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Academy Ruins: Allows for recursion for if a Platinum creature gets countered/discarded/killed to keep Madcap experiment live.
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Ancestral Vision: The budget draw engine for the deck. In the best case scenario it gets suspended on T1 and then after casting Madcap Experiment 3 additional cards plus the normal draw come into hand for what should be a pretty tight grip for keeping control.
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Castle Vantress: Because this deck is basically Mono-Blue with plenty of Islands its pretty much free quality card draw in the late game.
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Counterspell: Does a pretty great job at denying the opponent a win condition or removing a Platinum creature.
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Cryptic Command: Excellent modal spell due to having relevant options at all times.
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Disrupting Shoal: This is a proactive counterspell because it enables the possibility to tap out all mana sources for Madcap Experiment and yet still be able to counter the opponents countermagic/removal.
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Force of Negation: An absolute godsend when going second and in the early game being able to pitch for a critical negate. In the late game its just a hard noncreature counterspell which is just good enough.
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Hall of Storm Giants: This is the big ole' beatstick to apply pressure/win the game if the opponent doesn't surrender.
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Hydroelectric Specimen
: Very cool card because it is so versatile. Its pitch fodder, and emergency blocker/blue mana source and it also can suck up removal spells!
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Island: Still need to run basic lands respect Blood Moon.
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Jace, the Mind Sculptor: "Better than all the belle of the Planswalker ball. protection, card advantage, win condition, who ya gonna call?" ... but most of the time its to get platinum creatures out of the hand and back into the library to get Madcap Experiment online.
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Mountain: This is to hedge against the new fish blood moon Harbinger of the Seas.
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Otawara, Soaring City: Mostly just a blue mana source to cast spells on curve; but this is an emergency bounce for Teferi Time raveler and others as well.
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Pact of Negation: This is the same idea as disrupting shoal however; with Platinum Angel in play it is just %100 free.
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Platinum Angel: This answers opponents with alternative win conditions I.E. Mill/Infect.
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Platinum Emperion: Pretty much lights out for many conventional decks. It naturally is virtually immune to a lot of common removal in the format like dismember/fatal push/unholy heat.
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Preordain: Does an excellent job digging and filtering through the deck for getting land drops/Madcap Experiment.
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Remand: One of the best early game spells to see in hand. It is fantastic tempo and helps dig into the deck.
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Scalding Tarn: Fetches needed mana. Dives in for basics needed against Blood Moon/Harbinger of the Seas.
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Sink into Stupor
: Great catch-all bounce effect or just needed blue source.
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Snapcaster Mage: Gets value out of spells in the graveyard as well as being a nice 2/1 body for pressure/blocking.
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Spell Pierce: early game its basically negate.
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Steam Vents: Fetchable dual color source. because its an island it has great synergy with Castle Vantress.
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Subtlety: pretty much the wincon of the deck. Generate tempo and comes in at instant speed and swings in the air at a steady pace.