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Moxonomy

Madcap Skills

Enchantment — Aura1 generic manaRed mana

Two mana for +3/+0 and menace is a rate that ignores every convention of fair aura design, and the gap is the whole point. An aura that hands its host evasion plus three power for one red and one generic is priced for the all-in aggressive shell that has already decided card disadvantage is acceptable: the deck that wants the game over before the two-for-one matters. Menace is the load-bearing word, not the power boost. A +3/+0 trick that can still be chump-blocked is a tempo play; +3/+0 that demands two blockers turns a single unblocked one-drop into a clock the defender cannot profitably stop without committing more board than they can afford. The cost is the one every cheap aura pays: the creature dies and your two mana, your card, and your tempo all leave together, which is why this lives only where you intend to punch through a window before that downside is collectible. That is the lineage it belongs to, the lineage of Rancor and Unflinching Courage and every other aura that asks you to gamble a card on a body surviving one more turn. Most of those hedge with a recursion clause or lifelink to soften the blowout. This one does not hedge at all; it bets the entire payoff on the aggressor staying ahead, and prices itself for players who plan to.

Madcap Skills (gtc)
GTC · #98common
Pricing
Normal: $0.15
Foil: $0.63
Oracle Text

Rules text

Enchant creature Enchanted creature gets +3/+0 and has menace.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

2 sets
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