a dead draw. Also, Berserk doesn't make any of your creatures lethal by itself except in conjuntion with other pump effects, making it less devastating here. And finally, you don't have the countermagic to protect your Berserked creature from being hit by spot removal.
B. Mana
Dual LandsYou must have access to dual lands if you are going to play Madness. Green is the primary color so it’s a good idea to run the full complement of Taigas and Tropical Islands, and usually a couple Volcanic Islands as well.
Fetch LandsYou also need fetch lands for color stability and the ability to fetch basic lands, should you decide to run them. Four Wooded Foothills are sufficient; you don’t want to go overboard and run additional fetch lands because you have to pass priority when activating a fetchland, which has consequences that will be elaborated on in Part V of this primer, “Rules and Card Interactions”.
Basic LandsWith fetch lands, it’s easy enough to run a single basic Forest for a resilient mana source in your primary color so you can avoid getting hosed by something like Blood Moon. You don’t really need any more than that, because dual lands and fetch lands are incredibly important for color consistency and chances are that you’d need to cut those to make room for additional basic lands.
Lion’s Eye Diamond (LED)Four LEDs are mandatory, as this card is a potent mana accelerator for madness and flashback spells and a free discard outlet. This is a particularly tricky card that takes some amount of practice to become comfortable playing it.
Black LotusIt’s Black Lotus, play it.
MoxenThe on-color Moxen should be played unconditionally. Off-color Moxen are used in some builds, and while legitimate, there are enough reasons to shy away from them as well. Madness is consistently fast already with just the on-color Moxen, and since it’s heavy in all three colors it’s difficult to run more than a couple colorless mana sources before having problems with color consistency. Furthermore, the additional Moxen make cards like Null Rod, Powder Keg, Pernicious Deed and Sphere of Resistance that much more devasting against you. Finally, you need to have enough actual lands in the deck to ensure you’ll be able to use Anger and Wonder. As for Mox Diamond, you usually can’t afford to discard lands to it unless you have an extremely mana-flooded hand. You should only give it a second thought if you don’t have all three of the on-color Moxen.
Sol RingPlay it. It is better than the off-color moxen because it will provide more mana with which to accelerate Arrogant Wurm, Roar of the Wurm, and Deep Analysis over the course of several turns.
Mana CryptMana Crypt is a card to consider if you want to play Madness, but don't have the full complement of on-color Moxen or a Black Lotus. In a powered build, though, making room for Mana Crypt is more difficult than it appears at first glance, as to do so you would have to cut multilands, fetch lands, the basic Forest, or the artifact mana already in the deck.
It will result in more broken hands occasionally, but is generally not better than the other mana sources already used. It also results in additional vulnerability to Null Rod, Powder Keg, Pernicious Deed, Sphere of Resistance, Chalice of the Void, and just randomly losing to Mana Crypt damage if you stall out because you won't have a way to get rid of it.
Riftstone PortalSome people run Riftstone Portal for protection against Blood Moon, the ability to run Blood Moon themselves, or to allow their Bazaars to function as mana sources. While this is a nice trick, it isn’t necessary or even that useful in practice. With a basic land, fetchlands, and plenty of artifact mana Blood Moon can be a nuisance, but not to the point where it’s worth compromising your mana base even further. And while there are certainly some scenarios where being able to use Bazaars as mana sources is convenient, usually you want to just draw cards instead, and if you’re short on mana Bazaar will draw into additional lands anyway. Additionally, Riftstone Portal is sometimes run in the sideboard in those Madness builds that sideboard Blood Moon themselves, but it is difficult to justify dedicating sideboard space to Riftstone Portal when space is tight already and there are many cards that are much more useful.
Wasteland/Strip MineMadness can’t really afford to drop dual lands or artifact mana for these, and is pretty mana-hungry once it gets online. These might be welcome in more control-oriented builds, but that’s about it.
C. Sideboard
Red Elemental BlastThis is one of the most potent sideboard cards in the format, and along with Anger is one of the best cards you get by running red. It is a mandatory sideboard inclusion, usually in 3-4 copies.
Artifact Mutation/Naturalize/Crumble/Ray of RevelationThere are a number of archetypes that rely on powerful artifacts and enchantments as part of their strategy, and these are the best available options for dealing with them. It is usually worthwhile to dedicate sideboard space for at least one of these cards. They all have advantages and disadvantages relative to each other, and whichever one you settle on depends on the anticipated metagame.
Naturalize is easily the most versatile card of the lot and should be given serious consideration in an unknown metagame because it deals with so many potentially problematic cards—Survival of the Fittest, Pernicious Deed, Null Rod, Blood Moon, Control Magic, The Abyss, artifact fat, Tangle Wire, Smokestack, and Sphere of Resistance. However, the price you pay for additional versatility is that it is not nearly as devastating against specific archetypes as other narrower options are.
With Workshop decks so prevalent in Type I right now, Artifact Mutation usually gets the nod. Stax, MUD/wMUD, and Stacker all operate on the underlying principle of putting more permanents into play than their opponent and using that “permanent advantage” to keep them from doing anything. This card will single-handedly win games against Workshop decks, with the downside that it lacks the versatility of Naturalize and is more difficult to cast at times because of its color requirements.
Crumble is usually not worth running over Artifact Mutation, but it has a couple minor advantages against one Workshop deck in particular (MUD) that makes it at least worth mentioning. Firstly, it allows you to destroy a first-turn Metalworker before they get a chance to use it, and if the MUD player gets the opportunity to use Metalworker on their second turn there’s a good chance you’ll be locked up for good as they will often have 8-12 mana to play out several lock components. Secondly, given that MUD runs the full complement of Wastelands and in some cases Petrified Fields to get extra mileage out of their Wastelands, Crumble can be easier to cast in the face of land destruction. Thirdly, it is easier to cast under a Sphere of Resistance. With that said, it doesn’t produce the game-breaking effect that a resolved Artifact Mutation does against the artifact prison decks, nor is it as versatile as Naturalize.
Ray of Revelation is a card that may seem appealing because it can be pitched to any of the deck’s madness outlets. This is useful because Madness often gets slightly weakened after sideboarding because so many of the cards work well with each other that replacing them with cards that can’t be freely discarded makes it run less fluidly. Thus, Ray of Revelation doesn’t weaken it in this manner due to its flashback cost. Nonetheless, there are far fewer matchups where Madness has to worry about enchantments than artifacts, and because of that it should only be considered if you have already dedicated space for Artifact Mutation and still have room. Even then, its advantages over Naturalize are questionable, since Naturalize is more versatile and doesn’t need to be discarded to be castable. Some people like this card but I would avoid it unless you have a strange metagame that calls for it, whatever that might be.
Tormod’s CryptDecks are getting better and better at using the graveyard as a resource, making Crypt a powerful weapon indeed. It is particularly useful against Academy Rector-based combo decks because it prevents them from finding Yawgmoth's Bargain by sacrificing Rector, and it also effectively counters Yawgmoth’s Will. There are a handful of other decks it is potentially useful against, such as Worldgorger Dragon, Reanimator, and even the mirror match. Because Madness often uses most of its available mana, the zero casting cost of Tormod’s Crypt makes it a very appealing option. It is also easily played out early if you have an LED to use.
Krosan ReclamationThe flashback nature of this card may attract your attention, but having to keep two mana in reserve to use Krosan Reclamation may hinder your ability to do other things. In most scenarious, Tormod’s Crypt will serve you better.
StifleStifle is a versatile sideboard option that will be randomly useful in virtually every matchup, and devasting against a handful of specific decks. It has many of the advantages that Tormod’s Crypt does against combo decks, with the ability to effectively counter the Storm part of Tendrils of Agony and Mind’s Desire. It is useful for hindering the use of fetchlands, which is no small feat considering how prevalent they are in Type I. Stifle also protects your own lands against Wasteland and Strip Mine, and is useful against cards like Pernicious Deed. Unfortunately, the more reactive nature of Stifle is a drawback, since combo decks with hand disruption will just pluck it from your hand and sometimes Madness can’t afford to keep U open to use Stifle.
Null RodNull Rod is a card to consider if you anticipate running into combo decks a lot, as a large portion of their mana base is artifact mana that gets shut down by Null Rod. Unfortunately, Null Rod also shuts down your own Moxen, Lotus, and LEDs. Some people have used it successfully and in matchups like Burning Academy the drawback to you is negligible if you can completely shut down their game plan. However, shutting down almost 40% of your mana base is a significant downside to using Null Rod and I wouldn’t recommend it unless you have a combo-ripe metagame to prepare for.
Pyrostatic PillarAnother card that is devastating against combo decks, and usually a safer choice than Null Rod. Unfortunately, a Pyrostatic Pillar will typically deal a significant amount of damage to the Madness player as well because almost half the deck’s spells will trigger it. However, the ability to just win an otherwise very difficult matchup like Academy is a convincing reason to run Pyrostatic Pillar if you can anticipate running into a number of combo decks.
Energy FluxIts usefulness is obvious against the artifact prison decks. However, it is more expensive than Artifact Mutation and not nearly as proactive. It is not strictly inferior and in some scenarios it may even be superior, but I would not advocate running this card over Artifact Mutation, which will also be useful against Mask decks as well (where Flux will generally not be).
Blood MoonWhile Madness doesn’t use it as well as Workshop decks because its win conditions aren’t artifacts, a Forest is all you need to be able to cast most of your spells under a Blood Moon. I don’t use it because it is still relatively slow with an awkward casting cost that can’t be accelerated with LED. In addition, if you don’t draw the Forest or enough artifact mana to operate under it Blood Moon will be useless to you anyway. However, because it’s a potentially game-winning spell in the right matchups if it resolves, Blood Moon is always worth considering.
Blue Elemental BlastThe cards you’d mainly want this to deal with are Goblin Welder and Blood Moon, and it is handy against Sligh as well. However, Madness has a number of more versatile cards to deal with Welder and Blood Moon already, and it can’t really afford to dedicate sideboard space for just Sligh. This card is generally not worth running.
Waterfront BouncerAgainst aggressive or aggro-control decks without removal, Waterfront Bouncer is an interesting option, providing a great source of tempo and doubling as a madness outlet. It has the potential to be devastating against decks like GrowAtog and Reanimator in particular. However, Madness already has answers to these decks that are more useful against the rest of the format, but if your metagame calls for it this is a card worth considering.
Gilded DrakeBeing able to steal a Dreadnought, Psychatog, or reanimated fat creature is potentially game-breaking, but that’s about it. Drake is not better than most of your other options and unless you expect to play against Mask and Reanimator decks a lot it is a bit narrow to be worth a second thought.
Hurkyl’s RecallThe main reason to consider this card is its usefulness against Workshop decks; especially MUD/wMUD, which is particularly vulnerable to it since it runs Grafted Skullcap. But other than that, something like Artifact Mutation is generally a better choice.
IV. “Virtual Insanity”—The Suggested Madness BuildHere is what we consider to be the optimal Madness decklist for the current Type I metagame.
Maindeck4 Basking Rootwalla
4 Wild Mongrel
4 Arrogant Wurm
3 Roar of the Wurm
2 Anger
2 Wonder
4 Fiery Temper
4 Careful Study
4 Bazaar of Baghdad
3 Deep Analysis
1 Ancestral Recall
1 Time Walk
4 Wooded Foothills
4 Taiga
4 Tropical Island
2 Volcanic Island
1 Forest
4 Lion’s Eye Diamond
1 Mox Emerald
1 Mox Sapphire
1 Mox Ruby
1 Sol Ring
1 Black Lotus
Sample sideboard for a low-powered metagame4 Red Elemental Blast
4 Naturalize or 4 Artifact Mutation
4 Tormod’s Crypt or 4 Stifle
3 Violent Eruption
Sample sideboard for a high-powered metagame4 Red Elemental Blast
4 Artifact Mutation
4 Pyrostatic Pillar
3 Tormod’s Crypt or 3 Stifle
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