Madman's Manor is a Trap Room that will be introduced with Boss Monster 2.
Strategy[]
A card best built in the later rooms of a dungeon (rooms 3 to 5) so as to have a better chance of activating its effect. While it works for getting used Spell cards, it works splendidly with cards that force a player to discard Spell Cards. Cards that can boost this Madman's Manor help to activate this card's effect more often.