# Strategy Specifications
## Deck Name And Archetype
Jasmine Boreal of the Seven is a Pauper Commander strategy with a 100-card main deck, a 10-card Veles policy sideboard, and Jasmine Boreal of the Seven registered as the commander. The supplied format-aware validation contract says the deck passes: exactly 100 main-deck cards, singleton construction outside basic lands, 12 Forest, 8 Plains, and a legal 10-card sideboard for the active Veles sideboard model. Do not apply 60-card constructed deck-size rules to this command-zone format.

This is a rogue Selesnya commander deck rather than a stock metagame list, even though the current archetype tags are `combo, combo`. The registered cards read as a hybrid of commander-centric creature pressure, large vanilla or low-text creatures, green ramp, white-green removal, and sideboard bullets. Runtime pilots should treat the `combo` tag as a high-priority hypothesis to test against legal actions, not as permission to force a deterministic line when the board only offers combat, ramp, removal, or commander development.

The deck’s practical identity is Jasmine Boreal of the Seven plus bodies that appear intended to benefit from Jasmine’s creature-text incentives, supported by acceleration from Llanowar Elves, Avacyn's Pilgrim, Utopia Sprawl, Wild Growth, Overgrowth, Arcane Signet, Selesnya Signet, Commander's Sphere, Cultivate, Kodama's Reach, Ornithopter of Paradise, Wildfield Borderpost, and land fixing. Card text check required for any exact Jasmine Boreal of the Seven payoff calculation; the agent must rely on rules-engine legal actions and visible continuous effects rather than assuming a specific buff, evasion pattern, or combat restriction.

The main-deck role spread is wide and must be piloted as a board-development deck until a legal combo line is visible. Early creatures include Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Cliffhaven Sell-Sword, Devilthorn Fox, Oreskos Swiftclaw, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, and Swordwise Centaur; midrange and top-end pressure includes Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Canopy Gorger, Orazca Frillback, Vorstclaw, Alpha Tyrranax, Primordial Wurm, Ancient Brontodon, Tusked Colossodon, and Axebane Stag. The agent should not describe these as generic staples; they are registered deck-specific threats whose tactical value depends on Jasmine, mana curve, combat math, and opponent pressure.

The interaction suite is broad but mostly one-for-one or temporary, so legality and target quality matter. Nature's Claim, Disenchant, Naturalize, Generous Gift, Crib Swap, Journey to Nowhere, Banishing Light, Oblivion Ring, Introduction to Annihilation, Make Your Move, Shower of Arrows, Stormplain Detainment, Fog, Rebellious Strike, Sarkhan's Resolve, Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, and Besotted Knight // Betroth the Beast should be evaluated from visible board state and stack context. Card text check required for unfamiliar modal, adventure, combat trick, and removal details before making policy claims beyond legal-action selection.

Mana concerns are real because the deck needs early green for acceleration, white for commander and removal, and enough total mana to cast expensive creatures. Taplands and fixing lands such as Arctic Treeline, Botanical Plaza, Blossoming Sands, Radiant Grove, Tranquil Expanse, Thornglint Bridge, Selesnya Guildgate, Selesnya Sanctuary, Command Tower, Path of Ancestry, Thriving Grove, Thriving Heath, Citadel Gate, Manor Gate, Creosote Heath, Terramorphic Expanse, and Evolving Wilds make sequencing important. Hands with only slow lands and no early ramp may stumble; hands with green acceleration and either white access or a route to white are structurally stronger.

Opponent information status is unknown because no matchup, commander, decklist, colors, or metagame sample was supplied. The pilot should infer opponent role only from revealed commanders, public lands, visible permanents, stack actions, graveyards, exile, life totals, and legal-action prompts. When sideboarding or choosing interaction, do not name or assume opposing cards unless they are visible, logged, or explicitly represented as `opponent:` examples outside policy `Cards:` fields in later sections.

## Thesis
Jasmine Boreal of the Seven assembles commander-enabled creature pressure, not a deterministic spell combo. The deck wants early green mana, enough white access to deploy Jasmine Boreal of the Seven and removal, then a battlefield of low-text or vanilla creatures that can attack through many opposing boards once Jasmine's incentives matter. Treat the `combo` label as "commander plus compatible bodies plus combat math," and require rules-engine confirmation for every legal attack, block, target, and mana payment.

The primary win pattern is to turn mana acceleration into oversized creature deployment, then convert board presence into repeated attacks. Early bodies such as Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, and Swordwise Centaur create pressure or trade before the large threats arrive. Midgame and top-end bodies such as Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Canopy Gorger, Orazca Frillback, Vorstclaw, Alpha Tyrranax, Primordial Wurm, Ancient Brontodon, Tusked Colossodon, and Axebane Stag are the cards that close games when the pilot has stabilized mana and combat access.

Prioritize mana development before expensive threats unless the visible board demands defense immediately. Llanowar Elves, Avacyn's Pilgrim, Utopia Sprawl, Wild Growth, Overgrowth, Arcane Signet, Selesnya Signet, Commander's Sphere, Ornithopter of Paradise, Wildfield Borderpost, Cultivate, and Kodama's Reach are the deck's bridge from small creatures to seven-plus-mana bodies. Fetch and fixing lands such as Terramorphic Expanse, Evolving Wilds, Command Tower, Path of Ancestry, Selesnya Sanctuary, Citadel Gate, Manor Gate, Thriving Grove, Thriving Heath, and the green-white taplands should be sequenced to secure both colors while minimizing turns where the deck cannot spend its mana.

Do not pilot this list as hard control, fast aggro, or a hidden-card combo deck. The interaction is for buying attacks, answering blockers or engines, surviving lethal turns, and protecting a board that is already worth protecting. Nature's Claim, Disenchant, Naturalize, Generous Gift, Crib Swap, Journey to Nowhere, Banishing Light, Oblivion Ring, Introduction to Annihilation, Make Your Move, Shower of Arrows, Stormplain Detainment, Fog, Rebellious Strike, Sarkhan's Resolve, Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, and Besotted Knight // Betroth the Beast must be spent from visible threats, stack context, and legal targets, not from generic fear.

## Role Package
- Threats: Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Elvish Ranger, Panther Warriors, Garruk's Gorehorn, Terrain Elemental, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, Cowl Prowler, Oreskos Swiftclaw, Devilthorn Fox, Swordwise Centaur, Prizefighter Construct, Canopy Gorger, Alpine Grizzly, Orazca Frillback, Vorstclaw, Alpha Tyrranax, Primordial Wurm, Ancient Brontodon, Tusked Colossodon, and Axebane Stag are the main pressure package. Prefer threats that spend mana efficiently, improve blocking against visible pressure, or become hard to block with Jasmine Boreal of the Seven.

- Payoffs: Jasmine Boreal of the Seven is the commander payoff and the deck's reason to play so many simple creatures. Card text check required for exact runtime effects, but the strategic plan is to make no-ability or low-text bodies matter more than their raw rate. Besotted Knight // Betroth the Beast, Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Rebellious Strike, and Sarkhan's Resolve are conditional payoff or combat-conversion cards only when their legal modes improve a specific attack, block, or survival line.

- Engines: Utopia Sprawl, Wild Growth, Overgrowth, Llanowar Elves, Avacyn's Pilgrim, Ornithopter of Paradise, Arcane Signet, Selesnya Signet, Commander's Sphere, Wildfield Borderpost, Cultivate, and Kodama's Reach are the sustained mana engine. The deck's engine is resource acceleration, not card-loop recursion.

- Velocity: Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, Tuinvale Treefolk // Oaken Boon, and Garenbrig Carver // Shield's Might help find or shape action. Use selection to hit land drops, locate a body for Jasmine pressure, or find interaction when the visible board already threatens a loss.

- Interaction: Nature's Claim, Disenchant, Naturalize, Generous Gift, Crib Swap, Journey to Nowhere, Banishing Light, Oblivion Ring, Introduction to Annihilation, Make Your Move, Shower of Arrows, and Stormplain Detainment answer permanents or combat states. Preserve flexible answers for opposing engines, evasive lethal attackers, protected blockers, or cards that invalidate creature combat.

- Protection: Fog, Wrap in Vigor from the sideboard, Prismatic Strands from the sideboard, Standard Bearer from the sideboard, Obsidian Acolyte from the sideboard, Crimson Acolyte from the sideboard, Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Rebellious Strike, and Sarkhan's Resolve are protection or combat-swing tools when legal text supports that role. Card text check required for exact prevention, pump, targeting, and protection details.

- Recursion: The registered deck has no clear recursion engine. Do not value graveyard filling as a plan unless a visible legal action or sideboarded Relic of Progenitus decision makes graveyards strategically relevant.

- Mana: Forest, Plains, Arctic Treeline, Botanical Plaza, Blossoming Sands, Radiant Grove, Tranquil Expanse, Thornglint Bridge, Selesnya Guildgate, Selesnya Sanctuary, Command Tower, Path of Ancestry, Thriving Grove, Thriving Heath, Citadel Gate, Manor Gate, Creosote Heath, Terramorphic Expanse, and Evolving Wilds support the green-white base. Bias early land choices toward untapped green for acceleration and reliable white for Jasmine Boreal of the Seven plus removal.

- Sideboard modules: Dust to Dust and Gleeful Sabotage reinforce artifact/enchantment pressure; Relic of Progenitus fights graveyard dependency; Scattershot Archer pressures small fliers; Weather the Storm helps against burst damage; Standard Bearer, Obsidian Acolyte, Crimson Acolyte, Prismatic Strands, and Wrap in Vigor protect key combat or board states. Sideboard decisions must follow exact Veles sideboard plans later, not improvised card-count swaps.

## Primary Win Conditions
- Commander-enabled board pressure is the main win path: set up green-white mana, cast Jasmine Boreal of the Seven when she is legal and not immediately outclassed, then attack with simple high-power creatures that benefit from her plan. Card text check required for exact Jasmine Boreal of the Seven wording, but the deck is built to make Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Knight of New Benalia, Swordwise Centaur, Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Canopy Gorger, Orazca Frillback, Vorstclaw, Alpha Tyrranax, Primordial Wurm, Ancient Brontodon, Tusked Colossodon, and Axebane Stag convert into lethal attacks. Prioritize this path when mana is functional, at least one creature can attack or block profitably from visible board state, and the opponent is relying on creature combat rather than sweepers or unblockable pressure.

- Mana-acceleration into oversized threats is the cleanest non-commander win path: deploy Llanowar Elves, Avacyn's Pilgrim, Ornithopter of Paradise, Utopia Sprawl, Wild Growth, Overgrowth, Arcane Signet, Selesnya Signet, Commander's Sphere, Wildfield Borderpost, Cultivate, or Kodama's Reach before committing expensive creatures. Execute by spending early turns increasing mana, then present one large body per turn until the opponent must answer the battlefield instead of advancing their plan. Disruption is removal on mana creatures, destroyed enchanted lands, bounce on Selesnya Sanctuary, or tempo pressure that punishes tapped lands; when those are visible risks, prefer land-based ramp and cheaper stabilizers before seven-plus-mana creatures.

- Removal-backed combat is the main closing line against boards with blockers: use Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Introduction to Annihilation, Make Your Move, Shower of Arrows, or Stormplain Detainment to clear the creature or permanent that stops lethal or invalidates attacks. Prioritize flexible removal only when the target changes combat math, protects a lethal clock, removes an engine that will outscale this deck, or prevents an immediate loss. Do not spend Nature's Claim, Disenchant, or Naturalize on low-impact artifacts or enchantments unless legal text and visible state show the permanent is blocking the win path or creating a faster opposing clock.

- Combat-trick conversion is a conditional win path, not a default plan: use Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Rebellious Strike, Sarkhan's Resolve, Besotted Knight // Betroth the Beast, Fog, and sideboarded Prismatic Strands or Wrap in Vigor only when legal actions and visible combat show that the spell preserves a key attacker, wins a race, blanks a lethal counterattack, or creates a favorable attack step. Card text check required for exact adventure, pump, prevention, and damage modes; never assume a trick changes power, toughness, protection, or damage unless the rules engine exposes that legal effect.

## Secondary Win Conditions
- Small-creature fallback pressure matters when the top end is slow or removed: curve Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, Terrain Elemental, Alpine Grizzly, and Swordwise Centaur into repeated attacks before opponents stabilize. This line is strongest against stumbling mana, low blocker density, or opponents spending turns on setup. Shift away from it when attacks trade down into tokens, lifegain erases the clock, or a larger blocker makes multiple creatures ineffective.

- Value-through-selection is the backup plan when cards are running low: cast Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, Tuinvale Treefolk // Oaken Boon, or Garenbrig Carver // Shield's Might to find lands, creatures, or interaction according to the current pressure. Use selection before committing a land only when the legal selection could change the land drop, and use it after developing mana when the immediate board already demands a blocker or removal spell.

- Permanent-answer attrition is the fallback against engines and prison pieces: save Nature's Claim, Disenchant, Naturalize, Generous Gift, Introduction to Annihilation, Banishing Light, Oblivion Ring, Journey to Nowhere, and sideboarded Dust to Dust or Gleeful Sabotage for permanents that generate repeated advantage or stop attacks. This deck does not have a hard lock, recursion engine, or creature-land package, so attrition wins by preventing the opponent's key permanent from taking over while ordinary creatures keep attacking.

- Direct burn is not a registered primary plan: do not route toward burn kills unless a visible legal action from Sarkhan's Resolve, Shower of Arrows, Rebellious Strike, or another registered card explicitly targets a player or lethal object. Card text check required before treating any of those cards as reach.

- Graveyard recursion is not a deck plan: the main deck has no clear recursion engine, and Relic of Progenitus is sideboard graveyard interaction rather than self-synergy. Treat the graveyard as public information for opposing threats, not as a resource to build around.

## Emergency Lines
- Behind on life, stabilize before advancing the slow plan: prioritize legal blockers, Fog, Prismatic Strands after sideboarding, Weather the Storm after sideboarding, removal on evasive or lethal attackers, and creatures that absorb damage over expensive attackers that do not affect the next combat. Keep Jasmine Boreal of the Seven back when commander attacks do not improve survival.

- Behind on board, trade material to stop the next lethal or snowballing attack: use Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Make Your Move, Shower of Arrows, Stormplain Detainment, Introduction to Annihilation, or a large blocker on the permanent that matters most from visible combat math. Do not protect a marginal creature if the same mana can answer the threat causing the loss.

- Behind on cards, spend selection for impact rather than texture: Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, and modal adventure cards should look for a land drop, stabilizing creature, or answer that changes the current turn cycle. Avoid low-impact attacks that lose creatures for no damage when card quantity is already the bottleneck.

- Behind on mana, rebuild from reliable sources first: prioritize land drops, Terramorphic Expanse, Evolving Wilds, Cultivate, Kodama's Reach, signets, Commander's Sphere, Wild Growth, Utopia Sprawl, and Overgrowth before casting oversized creatures. If enchanted-land removal or bounce is visible, spread risk across artifacts, creatures, and basic Forest or Plains instead of stacking all mana on one land.

- If Jasmine Boreal of the Seven is removed or commander tax is too high, win with normal creature sizing and interaction-backed attacks. Do not recast the commander into obvious tempo loss when the same mana casts Vorstclaw, Alpha Tyrranax, Primordial Wurm, Ancient Brontodon, Tusked Colossodon, Axebane Stag, or multiple stabilizing plays.

- If the main combat plan is blanked, change the axis through sideboard roles when legal: bring artifact/enchantment pressure, graveyard hate, flier pressure, color protection, prevention, or anti-burn lifegain according to the exact Sideboard Map. In-game, use those cards only against visible threats and legal targets, not as generic value spells.

## Resource Model
- Life is a race buffer for reaching Jasmine Boreal of the Seven plus large vanilla creatures, not a spendable combo resource. Preserve life against evasive pressure and go-wide attacks with blockers, Fog, removal, and sideboard bullets such as Prismatic Strands or Weather the Storm; accept damage only when the return is a faster lethal clock or a much stronger board.

- Hand size is this deck's scarce planning resource because most threats are one-for-one creatures and the list has limited raw card draw. Use Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, and creature-adventure halves such as Tuinvale Treefolk // Oaken Boon or Garenbrig Carver // Shield's Might to convert a weak hand into the missing land, threat, or stabilizer; do not spend selection for cosmetic improvement when a visible attacker, blocker, or engine requires an answer.

- Mana is the deck's main conversion engine: early acceleration turns ordinary creatures into a board-size advantage and makes seven-plus-mana bodies realistic. Prioritize Llanowar Elves, Avacyn's Pilgrim, Poison Dart Frog, Ornithopter of Paradise, Arcane Signet, Selesnya Signet, Wild Growth, Utopia Sprawl, Overgrowth, Cultivate, Kodama's Reach, Commander's Sphere, and Wildfield Borderpost when the hand contains expensive creatures or commander tax risk.

- Board material wins through size and combat permission, not sacrifice value. Keep enough vanilla creatures on battlefield for Jasmine Boreal of the Seven to matter, and trade them only when the trade prevents lethal, removes an opposing key blocker, or protects a future attack step. Treat Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, Swordwise Centaur, Alpine Grizzly, and larger creatures as clock pieces before treating them as disposable bodies.

- Graveyard and exile are mostly information zones for this deck. Use the graveyard to track spent removal, dead threats, flashback or recursion risk from the opponent, and Relic of Progenitus timing after sideboarding; do not assume self-recursion or exile-cast value unless a visible legal action explicitly grants it. Introduction to Annihilation and exile-style removal should be judged by the target's board impact and the cost of giving the opponent any exposed benefit from card text; Card text check required for exact draw or exile riders if the engine prompt is ambiguous.

- Lands are both color fixing and tempo liabilities. Tapped lands improve long-game color reliability, while Selesnya Sanctuary, Terramorphic Expanse, Evolving Wilds, Citadel Gate, Manor Gate, Thriving Grove, Thriving Heath, Path of Ancestry, Botanical Plaza, Arctic Treeline, Blossoming Sands, Radiant Grove, Creosote Heath, Thornglint Bridge, Tranquil Expanse, Selesnya Guildgate, and Selesnya Sanctuary can slow early plays. Sequence them when the hand has no one-mana play or when a later double-spell turn matters more than immediate pressure.

- Sacrifice fodder is not a planned resource. Do not expose creatures to sacrifice costs or chump blocks as if the deck has recursion; use expendable bodies only to prevent decisive damage, protect Jasmine Boreal of the Seven, or buy the turn needed for a larger blocker or removal spell.

- Tempo is created by curving simple creatures into removal-backed attacks. Spend Nature's Claim, Disenchant, Naturalize, Generous Gift, Crib Swap, Journey to Nowhere, Banishing Light, Oblivion Ring, Make Your Move, Shower of Arrows, Stormplain Detainment, and Introduction to Annihilation when the answer unlocks attacks or stops a faster engine; otherwise keep developing mana and bodies.

- Information should change commitments, not invent certainty. Use revealed hands, public graveyards, visible mana, known commander tax, and legal action prompts to decide whether to commit Jasmine Boreal of the Seven, tap out for a large creature, hold Fog, or keep interaction open.

- Sideboard bullets are narrow resources with high timing value. Dust to Dust and Gleeful Sabotage answer artifact/enchantment density, Standard Bearer redirects some targeted plans if legal text supports it, Obsidian Acolyte and Crimson Acolyte protect against color-specific interaction, Scattershot Archer pressures small fliers, Relic of Progenitus attacks graveyards, Wrap in Vigor protects a board, Prismatic Strands prevents damage, and Weather the Storm buys time against burst damage; Card text check required for exact activation, targeting, and prevention restrictions.

## Mana Guide
- Keep hands that can cast early plays and reach both colors without relying on a single fragile source. A strong opener has at least two mana sources, access to green for ramp or selection, and a path to white for Jasmine Boreal of the Seven or removal; a slower hand needs Cultivate, Kodama's Reach, Arcane Signet, Selesnya Signet, Commander's Sphere, Wildfield Borderpost, or multiple lands that enter untapped or fix both colors.

- Mulligan hands that cannot produce green by turn two unless they already cast multiple white creatures and have a visible route to green. Mulligan hands with only tapped lands and no one- or two-mana play against fast starts, and be skeptical of hands whose first meaningful action is a five-plus-mana creature without ramp.

- Fetch basics according to the hand's bottleneck. Terramorphic Expanse and Evolving Wilds should usually find Forest when the hand needs Llanowar Elves, Wild Growth, Utopia Sprawl, Overgrowth, Cultivate, Kodama's Reach, Track Down, Adventure Awaits, Elven Farsight, or large green creatures; find Plains when white removal, Jasmine Boreal of the Seven, or early white attackers are stranded.

- Sequence tapped fixing early when it does not cost a legal spell. Play Arctic Treeline, Botanical Plaza, Blossoming Sands, Radiant Grove, Tranquil Expanse, Selesnya Guildgate, Thornglint Bridge, Creosote Heath, Citadel Gate, Manor Gate, Thriving Grove, Thriving Heath, Path of Ancestry, or Selesnya Sanctuary before untapped basics when the turn has no one-mana action. Prefer untapped Forest or Plains when it enables Llanowar Elves, Avacyn's Pilgrim, Wild Growth, Utopia Sprawl, Nature's Claim, Fog, Elite Vanguard, or Savannah Lions.

- Protect enchanted lands from avoidable concentration risk. Put Wild Growth, Utopia Sprawl, and Overgrowth on a stable land when possible, usually a basic Forest for green enchantments, and avoid stacking multiple enchantments on one land if visible artifact/enchantment/land interaction or bounce makes that land a single point of failure.

- Use Jasmine Boreal of the Seven mana only when the legal action is a creature spell it can pay for. Its mana is most important for vanilla creatures such as Blade of the Sixth Pride, Elvish Ranger, Panther Warriors, Garruk's Gorehorn, Tusked Colossodon, Axebane Stag, Ancient Brontodon, Cowl Prowler, Canopy Gorger, Orazca Frillback, Vorstclaw, Alpha Tyrranax, and Primordial Wurm; do not assume it pays for removal, artifacts, enchantments, adventures, or noncreature spells unless the engine offers that payment.

- Play land before draw or selection when the land drop is forced, when mana is needed for the current spell, or when bluffing is irrelevant. Delay the land until after Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, or a visible scry/surveil-style action when the choice could reveal whether the turn needs a different color, a bounce-land setup, or an untapped source.

- Spend mana to affect the next combat before spending it on distant top end. If the opponent can present lethal or a dominant attack, hold up Fog, Prismatic Strands after sideboarding, instant-speed removal, or a relevant trick before casting Ancient Brontodon, Primordial Wurm, Alpha Tyrranax, Vorstclaw, or Tusked Colossodon.

## Mulligan Guide
- Strong keep: Keep two-to-four land hands with Forest plus Plains or Command Tower, an early accelerator such as Llanowar Elves, Avacyn's Pilgrim, Wild Growth, Utopia Sprawl, Arcane Signet, Selesnya Signet, Cultivate, or Kodama's Reach, and at least one pressure card such as Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Swordwise Centaur, Alpine Grizzly, or Jasmine Boreal of the Seven. This hand advances the commander plan while still casting spells if Jasmine Boreal of the Seven is delayed.

- Medium keep: Keep slower fixing hands with Botanical Plaza, Arctic Treeline, Blossoming Sands, Selesnya Guildgate, Thornglint Bridge, Terramorphic Expanse, Evolving Wilds, Thriving Grove, Thriving Heath, or Selesnya Sanctuary when they also contain Track Down, Adventure Awaits, Elven Farsight, Introduction to Prophecy, Cultivate, Kodama's Reach, or a castable two-drop. These hands are acceptable when they spend the first turns making colors rather than passing.

- Risky keep: Keep one-land hands only with Forest plus Llanowar Elves, Avacyn's Pilgrim, Wild Growth, or Utopia Sprawl and at least one cheap follow-up; ship one-land hands relying on tapped fixing, Selesnya Sanctuary, or only Plains unless the engine-visible matchup is extremely slow. A one-land hand with Forest, Wild Growth, Elite Vanguard, Blade of the Sixth Pride, Track Down, and large creatures is still fragile because removal or missed land drops strands the curve.

- Automatic ship: Mulligan zero-land hands, all-spell hands, all-land hands with no selection, and hands whose first meaningful action is Ancient Brontodon, Primordial Wurm, Alpha Tyrranax, Vorstclaw, Tusked Colossodon, or Axebane Stag without ramp. Also ship hands with only colorless or wrong-color development from Arcane Signet, Selesnya Signet, Wildfield Borderpost, or Commander's Sphere if no land sequence can cast the first two turns.

- Matchup-dependent keep: Keep Fog, Crib Swap, Journey to Nowhere, Banishing Light, Oblivion Ring, Make Your Move, Shower of Arrows, Stormplain Detainment, Generous Gift, or Introduction to Annihilation earlier against visible fast commanders, voltron threats, evasive pressure, or combo permanents. Against slow durdle or removal-heavy starts, prefer redundant mana plus durable bodies over reactive hands with no clock.

- Play/draw rule: On the play, prioritize untapped Forest or Plains plus a one-mana accelerator or one-mana creature because missing turn-one development makes the vanilla curve too slow. On the draw, accept more tapped-land fixing if the hand has Track Down, Adventure Awaits, Elven Farsight, Cultivate, Kodama's Reach, or Journey to Nowhere to recover tempo.

- Trap hand: Do not keep a hand that looks powerful because it has Jasmine Boreal of the Seven plus multiple huge creatures but cannot cast Jasmine on time. Do not keep a hand full of Nature's Claim, Disenchant, Naturalize, Generous Gift, and Introduction to Annihilation unless the opposing commander or revealed public plan makes those answers live.

## Turn Arc
- Turn 1: Prefer untapped Forest into Llanowar Elves, Avacyn's Pilgrim, Wild Growth, or Utopia Sprawl when legal; prefer untapped Plains into Elite Vanguard or Savannah Lions when the hand already has green access. If no one-mana play exists, lead with the tapped land that fixes the most future colors, usually Command Tower, Path of Ancestry, Botanical Plaza, Arctic Treeline, Blossoming Sands, Radiant Grove, Thornglint Bridge, Tranquil Expanse, Selesnya Guildgate, Citadel Gate, Manor Gate, Thriving Grove, or Thriving Heath.

- Turn 2: Cast Arcane Signet, Selesnya Signet, Wildfield Borderpost, Ornithopter of Paradise, Poison Dart Frog, Track Down, Adventure Awaits, Elven Farsight, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Terrain Elemental, or Knight of New Benalia according to mana and pressure. Deviate to Nature's Claim, Disenchant, Naturalize, Journey to Nowhere, or Crib Swap only when the visible permanent or creature will snowball faster than your commander curve.

- Turn 3: Cast Jasmine Boreal of the Seven when the board is not demanding immediate removal and the next turn can use its creature-mana or evasion text through legal attacks. If Jasmine is unsafe or unavailable, use Cultivate, Kodama's Reach, Commander's Sphere, Overgrowth, Banishing Light, Oblivion Ring, Stormplain Detainment, or a clean creature curve such as Swordwise Centaur, Elvish Ranger, Prowling Caracal, Alpine Grizzly, or Prizefighter Construct.

- Turns 4-5: Convert setup into board pressure by casting vanilla bodies that benefit from Jasmine Boreal of the Seven, especially Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Canopy Gorger, Orazca Frillback, Tusked Colossodon, Axebane Stag, Vorstclaw, Alpha Tyrranax, and Primordial Wurm when mana allows. Hold up Fog or instant interaction instead of tapping out when visible attacks threaten lethal, commander damage pressure, or a decisive combo turn.

- Late game: Prioritize actions that either end the game, remove the only blocker that matters, or stabilize against lethal. Cast Ancient Brontodon, Primordial Wurm, Alpha Tyrranax, Vorstclaw, Introduction to Annihilation, Generous Gift, Shower of Arrows, or Make Your Move when the engine-visible board shows the play changes combat math immediately; otherwise use Introduction to Prophecy, Track Down, Adventure Awaits, Elven Farsight, or command-zone recasts to rebuild. Card text check required for exact adventure-mode timing on Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Tuinvale Treefolk // Oaken Boon, and Besotted Knight // Betroth the Beast if the legal action label does not expose the mode clearly.

## Card Roles
- Commander role: Jasmine Boreal of the Seven is the deck's payoff, mana bridge, and combat rule-changer for no-ability creatures. Cast Jasmine when the next legal turn can convert its creature-only mana or unblockable-style pressure into board growth; avoid running it into open removal when your hand already curves naturally and you can make the opponent answer smaller threats first.

- One-mana pressure role: Elite Vanguard and Savannah Lions are early damage tools that become more relevant when Jasmine Boreal of the Seven makes no-ability attackers harder to block. Lead with them when the hand has green mana already covered; do not prioritize them over Llanowar Elves, Avacyn's Pilgrim, Wild Growth, or Utopia Sprawl when your hand needs ramp to reach the large-creature endgame.

- One-mana acceleration role: Llanowar Elves and Avacyn's Pilgrim are premium openers because they move Jasmine Boreal of the Seven, Cultivate, Kodama's Reach, and three-drop bodies ahead of schedule. Protect them from bad attacks unless the damage changes a race, because this deck's expensive vanilla bodies punish missed mana development.

- Aura acceleration role: Wild Growth, Utopia Sprawl, and Overgrowth turn a Forest-heavy draw into the fastest route toward Tusked Colossodon, Vorstclaw, Alpha Tyrranax, Primordial Wurm, or Ancient Brontodon. Put them on lands that are least likely to be bounced or sacrificed, and remember that Utopia Sprawl needs a legal Forest target.

- Artifact acceleration role: Arcane Signet, Selesnya Signet, Commander's Sphere, Ornithopter of Paradise, Wildfield Borderpost, and Poison Dart Frog smooth awkward colors and make commander recasts realistic. Spend early turns on these over medium bodies when your hand contains multiple five-plus-mana creatures; deploy bodies first only when the opponent is slow and your colors are already stable. Card text check required for Poison Dart Frog combat or mana restrictions if the legal action label is ambiguous.

- Land-search role: Cultivate, Kodama's Reach, Terramorphic Expanse, and Evolving Wilds are fixing first and deck-thinning second. Choose Forest or Plains based on the next two legal plays, not on equalizing land counts; prioritize green when it unlocks ramp and white when removal such as Journey to Nowhere, Crib Swap, Banishing Light, Oblivion Ring, or Make Your Move is needed.

- Cheap vanilla body role: Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Elvish Ranger, Terrain Elemental, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, Oreskos Swiftclaw, Devilthorn Fox, Swordwise Centaur, Alpine Grizzly, and Prizefighter Construct are the curve-filler pressure package. Cast them before Jasmine when you need board presence, after Jasmine when you can use commander mana, and hold them only when a sweeper or obvious combat blowout is visible.

- Midrange vanilla body role: Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Orazca Frillback, Canopy Gorger, Axebane Stag, and Tusked Colossodon provide the normal path from ramp to lethal attacks. They are strongest when Jasmine Boreal of the Seven is active and the opposing board is full of ability-bearing blockers; they are weakest when the opponent can ignore combat with flyers, combo, or repeated removal.

- Top-end pressure role: Vorstclaw, Alpha Tyrranax, Primordial Wurm, and Ancient Brontodon are finishers, not stabilizers unless their size immediately stops attacks. Cast them when the visible board is stable or when one giant attacker creates a two-turn clock; do not tap out for them through lethal pressure if Fog, Prismatic Strands after sideboarding, Crib Swap, Generous Gift, Shower of Arrows, or Make Your Move can preserve the game.

- Modal creature role: Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Tuinvale Treefolk // Oaken Boon, and Besotted Knight // Betroth the Beast add flexibility around combat and curve. Card text check required when the engine offers an adventure or instant-mode action; use the creature side when you need Jasmine synergy and the trick side only when legal text shows a concrete combat or survival benefit.

- Card selection role: Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, and Introduction to Annihilation help convert slow or flooded draws into action. Use selection before land drops when it can change which land to play; use Introduction to Annihilation as removal only when giving the opponent a card is less dangerous than the visible permanent remaining.

- Enchantment removal role: Journey to Nowhere, Banishing Light, Oblivion Ring, and Stormplain Detainment are main-deck answers to commanders, blockers, engines, or combo permanents. Spend them on threats your creatures cannot attack through or race; avoid using them on temporary blockers if Jasmine Boreal of the Seven already makes the attack legal and favorable. Card text check required for Stormplain Detainment if the exact exile, detain, or combat restriction text is not visible.

- Instant removal role: Crib Swap, Generous Gift, Make Your Move, Shower of Arrows, Rebellious Strike, Sarkhan's Resolve, and Fog are the emergency stack-and-combat package. Hold Crib Swap and Generous Gift for commanders or game-ending permanents unless tempo demands otherwise; use Fog only to blank a decisive attack, set up a lethal backswing, or survive to a stabilizing play. Card text check required for Make Your Move, Shower of Arrows, Rebellious Strike, and Sarkhan's Resolve if legal labels do not reveal target limits or damage math.

- Artifact/enchantment answer role: Nature's Claim, Disenchant, Naturalize, and Introduction to Annihilation answer noncreature engines that the vanilla combat plan cannot beat. Do not fire Nature's Claim at low-impact artifacts just because it is cheap; life gain matters less than removing a lock, combo piece, aura, equipment, or mana engine, but wasting the answer can leave the deck cold to a later permanent.

- Land role: Command Tower, Path of Ancestry, Arctic Treeline, Botanical Plaza, Blossoming Sands, Radiant Grove, Thornglint Bridge, Tranquil Expanse, Selesnya Guildgate, Selesnya Sanctuary, Thriving Grove, Thriving Heath, Citadel Gate, Manor Gate, Creosote Heath, Plains, and Forest are sequencing pieces, not interchangeable sources. Lead tapped duals early when no one-mana play is available, preserve Selesnya Sanctuary until it does not cost tempo, and choose Gate or Thriving colors from visible hand requirements.

- Synergy rule: No-ability creatures are not merely filler in this deck; they are the intended payload for Jasmine Boreal of the Seven. When legal actions show a choice between a creature with no abilities and a similar noncreature setup spell, favor the creature if Jasmine is active, blockers have abilities, and the attack step is the clearest route to winning.

- Common mistake: Do not over-sideways the board just because creatures may be difficult to block under Jasmine Boreal of the Seven. Keep back enough toughness to survive visible crack-back attacks, especially when the opponent has flyers, menace-style pressure, pump mana, or commander damage pressure that the vanilla ground plan cannot easily block.

- Matchup note: Against fast creature decks, cheap bodies are blockers first until a larger creature or Fog effect turns the race. Against control, stagger Jasmine Boreal of the Seven, ramp, and large vanilla threats so one removal spell does not erase the whole turn. Against artifact, enchantment, or graveyard engines, main-deck Naturalize effects and exile-style answers move up in priority even if that delays pressure.

### Card Hover Notes

#### Jasmine Boreal of the Seven
- Deck role: Main, 1 copy, commander and core piece.
- Role type: engine piece; mechanic payoff; mana/fixing/ramp; threat/clock.
- Deck-specific job: Turns this deck's many no-ability creature bodies into a combat plan by making creatures you control with no abilities unable to be blocked by creatures with abilities, while also tapping for {G}{W} usable only to cast creature spells with no abilities.
- Timing: Cast when the next turn can use either restricted creature mana or improved attacks; delay if the opponent can remove her before she changes combat and the same mana must answer a visible engine or lethal attack.
- Inputs / outputs: Costs {1}{G}{W}; outputs restricted {G}{W} for qualifying creature spells and combat access for qualifying attackers.
- Partners / packages: Best with likely no-ability pressure cards Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Panther Warriors, Garruk's Gorehorn, Vorstclaw, Alpha Tyrranax, Primordial Wurm, and Ancient Brontodon, but engine legality must confirm no-ability status where Card Reference metadata is missing.
- Role peers: No direct peer; closest role overlap is mana from Arcane Signet, Selesnya Signet, Commander's Sphere, Llanowar Elves, Avacyn's Pilgrim, Ornithopter of Paradise, and Poison Dart Frog.
- Failure modes: Her mana cannot cast removal, artifacts, enchantments, adventures, or creatures with abilities; losing Jasmine can turn attacks that looked unblockable into ordinary combat.
- Matchup / visibility hooks: Strongest against ability-heavy creature boards; weaker when opponents race through flyers, removal, noncombat engines, or blockers without abilities.

#### Elite Vanguard
- Deck role: Main, 1 copy, early no-frills pressure body.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A one-mana 2/1 that starts damage early and later becomes a Jasmine Boreal of the Seven payload if the engine confirms it has no abilities.
- Timing: Lead with Elite Vanguard when white is available and green development is already covered; choose Llanowar Elves, Avacyn's Pilgrim, Wild Growth, or Utopia Sprawl first when the hand needs acceleration more than turn-one damage.
- Inputs / outputs: Consumes {W}; outputs a low-toughness attacker or emergency blocker.
- Partners / packages: Uses Jasmine Boreal of the Seven for combat access, Rebellious Strike for surprise extra damage plus a card, and Fog or Prismatic Strands to justify an aggressive race.
- Role peers: Savannah Lions is the closest one-mana peer; Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Dromoka Warrior, Oreskos Swiftclaw, Devilthorn Fox, Knight of New Benalia, and Prowling Caracal fill the two-mana 3-power slot.
- Failure modes: Card Reference metadata lacks Oracle text, so no-ability assumptions must be confirmed by the engine; 1 toughness trades down into tokens and pingers.
- Matchup / visibility hooks: Better versus slow setup decks; becomes a blocker first against fast starts where preserving life unlocks larger follow-ups.

#### Savannah Lions
- Deck role: Main, 1 copy, early no-frills pressure body.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Provides the second registered one-mana 2-power white attacker, giving the deck a way to pressure before Jasmine Boreal of the Seven or ramp spells take over.
- Timing: Cast on turn one when white is available and the hand still has a path to green; hold only when blocking next turn is impossible and a ramp play is clearly more important.
- Inputs / outputs: Consumes {W}; outputs early combat damage and a small blocker.
- Partners / packages: Pairs with Jasmine Boreal of the Seven for ability-blocker evasion, Rebellious Strike to convert an unblocked attack into a larger hit, and Journey to Nowhere or Crib Swap to clear the one blocker that stops it.
- Role peers: Elite Vanguard is the direct peer; the closest higher-cost peers are Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Knight of New Benalia, and Prowling Caracal.
- Failure modes: Card Reference metadata lacks Oracle text; use engine-visible abilities before counting it for Jasmine. It is poor when the opponent has spare 1/1s or lifegain.
- Matchup / visibility hooks: Best against control or big-mana starts; sideboard down in games where Scattershot Archer, Weather the Storm, or Prismatic Strands is needed to survive evasive or burst damage.

#### Blade of the Sixth Pride
- Deck role: Main, 1 copy, efficient two-mana pressure creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Supplies 3 power for {1}{W}, letting Jasmine Boreal of the Seven turn a small mana investment into meaningful combat damage.
- Timing: Cast before Jasmine when the board needs material; cast after Jasmine when her restricted mana can help deploy it if the engine confirms it has no abilities.
- Inputs / outputs: Consumes two mana including one white; outputs a 3/1 attacker that trades aggressively.
- Partners / packages: Works with Jasmine Boreal of the Seven for attacking through creatures with abilities, Rebellious Strike for burst damage, and Banishing Light or Oblivion Ring when one nonland permanent prevents attacks.
- Role peers: Cliffhaven Sell-Sword, Savai Sabertooth, Dromoka Warrior, Oreskos Swiftclaw, Devilthorn Fox, Knight of New Benalia, and Prowling Caracal are the nearest 3-power white peers.
- Failure modes: Card Reference metadata lacks Oracle text; do not rely on no-ability status without engine confirmation. One toughness makes it fragile on defense.
- Matchup / visibility hooks: Better in races where 3 damage matters; worse against go-wide blockers unless Jasmine has changed legal blocking.

#### Cliffhaven Sell-Sword
- Deck role: Main, 1 copy, efficient two-mana pressure creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Adds another {1}{W} 3/1 body so the deck can keep pressure high even after the first small attacker dies.
- Timing: Deploy early when white mana is available and the opponent is not threatening a must-answer permanent; delay if holding up Fog, Nature's Claim, or Crib Swap is the survival line.
- Inputs / outputs: Consumes two mana including one white; outputs a fragile but high-power ground body.
- Partners / packages: Uses Jasmine Boreal of the Seven for ability-blocker evasion, Besotted Knight // Betroth the Beast for a Royal Role token that gives +1/+1 and ward {1}, and Journey to Nowhere to remove a creature that blocks or races it.
- Role peers: Blade of the Sixth Pride, Savai Sabertooth, Dromoka Warrior, Oreskos Swiftclaw, Devilthorn Fox, Knight of New Benalia, and Prowling Caracal.
- Failure modes: Card Reference metadata lacks Oracle text; engine must confirm whether Jasmine applies. It is a weak topdeck if the opponent controls expendable blockers.
- Matchup / visibility hooks: Strong against slow decks without early blockers; becomes expendable defense against aggro while larger creatures are being set up.

#### Savai Sabertooth
- Deck role: Main, 1 copy, efficient two-mana pressure creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Another 3/1 for {1}{W} that increases the density of bodies Jasmine Boreal of the Seven can potentially convert into hard-to-block attacks.
- Timing: Prioritize it when the curve needs a creature on turn two; choose ramp instead when hand contains Panther Warriors, Garruk's Gorehorn, Tusked Colossodon, or Ancient Brontodon and mana is the bottleneck.
- Inputs / outputs: Consumes two mana including one white; outputs 3 power and a low-toughness blocker.
- Partners / packages: Pairs with Jasmine Boreal of the Seven, Rebellious Strike, and Make Your Move when the opponent's large blocker or artifact/enchantment must be removed for the attack.
- Role peers: Blade of the Sixth Pride, Cliffhaven Sell-Sword, Dromoka Warrior, Oreskos Swiftclaw, Devilthorn Fox, Knight of New Benalia, and Prowling Caracal.
- Failure modes: Card Reference metadata lacks Oracle text; avoid assuming no-ability synergy unless Veles exposes it. Vulnerable to any one-damage effect.
- Matchup / visibility hooks: Best when repeated 3-power bodies tax spot removal; low value into token boards unless Jasmine changes blocks.

#### Elvish Ranger
- Deck role: Main, 1 copy, three-mana high-power creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Converts green mana into 4 power, giving the deck a mid-curve attacker that can bridge from early bodies to the six-plus-mana finishers.
- Timing: Cast on curve when the deck needs pressure; prefer Cultivate, Kodama's Reach, or Overgrowth first when the hand has multiple expensive creatures and no fourth or fifth mana lined up.
- Inputs / outputs: Consumes {2}{G}; outputs a 4/1 body.
- Partners / packages: Benefits from Jasmine Boreal of the Seven if engine-confirmed no-ability, Shield's Might from Garenbrig Carver // Shield's Might to survive damage-based combat, and Fog when racing after attacks.
- Role peers: Alpine Grizzly and Orazca Frillback are the closest three-mana green power peers; Terrain Elemental is cheaper but smaller.
- Failure modes: Card Reference metadata lacks Oracle text; one toughness makes it bad into pingers and expendable blockers.
- Matchup / visibility hooks: Good against slow decks that lack early interaction; less reliable against go-wide creature decks where 1 toughness cannot profitably block.

#### Panther Warriors
- Deck role: Main, 1 copy, midgame large vanilla-style attacker.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A 6/3 for {4}{G} that turns ramp into real combat pressure and becomes especially punishing if Jasmine Boreal of the Seven lets it bypass ability-bearing blockers.
- Timing: Cast once five mana is available and the board is not demanding removal or Fog; avoid tapping out if an evasive attack or combo permanent must be answered immediately.
- Inputs / outputs: Consumes five mana including one green; outputs a 6-power attacker that threatens fast damage but has moderate toughness.
- Partners / packages: Accelerated by Llanowar Elves, Avacyn's Pilgrim, Arcane Signet, Selesnya Signet, Wild Growth, Utopia Sprawl, Overgrowth, Cultivate, Kodama's Reach, and Jasmine Boreal of the Seven's restricted creature mana if legal.
- Role peers: Garruk's Gorehorn is another five-mana high-power threat; Cowl Prowler, Canopy Gorger, Alpha Tyrranax, and Primordial Wurm are larger follow-ups.
- Failure modes: Card Reference metadata lacks Oracle text; three toughness can die in combat to smaller double-blocks or damage spells.
- Matchup / visibility hooks: Excellent against blockers with abilities under Jasmine; poor when the opponent wins through flyers or removal rather than ground combat.

#### Garruk's Gorehorn
- Deck role: Main, 1 copy, midgame high-power finisher.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Supplies 7 power at five mana, pressuring life totals faster than most of the deck's small bodies and punishing opponents who ignore the ground.
- Timing: Deploy when the opponent cannot immediately crack back for lethal and when removal is not needed first; consider cheaper bodies if holding up Fog or Crib Swap is mandatory.
- Inputs / outputs: Consumes {4}{G}; outputs a 7/3 attacker.
- Partners / packages: Uses ramp from Wild Growth, Utopia Sprawl, Overgrowth, Cultivate, Kodama's Reach, Arcane Signet, and Selesnya Signet; uses Jasmine Boreal of the Seven for combat access if no-ability status is confirmed.
- Role peers: Panther Warriors is the same mana band with less power; Vorstclaw, Alpha Tyrranax, Primordial Wurm, and Ancient Brontodon are higher-mana closers.
- Failure modes: Card Reference metadata lacks Oracle text; three toughness makes it vulnerable to trades and damage. It stabilizes poorly against wide attacks.
- Matchup / visibility hooks: Best versus midrange boards that rely on ability creatures to block; less useful against token chump blockers unless removal clears the key permanent.

#### Tuinvale Treefolk // Oaken Boon
- Deck role: Main, 1 copy, adventure flexibility slot.
- Role type: modal utility; threat/clock; protection/evasion.
- Deck-specific job: Offers either the Tuinvale Treefolk creature body or the Oaken Boon Adventure, letting the deck choose between more battlefield material and a temporary combat upgrade if the engine exposes the Adventure effect.
- Timing: Use the creature side when the deck needs durable material or Jasmine-compatible pressure; use Oaken Boon only when the visible legal text creates a profitable attack, saves a creature, or changes lethal math.
- Inputs / outputs: Creature side consumes {5}{G}; Adventure side consumes {3}{G}; output depends on the missing Oracle details for each face.
- Mode map: Tuinvale Treefolk is the creature follow-up after Adventure exile or a direct cast when material matters. Oaken Boon is the sorcery Adventure access point; because Card Reference omits its Oracle text, treat exact pump/target claims as conditional on Veles legal labels.
- Partners / packages: Pairs with Jasmine Boreal of the Seven if the creature side qualifies, and with large attackers Panther Warriors, Garruk's Gorehorn, Vorstclaw, Alpha Tyrranax, and Primordial Wurm when Oaken Boon visibly improves combat.
- Role peers: Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, and Besotted Knight // Betroth the Beast are the other registered Adventure cards.
- Failure modes: Card Reference metadata is missing for both faces, so do not invent the Adventure effect; the six-mana creature side is slow when behind.
- Matchup / visibility hooks: Prefer creature material versus attrition; prefer Adventure only in a board state where the legal prompt proves it matters immediately.

#### Tusked Colossodon
- Deck role: Main, 1 copy, six-mana ground finisher.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Provides a 6/5 body that stabilizes the ground better than the 3-toughness midrange bodies while still pressuring under Jasmine Boreal of the Seven.
- Timing: Cast after ramp when the board is stable or when a 6/5 blocker prevents the next attack; do not tap out for it if a visible flyer or combo permanent requires Make Your Move, Shower of Arrows, Crib Swap, or Generous Gift.
- Inputs / outputs: Consumes {4}{G}{G}; outputs a large body that asks the opponent for real removal or multiple blockers.
- Partners / packages: Accelerated by Cultivate, Kodama's Reach, Wild Growth, Utopia Sprawl, Overgrowth, Llanowar Elves, and Jasmine Boreal of the Seven's restricted mana if legal.
- Role peers: Cowl Prowler, Canopy Gorger, Alpha Tyrranax, Primordial Wurm, Vorstclaw, Axebane Stag, and Ancient Brontodon occupy the same large-creature plan.
- Failure modes: Card Reference metadata lacks Oracle text; double green can strain hands with many Plains or white taplands.
- Matchup / visibility hooks: Strong against ground aggro once cast; sideboard out before faster survival cards if games end before six mana.

#### Axebane Stag
- Deck role: Main, 1 copy, seven-mana stabilizing top-end.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A 6/7 body that is more defensive than Panther Warriors or Garruk's Gorehorn, useful when the deck needs one large creature to halt ground attacks.
- Timing: Cast when seven mana is available and the game is about ground combat; choose cheaper threats or interaction first when a delayed turn loses to evasion, burn, or a noncreature engine.
- Inputs / outputs: Consumes {6}{G}; outputs a large-toughness creature.
- Partners / packages: Ramp partners are Overgrowth, Wild Growth, Utopia Sprawl, Cultivate, Kodama's Reach, Arcane Signet, Selesnya Signet, Commander's Sphere, and Wildfield Borderpost.
- Role peers: Tusked Colossodon and Ancient Brontodon are the nearest high-toughness bodies; Vorstclaw and Primordial Wurm are more aggressive six-mana threats.
- Failure modes: Card Reference metadata lacks Oracle text; seven mana makes it stranded in slow or disrupted hands.
- Matchup / visibility hooks: Strong against ground midrange and aggro; weak against decks where Dust to Dust, Gleeful Sabotage, Relic of Progenitus, or Scattershot Archer is the actual answer.

#### Adventure Awaits
- Deck role: Main, 1 copy, creature-selection role player.
- Role type: card selection.
- Deck-specific job: Looks at the top five cards, may reveal a creature card from among them and put it into hand, then bottoms the rest randomly; if no card is put into hand this way, it draws a card.
- Timing: Cast when missing a creature, when the next land drop is already handled, or when a stalled board needs another body; avoid spending turn-two mana on it if a blocker or ramp spell is necessary.
- Inputs / outputs: Consumes {1}{G}; outputs a selected creature from the top five or a fallback draw if no creature is taken.
- Partners / packages: Finds Jasmine Boreal of the Seven if in the top five, plus pressure bodies such as Elite Vanguard, Blade of the Sixth Pride, Panther Warriors, Vorstclaw, Alpha Tyrranax, and Ancient Brontodon.
- Role peers: Track Down, Elven Farsight, and Introduction to Prophecy also smooth draws, but Adventure Awaits is the most creature-focused.
- Failure modes: It cannot take noncreature removal, enchantments, artifacts, or lands; if a creature is revealed, the rest are put on bottom in random order.
- Matchup / visibility hooks: Better in attrition or flood; worse under fast pressure where immediate Fog, Journey to Nowhere, or a blocker is needed.

#### Ancient Brontodon
- Deck role: Main, 1 copy, eight-mana top-end finisher.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: The deck's largest listed body at 9/9, intended to end stalled ground games after the ramp engine has produced enough mana.
- Timing: Cast only when life total and board state can survive tapping out; if behind to evasive damage or a must-answer permanent, use removal, Fog, or a cheaper stabilizer first.
- Inputs / outputs: Consumes {6}{G}{G}; outputs a huge creature that dominates ordinary ground combat.
- Partners / packages: Enabled by Cultivate, Kodama's Reach, Overgrowth, Wild Growth, Utopia Sprawl, Arcane Signet, Selesnya Signet, Commander's Sphere, and Jasmine Boreal of the Seven's restricted mana if legal.
- Role peers: Primordial Wurm, Vorstclaw, Alpha Tyrranax, Tusked Colossodon, and Axebane Stag are smaller but easier to cast.
- Failure modes: Card Reference metadata lacks Oracle text; double green and eight total mana make it a liability in hands without ramp.
- Matchup / visibility hooks: Great against board stalls; often cut or de-emphasized against burn, tempo, and decks where the sideboard hate card matters before turn eight.

#### Track Down
- Deck role: Main, 1 copy, draw-quality role player.
- Role type: card selection.
- Deck-specific job: Scry 3, then reveals the top card; if that card is a creature or land card, it draws that card, which fits a deck trying to hit land drops and creature density.
- Timing: Cast before playing a land when the scry result may decide the land drop; cast after developing a needed blocker or removal spell when the board is under pressure.
- Inputs / outputs: Consumes {1}{G}; outputs top-three selection plus a possible draw only if the revealed top card is a creature or land card.
- Partners / packages: Sets up draws toward Forest, Plains, Command Tower, Jasmine Boreal of the Seven, Blade of the Sixth Pride, Panther Warriors, or Generous Gift only indirectly by bottoming unwanted cards.
- Role peers: Elven Farsight is cheaper but draws only if the revealed top card is a creature; Introduction to Prophecy always draws after scry 2; Adventure Awaits digs five for a creature.
- Failure modes: It can miss drawing on noncreature nonland top cards after scrying; do not treat it as guaranteed removal access.
- Matchup / visibility hooks: Good when mana or creature flow is the issue; too slow if an opposing permanent must be answered this turn.

#### Cultivate
- Deck role: Main, 1 copy, core basic-land ramp and fixing.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Searches for up to two basic land cards, reveals them, puts one onto the battlefield tapped and one into hand, securing Forest and Plains access for the commander and large green creatures.
- Timing: Cast on turn three when not under immediate lethal pressure; delay only if a visible threat requires Journey to Nowhere, Crib Swap, Fog, or Nature's Claim first.
- Inputs / outputs: Consumes {2}{G}; outputs one tapped basic land onto battlefield and one basic land in hand.
- Partners / packages: Exact registered targets are Forest and Plains; it enables Jasmine Boreal of the Seven, Banishing Light, Generous Gift, Tusked Colossodon, Vorstclaw, Alpha Tyrranax, and Ancient Brontodon.
- Role peers: Kodama's Reach is the direct duplicate; Terramorphic Expanse and Evolving Wilds find one basic land onto battlefield tapped.
- Failure modes: It cannot find Arctic Treeline, Radiant Grove, or other nonbasic Forest Plains cards; spending turn three on it can be punished by fast attackers.
- Matchup / visibility hooks: Strong in slow and midrange games; lower priority against aggro if casting it means taking a decisive attack.

#### Fog
- Deck role: Main, 1 copy, instant survival role player.
- Role type: lifegain/stabilization; protection/evasion.
- Deck-specific job: Prevents all combat damage that would be dealt this turn, buying the turn needed for Jasmine-enabled crack-back, a large creature, or removal.
- Timing: Use during combat only when it prevents lethal, near-lethal, or a decisive board loss; avoid spending it merely to save a few life while still losing the same race next turn.
- Inputs / outputs: Consumes {G}; outputs one turn of combat-damage prevention but no permanent board change.
- Partners / packages: Combines with Elite Vanguard, Savannah Lions, Panther Warriors, Vorstclaw, and Primordial Wurm for an all-in attack that survives the return swing; overlaps with Prismatic Strands and Weather the Storm after sideboarding.
- Role peers: Prismatic Strands prevents chosen-color damage and has flashback; Weather the Storm gains life from storm count; Wrap in Vigor protects creatures from destruction rather than preventing combat damage.
- Failure modes: Does not stop life loss, noncombat damage, exile, destroy effects, or blockers; premature Fog leaves no answer for the real alpha strike.
- Matchup / visibility hooks: Best against creature swarms and pump turns; weak against control, graveyard combo, and artifact engines.

#### Nature's Claim
- Deck role: Main, 1 copy, cheap artifact/enchantment answer.
- Role type: interaction-removal.
- Deck-specific job: Destroys target artifact or enchantment for {G}, trading the opponent gaining 4 life for stopping a permanent that blocks combat, accelerates mana, protects their commander, or creates a lock.
- Timing: Hold until the artifact or enchantment matters; use immediately if it will produce mana, cards, protection, or a lock before your next safe window, or if it removes the permanent enabling lethal.
- Inputs / outputs: Consumes {G}; destroys one target artifact or enchantment; that permanent's controller gains 4 life.
- Partners / packages: Complements Disenchant, Naturalize, Shower of Arrows, Make Your Move, Generous Gift, Introduction to Annihilation, Dust to Dust, and Gleeful Sabotage.
- Role peers: Disenchant and Naturalize have no life-gain drawback but cost two mana; Gleeful Sabotage is sorcery speed and can copy with conspire; Dust to Dust exiles two artifacts at sorcery speed.
- Failure modes: Cannot target creatures unless they are artifacts or enchantments; the 4 life can matter when Elite Vanguard or Jasmine-enabled attacks are racing.
- Matchup / visibility hooks: High priority against aura, equipment, artifact mana, and enchantment lock permanents; low priority against opponents with only incidental targets.

#### Crib Swap
- Deck role: Main, 1 copy, instant creature exile answer.
- Role type: interaction-removal.
- Deck-specific job: Exiles target creature at instant speed and replaces it with a 1/1 colorless Shapeshifter creature token with changeling, making it one of the cleanest commander or giant-creature answers.
- Timing: Save for opposing commanders, evasive lethal attackers, or creatures that invalidate Jasmine combat; use precombat only when removing the creature opens a decisive attack.
- Inputs / outputs: Consumes {2}{W}; exiles one target creature; gives that creature's controller a 1/1 colorless Shapeshifter with changeling.
- Partners / packages: Complements Journey to Nowhere, Generous Gift, Banishing Light, Oblivion Ring, Stormplain Detainment, Make Your Move, and Shower of Arrows.
- Role peers: Journey to Nowhere is cheaper but sorcery-speed enchantment removal; Generous Gift hits any permanent but leaves a 3/3; Introduction to Annihilation exiles nonland permanents but gives a card.
- Failure modes: The 1/1 token can still chump block or carry equipment; Crib Swap cannot answer noncreature engines.
- Matchup / visibility hooks: Premium against single-threat commanders and large attackers; less important when the opponent's problem is an artifact, enchantment, or graveyard engine.

#### Generous Gift
- Deck role: Main, 1 copy, flexible instant permanent answer.
- Role type: interaction-removal.
- Deck-specific job: Destroys target permanent, giving its controller a 3/3 green Elephant token, so it covers any permanent type when the deck's narrower answers miss.
- Timing: Hold for commanders, engines, lands or permanents enabling lethal, and blockers that stop a winning attack; spend earlier only if the target snowballs before the next turn.
- Inputs / outputs: Consumes {2}{W}; destroys one target permanent; gives that permanent's controller a 3/3 Elephant token.
- Partners / packages: Backs up Crib Swap for creatures, Nature's Claim/Disenchant/Naturalize for artifacts and enchantments, and Banishing Light/Oblivion Ring/Stormplain Detainment for nonland permanents.
- Role peers: Introduction to Annihilation exiles target nonland permanent but gives a card; Oblivion Ring can hit another nonland permanent but is vulnerable to enchantment removal.
- Failure modes: The 3/3 token can block small attackers or pressure your life total; avoid using it on low-impact permanents when the replacement is more relevant.
- Matchup / visibility hooks: Best against unusual permanents the rest of the deck cannot answer; risky in close races where a 3/3 blocker changes lethal math.

#### Arcane Signet
- Deck role: Main, 1 copy, two-mana mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for one mana of any color in Jasmine Boreal of the Seven's color identity, fixing green or white while accelerating toward commander recasts and large creatures.
- Timing: Cast on turn two when the hand contains three-plus-mana plays or expensive bodies; cast a blocker first if life total or board position demands immediate material.
- Inputs / outputs: Consumes {2}; outputs repeatable green or white mana.
- Partners / packages: Enables Jasmine Boreal of the Seven, Banishing Light, Generous Gift, Cultivate, Kodama's Reach, Tusked Colossodon, Vorstclaw, Alpha Tyrranax, Primordial Wurm, and Ancient Brontodon.
- Role peers: Selesnya Signet, Commander's Sphere, Wildfield Borderpost, Ornithopter of Paradise, Poison Dart Frog, Avacyn's Pilgrim, and Llanowar Elves are the other nonland accelerants.
- Failure modes: Does not attack or block; artifact removal can set back a hand that kept it as the only fixer.
- Matchup / visibility hooks: Strong against slow decks and commander-tax games; trim tempo expectations against artifact hate or fast aggro.

#### Selesnya Signet
- Deck role: Main, 1 copy, two-mana fixing artifact.
- Role type: mana/fixing/ramp.
- Deck-specific job: Converts {1} and tapping into {G}{W}, giving both colors at once for double-spell turns and helping pay Jasmine Boreal of the Seven plus removal sequences.
- Timing: Cast early when you have another mana source to activate it next turn; avoid relying on it as your only colored source because it needs {1} to produce mana.
- Inputs / outputs: Consumes {2} to cast; activation consumes {1} and tap; outputs {G}{W}.
- Partners / packages: Supports Banishing Light, Oblivion Ring, Generous Gift, Cultivate, Kodama's Reach, and large green creatures while keeping white available.
- Role peers: Arcane Signet is simpler one-mana output; Commander's Sphere costs more but can draw; Wildfield Borderpost enters tapped and can be cast by returning a basic land.
- Failure modes: Cannot produce mana without another mana available; awkward under tempo pressure and artifact removal.
- Matchup / visibility hooks: Good in slower games where double-spelling matters; less helpful when immediate blockers or one-mana interaction are required.

#### Utopia Sprawl
- Deck role: Main, 1 copy, one-mana aura ramp.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enchants a Forest, chooses a color as it enters, and makes the enchanted Forest produce one additional mana of that chosen color whenever tapped for mana.
- Timing: Best on turn one on Forest, Arctic Treeline, or Radiant Grove when green is available and the target is likely to survive; avoid stacking into visible land-bounce or enchantment removal risk if another ramp path exists.
- Inputs / outputs: Consumes {G}; requires target Forest; outputs one additional chosen-color mana whenever enchanted Forest is tapped for mana.
- Partners / packages: Exact registered Forest targets include Forest, Arctic Treeline, and Radiant Grove; the extra mana accelerates Jasmine Boreal of the Seven, Cultivate, Kodama's Reach, Vorstclaw, and Ancient Brontodon.
- Role peers: Wild Growth enchants any land and adds {G}; Overgrowth enchants any land and adds {G}{G}.
- Failure modes: Cannot enchant Plains, Command Tower, Selesnya Sanctuary, or most Gates; losing the enchanted Forest loses the aura too.
- Matchup / visibility hooks: Excellent in proactive starts; riskier against opponents showing land destruction, bounce, or enchantment removal.

#### Journey to Nowhere
- Deck role: Main, 1 copy, creature exile enchantment.
- Role type: interaction-removal.
- Deck-specific job: Exiles target creature when it enters and returns that card under its owner's control if Journey to Nowhere leaves, making it a clean answer to blockers and commanders while the enchantment stays.
- Timing: Use before combat when exiling a blocker changes attacks; hold if Crib Swap or Generous Gift should answer a more dangerous future threat.
- Inputs / outputs: Consumes {1}{W}; temporarily removes one target creature through an enchantment-based exile effect.
- Partners / packages: Complements Crib Swap, Banishing Light, Oblivion Ring, Stormplain Detainment, Make Your Move, and Introduction to Annihilation.
- Role peers: Crib Swap is instant and permanent exile but gives a 1/1; Banishing Light and Stormplain Detainment hit target nonland permanents an opponent controls.
- Failure modes: Opposing enchantment removal returns the exiled creature; Journey cannot target noncreature artifacts, enchantments, planeswalkers, or lands.
- Matchup / visibility hooks: Strong against creature commanders and single blockers; weaker against decks where the key permanent is not a creature.

#### Banishing Light
- Deck role: Main, 1 copy, broad nonland permanent answer.
- Role type: interaction-removal.
- Deck-specific job: Exiles target nonland permanent an opponent controls until Banishing Light leaves the battlefield, answering commanders, blockers, artifacts, enchantments, and planeswalkers if legal.
- Timing: Cast on your main phase before attacks when the target blocks lethal or creates a must-answer engine; save it when the opponent has a more important nonland permanent likely to appear.
- Inputs / outputs: Consumes {2}{W}; temporarily removes one opponent-controlled nonland permanent through an enchantment.
- Partners / packages: Works alongside Oblivion Ring, Stormplain Detainment, Journey to Nowhere, Generous Gift, and Introduction to Annihilation.
- Role peers: Stormplain Detainment has the same listed enters ability; Oblivion Ring can target another nonland permanent, including your own if somehow needed, but returns it when Oblivion Ring leaves.
- Failure modes: Enchantment removal gives the permanent back; cannot hit lands and cannot hit your own permanent because the target must be opponent-controlled.
- Matchup / visibility hooks: Priority rises against noncreature engines, equipment, and blockers that ignore Jasmine's combat text.

#### Overgrowth
- Deck role: Main, 1 copy, three-mana aura ramp.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enchants a land and adds an additional {G}{G} whenever that land is tapped for mana, accelerating the deck from midgame into six- and eight-mana creatures.
- Timing: Cast when the enchanted land will untap safely and the board can afford a noncreature setup turn; avoid putting all ramp on one land if visible bounce or removal punishes it.
- Inputs / outputs: Consumes {2}{G}; requires target land; outputs two extra green mana per tap of that land.
- Partners / packages: Enables Tusked Colossodon, Cowl Prowler, Canopy Gorger, Vorstclaw, Alpha Tyrranax, Primordial Wurm, Axebane Stag, and Ancient Brontodon.
- Role peers: Wild Growth and Utopia Sprawl are cheaper aura ramp; Cultivate and Kodama's Reach are safer against enchantment removal because they put basic lands into play and hand.
- Failure modes: Does not help white costs directly; losing or bouncing the enchanted land is a large tempo loss.
- Matchup / visibility hooks: Strong against slow midrange; risky against tempo decks or artifact/enchantment removal-heavy opponents.

#### Arctic Treeline
- Deck role: Main, 1 copy, tapped Forest Plains mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped but counts as both Forest and Plains, taps for {G} or {W}, and is a legal Utopia Sprawl target because it is a Forest.
- Timing: Play early on a turn without a one-mana spell; choose untapped Forest or Plains instead when Llanowar Elves, Avacyn's Pilgrim, Elite Vanguard, Savannah Lions, Fog, or Nature's Claim must be available now.
- Inputs / outputs: Enters tapped; outputs green or white mana once available.
- Partners / packages: Supports Utopia Sprawl, Wild Growth, Overgrowth, Jasmine Boreal of the Seven, Cultivate, Journey to Nowhere, and Banishing Light.
- Role peers: Radiant Grove is the direct non-snow Forest Plains peer; Blossoming Sands, Botanical Plaza, Tranquil Expanse, Thornglint Bridge, and Selesnya Guildgate also fix green-white while entering tapped.
- Failure modes: Tempo loss on turn one can strand one-mana plays.
- Matchup / visibility hooks: Better in slow matchups; worse against fast starts where untapped mana matters more than perfect fixing.

#### Botanical Plaza
- Deck role: Main, 1 copy, tapped dual mana resource with card-draw sacrifice.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Fixes {G} or {W} and later turns excess mana into a card by paying {2}{G}{W}, tapping, and sacrificing it.
- Timing: Play early when no untapped one-mana action is needed; save the sacrifice ability for flooded late games after enough mana remains to cast drawn action.
- Inputs / outputs: Enters tapped; outputs green or white mana; late activation consumes four mana including green and white, tap, and the land itself to draw one card.
- Mode map: Mana use is the default role. Sacrifice-to-draw is the late-game conversion role when missing action matters more than preserving the mana source.
- Partners / packages: Supports Jasmine Boreal of the Seven, Banishing Light, Cultivate, Kodama's Reach, and large green creatures; draw mode helps find Adventure Awaits, Generous Gift, or Primordial Wurm.
- Role peers: Commander's Sphere also sacrifices to draw; Blossoming Sands, Tranquil Expanse, Radiant Grove, and Selesnya Guildgate are simpler green-white tapped sources.
- Failure modes: Sacrificing too early can strand seven-plus-mana creatures.
- Matchup / visibility hooks: Valuable in attrition; too slow when early untapped mana or blockers are required.

#### Command Tower
- Deck role: Main, 1 copy, untapped commander-color mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for one mana of any color in Jasmine Boreal of the Seven's color identity, giving untapped access to green or white without setup.
- Timing: Prioritize as an early land when it lets the hand cast both green ramp and white creatures/removal; sequence tapped lands first only if no one-mana play is available.
- Inputs / outputs: Outputs green or white mana.
- Partners / packages: Casts Jasmine Boreal of the Seven, Llanowar Elves, Avacyn's Pilgrim, Nature's Claim, Elite Vanguard, Savannah Lions, Journey to Nowhere, Cultivate, and Generous Gift.
- Role peers: Path of Ancestry also fixes both colors but enters tapped; Arcane Signet gives the same color range as an artifact.
- Failure modes: Does not have basic land types, so Utopia Sprawl cannot enchant it and Cultivate/Kodama's Reach cannot find it.
- Matchup / visibility hooks: High-value opener against any matchup because it keeps both colors live without tempo loss.

#### Path of Ancestry
- Deck role: Main, 1 copy, tapped commander-color mana resource with conditional scry.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Fixes green or white and scries 1 when that mana is spent to cast a creature spell sharing a creature type with Jasmine Boreal of the Seven, namely Human or Druid from the commander type line.
- Timing: Play early if no untapped spell is needed; use its mana for Jasmine Boreal of the Seven, Elite Vanguard, Avacyn's Pilgrim, Dromoka Warrior, Knight of New Benalia, Garenbrig Carver, Silverflame Squire, or Besotted Knight when the shared type condition is legal.
- Inputs / outputs: Enters tapped; outputs commander-color mana; may scry 1 on qualifying creature casts.
- Partners / packages: Scry applies most naturally to Human creatures Elite Vanguard, Avacyn's Pilgrim, Dromoka Warrior, Knight of New Benalia, Garenbrig Carver, Silverflame Squire, and Besotted Knight, plus Jasmine herself.
- Role peers: Command Tower fixes untapped without scry; Thriving Grove, Thriving Heath, Citadel Gate, and Manor Gate fix one base color plus a chosen color.
- Failure modes: Enters tapped and does not scry for Cats, Wurms, Dinosaurs, or most large creatures.
- Matchup / visibility hooks: Better in longer games where scry decisions compound; weaker under fast tempo.

#### Thriving Grove
- Deck role: Main, 1 copy, tapped flexible green-base mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped, chooses a color other than green, then taps for {G} or the chosen color; in this deck the practical choice is usually white.
- Timing: Play early when no untapped green action is needed; choose white unless a strange game effect changes color requirements.
- Inputs / outputs: Enters tapped; outputs green or the chosen non-green color.
- Partners / packages: Supports Llanowar Elves, Wild Growth, Utopia Sprawl via green mana availability, and white cards such as Jasmine Boreal of the Seven, Journey to Nowhere, Banishing Light, and Generous Gift if white is chosen.
- Role peers: Manor Gate is the green-base Gate version; Thriving Heath and Citadel Gate are white-base equivalents.
- Failure modes: Does not have the Forest type, so Utopia Sprawl cannot enchant it; wrong color choice can strand white cards.
- Matchup / visibility hooks: Solid fixer in slower games; entering tapped is costly against fast pressure.

#### Tranquil Expanse
- Deck role: Main, 1 copy, tapped green-white mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped and taps for {G} or {W}, smoothing the deck's two-color requirements without extra text.
- Timing: Play on turns where a tapped source does not cost Llanowar Elves, Avacyn's Pilgrim, Elite Vanguard, Savannah Lions, Fog, or Nature's Claim.
- Inputs / outputs: Enters tapped; outputs green or white mana.
- Partners / packages: Casts Jasmine Boreal of the Seven, Cultivate, Kodama's Reach, Journey to Nowhere, Naturalize, and large green finishers.
- Role peers: Blossoming Sands gains 1 life; Botanical Plaza can sacrifice to draw; Selesnya Guildgate is the Gate version; Arctic Treeline and Radiant Grove have Forest Plains types.
- Failure modes: No basic land types and no late-game utility; tempo loss is its only real cost.
- Matchup / visibility hooks: Reliable in midrange; less desirable in openers against aggressive decks requiring immediate action.

#### Selesnya Guildgate
- Deck role: Main, 1 copy, tapped Gate mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped and taps for {G} or {W}, increasing green-white fixing and the deck's Gate count for Citadel Gate and Manor Gate context without any listed Gate payoff.
- Timing: Sequence early only when no untapped spell is being passed up; later it is safe when the turn still spends mana on existing sources.
- Inputs / outputs: Enters tapped; outputs green or white mana.
- Partners / packages: Works with Citadel Gate and Manor Gate only as fellow Gate mana resources, not as a payoff engine; casts Jasmine Boreal of the Seven, Cultivate, and Banishing Light.
- Role peers: Tranquil Expanse is functionally similar without Gate type; Blossoming Sands, Botanical Plaza, Arctic Treeline, Radiant Grove, and Thornglint Bridge are other tapped green-white sources.
- Failure modes: No Utopia Sprawl target because it lacks Forest type; no immediate mana on the turn it enters.
- Matchup / visibility hooks: Fine against slow decks; a liability in hands trying to curve one-drop into Jasmine.

#### Selesnya Sanctuary
- Deck role: Main, 1 copy, bounce dual mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped, returns a land you control to hand, and taps for {G}{W}, giving extra mana per land slot if the tempo hit is managed.
- Timing: Best after making an early land drop or replaying a tapped land with extra utility; avoid as the only land or when returning a land prevents the current turn's spell.
- Inputs / outputs: Enters tapped and bounces a land; outputs two mana, one green and one white.
- Partners / packages: Can rebuy Creosote Heath's enter trigger or reset a tapped land, and helps cast Jasmine Boreal of the Seven, Generous Gift, and six-mana green threats.
- Role peers: Wildfield Borderpost also returns a basic land as an alternate cost; Botanical Plaza and Commander's Sphere provide late-game card conversion instead of bounce value.
- Failure modes: Vulnerable to bounce or land destruction after the return trigger; terrible in one-land openers.
- Matchup / visibility hooks: Strong in grindy games; risky against tempo decks that punish tapped lands.

#### Commander's Sphere
- Deck role: Main, 1 copy, three-mana fixing artifact with card conversion.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Taps for green or white and can be sacrificed to draw a card once mana is abundant or artifact removal is imminent.
- Timing: Cast when ramping from three to five or fixing a missing color; sacrifice only after it is no longer needed for commander tax or large creatures.
- Inputs / outputs: Consumes {3}; outputs one commander-color mana per tap; sacrifice ability outputs one card and removes the artifact.
- Mode map: Mana mode is the default acceleration role. Sacrifice-draw mode is for flood, attrition, or responding to removal when losing the mana source is acceptable.
- Partners / packages: Casts Jasmine Boreal of the Seven, Banishing Light, Generous Gift, Tusked Colossodon, Vorstclaw, and Ancient Brontodon; draw mode digs toward Adventure Awaits, Crib Swap, or Fog.
- Role peers: Arcane Signet is cheaper; Selesnya Signet produces {G}{W}; Botanical Plaza also sacrifices to draw.
- Failure modes: Three-mana ramp can be slow if the board needs a creature; sacrificing too early strands expensive threats.
- Matchup / visibility hooks: Better in attrition and control; lower priority under fast creature pressure.

#### Terramorphic Expanse
- Deck role: Main, 1 copy, basic-land search utility.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Taps and sacrifices to search for a basic land card, put it onto the battlefield tapped, then shuffle, fixing whichever basic color the hand lacks.
- Timing: Crack when the chosen basic supports the next turn; hold briefly if top-deck manipulation from Track Down or Elven Farsight makes shuffle timing matter.
- Inputs / outputs: Consumes the land and tap; exact registered targets are Forest and Plains, entering tapped.
- Partners / packages: Finds Forest for Llanowar Elves, Wild Growth, Utopia Sprawl, Cultivate, and green top-end; finds Plains for Elite Vanguard, Jasmine Boreal of the Seven, Journey to Nowhere, Banishing Light, and Generous Gift.
- Role peers: Evolving Wilds is the direct duplicate; Cultivate and Kodama's Reach find up to two basics.
- Failure modes: Does not produce mana itself and cannot find Arctic Treeline or Radiant Grove.
- Matchup / visibility hooks: Keepable fixer in slower openers; too slow as the only route to a one-mana play.

#### Evolving Wilds
- Deck role: Main, 1 copy, basic-land search utility.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Sacrifices to search for a basic land card, put it onto the battlefield tapped, then shuffle, giving the deck a second Terramorphic Expanse effect.
- Timing: Use before a turn where Forest or Plains is required; consider waiting until after scry-like decisions if shuffle information matters and no spell is being delayed.
- Inputs / outputs: Consumes tap and the land; exact registered targets are Forest and Plains, entering tapped.
- Partners / packages: Forest unlocks Llanowar Elves, Utopia Sprawl, Track Down, Cultivate, and large green creatures; Plains unlocks Elite Vanguard, Savannah Lions, Journey to Nowhere, Crib Swap, and Banishing Light.
- Role peers: Terramorphic Expanse is the direct peer; Cultivate and Kodama's Reach are higher-output basic searches.
- Failure modes: Cannot search nonbasic Forest Plains cards; the fetched basic enters tapped, so it does not fix immediate one-mana interaction.
- Matchup / visibility hooks: Strong for color stability; weak in high-tempo hands needing untapped mana now.

#### Kodama's Reach
- Deck role: Main, 1 copy, core basic-land ramp and fixing.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Searches for up to two basic land cards, reveals them, puts one onto the battlefield tapped and one into hand, matching Cultivate and stabilizing both colors.
- Timing: Cast on turn three when safe; prioritize interaction first only if a visible permanent or attack will snowball before the extra land matters.
- Inputs / outputs: Consumes {2}{G}; exact targets are Forest and Plains; outputs one tapped basic on battlefield and one basic in hand.
- Partners / packages: Enables Jasmine Boreal of the Seven, Generous Gift, Banishing Light, Overgrowth, Tusked Colossodon, Vorstclaw, Alpha Tyrranax, Primordial Wurm, and Ancient Brontodon.
- Role peers: Cultivate is the direct duplicate; Terramorphic Expanse and Evolving Wilds are lower-output basic searches.
- Failure modes: Cannot find nonbasic lands; spending three mana on ramp instead of defense can lose to fast combat.
- Matchup / visibility hooks: High priority versus control, midrange, and big mana; lower priority when Fog or removal is needed to survive.

#### Thriving Heath
- Deck role: Main, 1 copy, tapped flexible white-base mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped, chooses a color other than white, then taps for {W} or the chosen color; in this deck the normal choice is green.
- Timing: Play early when a tapped land does not skip a one-mana spell; choose green to keep Cultivate, Kodama's Reach, Llanowar Elves, and large creatures live.
- Inputs / outputs: Enters tapped; outputs white or the chosen non-white color.
- Partners / packages: Supports Elite Vanguard, Savannah Lions, Jasmine Boreal of the Seven, Journey to Nowhere, Banishing Light, and green cards if green is chosen.
- Role peers: Citadel Gate is the white-base Gate version; Thriving Grove and Manor Gate are green-base equivalents.
- Failure modes: Wrong color choice can strand green cards; no basic land type for Utopia Sprawl.
- Matchup / visibility hooks: Good fixing in slower hands; poor when immediate untapped green is required.

#### Avacyn's Pilgrim
- Deck role: Main, 1 copy, one-mana creature ramp.
- Role type: mana/fixing/ramp; engine piece.
- Deck-specific job: Turns green mana into repeatable white mana, helping cast Jasmine Boreal of the Seven and white removal while accelerating three-mana plays.
- Timing: Prioritize on turn one from Forest or green dual when white is missing; avoid attacking with it unless the damage is more valuable than the mana next turn.
- Inputs / outputs: Consumes {G}; outputs a 1/1 creature that taps for {W}.
- Partners / packages: Enables Jasmine Boreal of the Seven, Journey to Nowhere, Banishing Light, Generous Gift, Crib Swap, Dust to Dust, Obsidian Acolyte, and Crimson Acolyte.
- Role peers: Llanowar Elves provides {G}; Poison Dart Frog and Ornithopter of Paradise produce any color; Arcane Signet fixes without being a creature.
- Failure modes: Dies to common damage and removal; tapping for mana removes it from blocking.
- Matchup / visibility hooks: Excellent in color-stressed hands; protect it against mana denial but trade it if preventing lethal matters more.

#### Llanowar Elves
- Deck role: Main, 1 copy, one-mana green ramp creature.
- Role type: mana/fixing/ramp; engine piece.
- Deck-specific job: Accelerates the deck from one to three mana and helps cast Cultivate, Kodama's Reach, Overgrowth, and large green creatures ahead of schedule.
- Timing: Best turn-one play when the hand has green follow-ups; do not attack if the mana is needed for Jasmine Boreal of the Seven, removal, or a stabilizing creature.
- Inputs / outputs: Consumes {G}; outputs a 1/1 creature that taps for {G}.
- Partners / packages: Enables Cultivate, Kodama's Reach, Track Down, Overgrowth, Panther Warriors, Garruk's Gorehorn, Tusked Colossodon, Vorstclaw, Alpha Tyrranax, and Ancient Brontodon.
- Role peers: Avacyn's Pilgrim provides white; Poison Dart Frog and Ornithopter of Paradise fix any color at higher cost.
- Failure modes: Fragile and poor as an attacker; removal can make a one-land keep collapse.
- Matchup / visibility hooks: Highest priority in slow or ramp-heavy hands; against fast aggro, it may become a blocker once enough mana is established.

#### Garenbrig Carver // Shield's Might
- Deck role: Main, 1 copy, Adventure combat trick plus creature slot.
- Role type: modal utility; protection/evasion; threat/clock.
- Deck-specific job: Shield's Might gives target creature +2/+2 until end of turn and then exiles the card for later creature casting; Garenbrig Carver is the later Human Warrior creature body.
- Timing: Use Shield's Might only when +2/+2 saves a creature, wins combat, or creates lethal; cast Garenbrig Carver when the board needs material more than a held trick.
- Inputs / outputs: Shield's Might consumes {1}{G} and a target creature; Garenbrig Carver consumes {3}{G}; Adventure use converts one card into a trick now and a creature later.
- Mode map: Shield's Might is the instant Adventure, target creature gets +2/+2 until end of turn, then this card is exiled and may be cast later. Garenbrig Carver is the creature side after exile or from hand; Card Reference lacks its creature Oracle text, so treat ability status as engine-confirmed.
- Partners / packages: Strong on Elite Vanguard, Blade of the Sixth Pride, Panther Warriors, Garruk's Gorehorn, Vorstclaw, and Jasmine Boreal of the Seven when combat math matters.
- Role peers: Rebellious Strike gives +3/+0 and draws; Sarkhan's Resolve can pump +3/+3 or destroy a flyer.
- Failure modes: Pump into removal can lose tempo; missing creature-side Oracle prevents assuming Jasmine synergy.
- Matchup / visibility hooks: Better in creature combat; worse against exile removal, edicts, and noncombat combo.

#### Silverflame Squire // On Alert
- Deck role: Main, 1 copy, Adventure flexibility slot.
- Role type: modal utility; threat/clock; protection/evasion.
- Deck-specific job: Silverflame Squire is a two-mana 2/1 Human Soldier body for Jasmine Boreal of the Seven pressure; On Alert is the Adventure combat trick that gives target creature +2/+2 until end of turn and untaps it.
- Timing: Cast Silverflame Squire when the board needs another Jasmine-compatible attacker; cast On Alert when +2/+2 plus untap wins combat, saves a blocked attacker, creates a surprise blocker, or converts a near-lethal attack.
- Inputs / outputs: Silverflame Squire consumes {1}{W} for a 2/1 creature; On Alert consumes {2}{W}, targets one creature, gives +2/+2 until end of turn, untaps it, then leaves the creature side available from exile if rules permit.
- Mode map: Creature side is board material for Jasmine attacks. Adventure side is instant-speed pump plus untap; choose it only when the current combat or survival math changes.
- Partners / packages: Creature side works with Jasmine Boreal of the Seven's no-ability pressure. On Alert is strongest on Elite Vanguard, Blade of the Sixth Pride, Panther Warriors, Vorstclaw, Alpha Tyrranax, Ancient Brontodon, or a creature that attacked and must untap to block.
- Role peers: Garenbrig Carver // Shield's Might, Besotted Knight // Betroth the Beast, and Tuinvale Treefolk // Oaken Boon are the other Adventure cards.
- Failure modes: Spending the Adventure as a small pump spell without a combat win, survival save, or blocker surprise can leave the deck short on bodies for Jasmine.
- Matchup / visibility hooks: Better against creature combat and damage races; less important against removal-heavy control where a 2/1 body trades down.

#### Blossoming Sands
- Deck role: Main, 1 copy, tapped dual mana resource with small life gain.
- Role type: mana/fixing/ramp; lifegain/stabilization.
- Deck-specific job: Enters tapped, gains 1 life, and taps for {G} or {W}, slightly improving races while fixing both colors.
- Timing: Play early when no untapped spell is needed; the 1 life is a bonus, not a reason to skip a needed turn-one Forest or Plains play.
- Inputs / outputs: Enters tapped; outputs one life immediately and green or white mana later.
- Partners / packages: Casts Jasmine Boreal of the Seven, Nature's Claim, Journey to Nowhere, Cultivate, and Generous Gift; life gain pairs with Fog and Weather the Storm in races.
- Role peers: Tranquil Expanse is the no-lifegain version; Botanical Plaza has a draw sacrifice; Arctic Treeline and Radiant Grove have Forest Plains types.
- Failure modes: Enters tapped and cannot be found by Cultivate or Kodama's Reach.
- Matchup / visibility hooks: The 1 life matters most versus burn or racing combat; otherwise it is primarily a fixer.

#### Terrain Elemental
- Deck role: Main, 1 copy, two-mana green pressure body.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Provides a 3/2 for {1}{G}, a sturdier early green creature than the white 3/1 bodies and a possible Jasmine Boreal of the Seven payload.
- Timing: Cast on turn two when green is available and the deck needs board presence; choose Track Down or Adventure Awaits first only when land or creature flow is failing.
- Inputs / outputs: Consumes two mana including one green; outputs 3 power and 2 toughness.
- Partners / packages: Benefits from Jasmine Boreal of the Seven as a no-ability body, Rebellious Strike for damage-plus-card, and Shield's Might from Garenbrig Carver // Shield's Might for combat survival.
- Role peers: Swordwise Centaur is another early green 3-power body; Alpine Grizzly, Elvish Ranger, and Orazca Frillback are larger three-mana green bodies.
- Failure modes: Two toughness still trades with 2-power blockers such as Blade of the Sixth Pride mirrors, Oreskos Swiftclaw, or opposing Bear-sized creatures, so it is pressure material rather than a durable stabilizer.
- Matchup / visibility hooks: Better against aggro than 3/1s because it survives one damage; still not a late-game closer.

#### Dromoka Warrior
- Deck role: Main, 1 copy, efficient two-mana pressure creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A {1}{W} 3/1 Human Warrior that pressures early and can use Path of Ancestry's scry trigger because it shares Human with Jasmine Boreal of the Seven.
- Timing: Cast on turn two when pressure matters; if Path of Ancestry mana is available, use it for Dromoka Warrior when the scry 1 is valuable and no stronger play is delayed.
- Inputs / outputs: Consumes two mana including one white; outputs a 3/1 body and possible Path of Ancestry scry.
- Partners / packages: Works with Jasmine Boreal of the Seven, Path of Ancestry, Rebellious Strike, and Journey to Nowhere.
- Role peers: Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Oreskos Swiftclaw, Devilthorn Fox, Knight of New Benalia, and Prowling Caracal are close curve peers.
- Failure modes: Card Reference metadata lacks Oracle text; one toughness makes it poor into tokens and damage pings.
- Matchup / visibility hooks: Strong in early pressure lines; can be defensive material when aggro threatens life total.

#### Citadel Gate
- Deck role: Main, 1 copy, tapped white-base Gate mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped, chooses a color other than white, then taps for {W} or the chosen color; in this green-white deck, choose green in normal games.
- Timing: Play early if no untapped spell is needed; later it fixes whichever color is currently missing.
- Inputs / outputs: Enters tapped; outputs white or the chosen non-white color.
- Partners / packages: Supports Elite Vanguard, Savannah Lions, Jasmine Boreal of the Seven, Journey to Nowhere, Banishing Light, and green cards if green is chosen.
- Role peers: Thriving Heath is the non-Gate white-base version; Manor Gate and Thriving Grove are green-base equivalents; Selesnya Guildgate always taps for both colors but has no choice.
- Failure modes: Does not have Plains or Forest type; wrong chosen color can strand green spells.
- Matchup / visibility hooks: Reliable fixing in slower matchups; tempo-negative against fast openers.

#### Ornithopter of Paradise
- Deck role: Main, 1 copy, two-mana flying mana creature.
- Role type: mana/fixing/ramp.
- Deck-specific job: A 0/2 artifact creature with flying that taps for one mana of any color, fixing both green and white while incidentally blocking small flyers.
- Timing: Cast early when colors are awkward or top-end needs acceleration; keep untapped to block only when a flyer attack matters more than the mana.
- Inputs / outputs: Consumes {2}; outputs any-color mana and a 0/2 flying body.
- Partners / packages: Enables Jasmine Boreal of the Seven, Banishing Light, Cultivate, Kodama's Reach, Generous Gift, Obsidian Acolyte, Crimson Acolyte, Dust to Dust, Standard Bearer, Prismatic Strands, and Weather the Storm.
- Role peers: Poison Dart Frog also fixes any color and can gain deathtouch; Arcane Signet fixes as a noncreature artifact; Avacyn's Pilgrim and Llanowar Elves cost one but make fixed colors.
- Failure modes: Artifact and creature removal both answer it; 0 power means it is not pressure.
- Matchup / visibility hooks: Useful versus small flyers; risky against artifact hate and sweepers.

#### Elven Farsight
- Deck role: Main, 1 copy, one-mana creature-biased selection.
- Role type: card selection.
- Deck-specific job: Scry 3, then may reveal the top card; if a creature card is revealed this way, draw a card, helping the deck find body density after smoothing the top.
- Timing: Cast early when the hand lacks a next creature or land flow is uncertain; do not spend the only green mana if Fog or Nature's Claim must stay available.
- Inputs / outputs: Consumes {G}; outputs scry 3 and a possible creature draw.
- Partners / packages: Finds creatures such as Jasmine Boreal of the Seven, Avacyn's Pilgrim, Terrain Elemental, Panther Warriors, Vorstclaw, and Ancient Brontodon if set up on top.
- Role peers: Track Down can draw a creature or land; Adventure Awaits looks at five and may put a creature in hand; Introduction to Prophecy scries 2 and draws regardless of card type.
- Failure modes: Does not draw lands, removal, artifacts, or enchantments from its reveal clause; it only draws if the revealed top card is a creature.
- Matchup / visibility hooks: Good in slower hands seeking pressure; too low-impact when a visible threat needs removal.

#### Wildfield Borderpost
- Deck role: Main, 1 copy, tapped artifact fixer with alternate cost.
- Role type: mana/fixing/ramp.
- Deck-specific job: Can be cast for {1}{G}{W}, or by paying {1} and returning a basic land you control to hand; it enters tapped and later taps for {G} or {W}.
- Timing: Use alternate cost when returning Forest or Plains does not skip a needed land curve; hard-cast when mana is plentiful and the bounce would cost too much tempo.
- Inputs / outputs: Consumes either {1}{G}{W} or {1} plus a returned basic land; outputs a tapped artifact that produces green or white on later turns.
- Mode map: Full-cost cast preserves lands but costs three mana. Alternate cost converts a basic land into a delayed fixer for one mana, useful in land-heavy or color-fixing starts.
- Partners / packages: Exact returnable registered basic lands are Forest and Plains; fixes for Jasmine Boreal of the Seven, Cultivate, Journey to Nowhere, and large green bodies.
- Role peers: Arcane Signet, Selesnya Signet, and Commander's Sphere are artifact ramp without returning a land; Selesnya Sanctuary bounces any land and taps for {G}{W}.
- Failure modes: Enters tapped and is vulnerable to artifact removal; alternate cost can delay land development.
- Matchup / visibility hooks: Good in slow fixing games; poor against tempo or artifact-hate decks.

#### Poison Dart Frog
- Deck role: Main, 1 copy, two-mana mana creature and defensive utility.
- Role type: mana/fixing/ramp; protection/evasion.
- Deck-specific job: Taps for one mana of any color, has reach to block flyers, and can pay {2} to gain deathtouch until end of turn.
- Timing: Cast early for fixing; leave it available as a reach blocker when a small flyer is pressuring life more than the extra mana matters.
- Inputs / outputs: Consumes {1}{G}; outputs any-color mana, reach blocking, and a {2} deathtouch activation for combat trades.
- Mode map: Mana ability fixes green or white. Deathtouch activation is a combat mode that turns blocks or attacks into trade threats, but costs two generic mana. Reach is passive flyer defense.
- Partners / packages: Helps cast Jasmine Boreal of the Seven, Banishing Light, Generous Gift, Dust to Dust, and Ancient Brontodon; overlaps with Scattershot Archer against flyers after sideboarding.
- Role peers: Ornithopter of Paradise fixes and blocks flyers but lacks deathtouch; Avacyn's Pilgrim and Llanowar Elves are cheaper color-specific accelerants.
- Failure modes: Spending {2} for deathtouch can prevent casting interaction; 1/1 body dies easily.
- Matchup / visibility hooks: Stronger against flyer pressure and color strain; weaker against removal-heavy control.

#### Knight of New Benalia
- Deck role: Main, 1 copy, efficient two-mana pressure creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A {1}{W} 3/1 Human Knight that adds to the deck's high-density two-mana attack plan and can trigger Path of Ancestry's Human scry if cast with that mana.
- Timing: Cast on curve when the board needs pressure or a blocker; prefer ramp when the hand is top-heavy and life is safe.
- Inputs / outputs: Consumes two mana including one white; outputs a 3/1 body and possible Path of Ancestry scry.
- Partners / packages: Works with Jasmine Boreal of the Seven, Path of Ancestry, Betroth the Beast from Besotted Knight // Betroth the Beast, and Rebellious Strike.
- Role peers: Dromoka Warrior, Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Oreskos Swiftclaw, Devilthorn Fox, and Prowling Caracal.
- Failure modes: Card Reference metadata lacks Oracle text; do not assume no-ability status except from engine output.
- Matchup / visibility hooks: Good versus slow decks; fragile against token boards and pingers.

#### Introduction to Annihilation
- Deck role: Main, 1 copy, colorless sorcery broad removal.
- Role type: interaction-removal.
- Deck-specific job: Exiles target nonland permanent, but its controller draws a card, giving the deck a hard answer when the permanent is more dangerous than the extra card.
- Timing: Use on commanders, prison pieces, unbeatable flyers, or engines; avoid spending it on replaceable creatures if the card draw helps the opponent more than the exile helps you.
- Inputs / outputs: Consumes {5}; exiles one target nonland permanent; that permanent's controller draws a card.
- Partners / packages: Backs up Generous Gift, Banishing Light, Oblivion Ring, Stormplain Detainment, Journey to Nowhere, Crib Swap, Make Your Move, and Shower of Arrows.
- Role peers: Generous Gift is instant and hits lands but leaves a 3/3; Banishing Light and Oblivion Ring are cheaper but removable enchantments.
- Failure modes: Sorcery speed and five mana are slow; giving a card is dangerous against control or combo.
- Matchup / visibility hooks: Valuable versus single must-answer permanents; often too slow against burn or fast aggro.

#### Prowling Caracal
- Deck role: Main, 1 copy, efficient two-mana pressure creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Adds another {1}{W} 3/1 Cat to maximize early bodies that Jasmine Boreal of the Seven may turn into hard-to-block attackers.
- Timing: Cast early when white is available; hold only if a more important removal or ramp spell must happen first.
- Inputs / outputs: Consumes two mana including one white; outputs a 3-power low-toughness creature.
- Partners / packages: Uses Jasmine Boreal of the Seven for combat access, Rebellious Strike for burst damage, and Journey to Nowhere to remove a blocker.
- Role peers: Blade of the Sixth Pride, Savai Sabertooth, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Knight of New Benalia, and Cliffhaven Sell-Sword.
- Failure modes: Card Reference metadata lacks Oracle text; one toughness makes it poor into small blockers and damage.
- Matchup / visibility hooks: Best as early pressure versus slower decks; becomes a disposable blocker against fast creature decks.

#### Cowl Prowler
- Deck role: Main, 1 copy, six-mana large green creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A 6/6 body that stabilizes and attacks, giving the deck a solid six-mana payoff after ramp.
- Timing: Cast when a 6/6 changes the next combat or begins a fast clock; hold interaction instead if a visible evasive threat or engine will win first.
- Inputs / outputs: Consumes {4}{G}{G}; outputs a 6/6 body.
- Partners / packages: Enabled by Overgrowth, Cultivate, Kodama's Reach, Llanowar Elves, Arcane Signet, Selesnya Signet, and Jasmine Boreal of the Seven's restricted mana if legal.
- Role peers: Canopy Gorger, Alpha Tyrranax, Tusked Colossodon, Vorstclaw, Primordial Wurm, and Axebane Stag are comparable large bodies.
- Failure modes: Card Reference metadata lacks Oracle text; double green can be awkward with white-heavy starts.
- Matchup / visibility hooks: Strong against ground combat; weaker against flyers and combo unless removal handles the real threat.

#### Oreskos Swiftclaw
- Deck role: Main, 1 copy, efficient two-mana pressure creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Another {1}{W} 3/1 Cat Warrior, supporting the commander plan by giving Jasmine Boreal of the Seven more likely no-ability attackers.
- Timing: Cast on turn two when the hand needs pressure; ramp first if the hand contains multiple six-plus-mana creatures and the opponent is not pressuring life.
- Inputs / outputs: Consumes two mana including one white; outputs a 3/1 attacker or blocker.
- Partners / packages: Works with Jasmine Boreal of the Seven, Rebellious Strike, Shield's Might from Garenbrig Carver // Shield's Might, and Banishing Light.
- Role peers: Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Devilthorn Fox, Dromoka Warrior, Knight of New Benalia, and Prowling Caracal.
- Failure modes: Card Reference metadata lacks Oracle text; one toughness and no listed ability make it poor at stabilizing alone.
- Matchup / visibility hooks: Good for forcing control to answer early; less useful when opposing blockers are plentiful and Jasmine is absent.

#### Introduction to Prophecy
- Deck role: Main, 1 copy, colorless selection spell.
- Role type: card selection.
- Deck-specific job: Scries 2, then draws a card, helping the deck smooth land drops, find a creature, or locate removal without color requirements.
- Timing: Cast when the turn has spare three mana and the board is not demanding material or interaction; use before a land drop if the draw may affect which land to play.
- Inputs / outputs: Consumes {3}; outputs scry 2 plus one card drawn.
- Partners / packages: Digs toward Forest, Plains, Jasmine Boreal of the Seven, Journey to Nowhere, Generous Gift, Adventure Awaits, or a large body such as Vorstclaw.
- Role peers: Track Down scries deeper but draws only creature or land after reveal; Elven Farsight costs one but is creature-limited; Adventure Awaits selects from top five for a creature.
- Failure modes: Spending three mana without affecting the battlefield is risky under pressure.
- Matchup / visibility hooks: Good against control and midrange; too slow when life total is under immediate attack.

#### Devilthorn Fox
- Deck role: Main, 1 copy, efficient two-mana pressure creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Adds another {1}{W} 3/1, increasing the chance that early white mana becomes meaningful pressure before the six-mana creatures arrive.
- Timing: Cast early when white is available and the deck needs to attack or block; do not cast into obvious unfavorable trades if holding it preserves a stronger Jasmine turn.
- Inputs / outputs: Consumes two mana including one white; outputs a 3/1 body.
- Partners / packages: Benefits from Jasmine Boreal of the Seven, Rebellious Strike, Betroth the Beast from Besotted Knight // Betroth the Beast, and Journey to Nowhere.
- Role peers: Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Dromoka Warrior, Knight of New Benalia, Oreskos Swiftclaw, and Prowling Caracal.
- Failure modes: Card Reference metadata lacks Oracle text; 1 toughness means nearly any blocker trades.
- Matchup / visibility hooks: Stronger against slow starts; weaker against token swarms and pinger effects.

#### Swordwise Centaur
- Deck role: Main, 1 copy, green two-mana pressure creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A {G}{G} 3/2 that rewards green-heavy starts and gives sturdier early pressure than the 3/1 white creatures.
- Timing: Cast on turn two only when double green is available without stranding white interaction or Jasmine; otherwise develop fixing first.
- Inputs / outputs: Consumes two green mana; outputs 3 power and 2 toughness.
- Partners / packages: Works with Jasmine Boreal of the Seven if engine-confirmed no-ability, Wild Growth, Utopia Sprawl, Llanowar Elves, and Track Down.
- Role peers: Terrain Elemental is easier to cast at {1}{G}; Alpine Grizzly, Orazca Frillback, and Elvish Ranger are larger three-mana green bodies.
- Failure modes: Card Reference metadata lacks Oracle text; double green can punish hands needing Plains for Journey to Nowhere or Banishing Light.
- Matchup / visibility hooks: Good in green-heavy aggro starts; awkward in white-heavy openers.

#### Besotted Knight // Betroth the Beast
- Deck role: Main, 1 copy, Adventure role-token support plus creature slot.
- Role type: modal utility; protection/evasion; threat/clock.
- Deck-specific job: Betroth the Beast creates a Royal Role token attached to target creature you control, giving that enchanted creature +1/+1 and ward {1}; Besotted Knight is the later creature body.
- Timing: Use Betroth the Beast when protecting or resizing an existing attacker matters more than adding a body; cast Besotted Knight when board material is the priority.
- Inputs / outputs: Betroth the Beast consumes {W} and targets a creature you control; it outputs a Royal Role Aura token. Besotted Knight consumes {3}{W}.
- Mode map: Betroth the Beast is the sorcery Adventure and only targets your creature. Besotted Knight is the creature aspect; Card Reference lacks its creature Oracle text, so Jasmine status is engine-dependent.
- Partners / packages: Best on Jasmine Boreal of the Seven, Panther Warriors, Garruk's Gorehorn, Vorstclaw, or an early 3/1 when ward {1} complicates targeted removal.
- Role peers: Garenbrig Carver // Shield's Might and Rebellious Strike also modify combat, but Betroth the Beast leaves a continuing Role token.
- Failure modes: Sorcery speed cannot surprise-save a creature; ward {1} does not stop sweepers, edicts, or non-targeted effects.
- Matchup / visibility hooks: Stronger versus targeted removal and combat races; weaker when opponents answer with sacrifice, exile sweepers, or bounce.

#### Prizefighter Construct
- Deck role: Main, 1 copy, five-mana artifact creature pressure slot.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A 6/2 artifact creature that gives the deck colorless castability and high power in a single card, though its artifact type makes it exposed to artifact removal.
- Timing: Cast when five mana is available and a 6-power body changes combat; prefer sturdier creatures if the opponent has many small blockers.
- Inputs / outputs: Consumes {5}; outputs a 6/2 artifact creature.
- Partners / packages: Uses Jasmine Boreal of the Seven if engine-confirmed no-ability, Rebellious Strike for burst, and Generous Gift or Banishing Light to clear the blocker that trades too easily.
- Role peers: Panther Warriors and Garruk's Gorehorn are similar high-power midgame bodies; Cowl Prowler and Canopy Gorger are sturdier but cost more colored mana.
- Failure modes: Card Reference metadata lacks Oracle text; two toughness trades down and artifact hate can hit it.
- Matchup / visibility hooks: Good when color sources are awkward but total mana is high; weak against artifact-heavy hate after sideboarding.

#### Canopy Gorger
- Deck role: Main, 1 copy, six-mana large green attacker.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A 6/5 Wurm that joins the six-mana closer band and pressures while surviving more damage than the 3-toughness midgame bodies.
- Timing: Cast once ramp has made six mana safe and the next combat needs a large attacker or blocker; do not tap out if instant-speed survival is required.
- Inputs / outputs: Consumes {4}{G}{G}; outputs a 6/5 creature.
- Partners / packages: Accelerated by Cultivate, Kodama's Reach, Overgrowth, Wild Growth, Utopia Sprawl, Selesnya Signet, and Commander's Sphere.
- Role peers: Tusked Colossodon is another 6/5; Cowl Prowler is 6/6; Alpha Tyrranax and Primordial Wurm are six-mana peers with different stats.
- Failure modes: Card Reference metadata lacks Oracle text; double green can be difficult if white-heavy fixing was prioritized.
- Matchup / visibility hooks: Good in creature mirrors; less important when interaction or sideboard hate decides the game.

#### Alpine Grizzly
- Deck role: Main, 1 copy, three-mana green pressure creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A {2}{G} 4/2 body that bridges early pressure into the five- and six-mana creatures.
- Timing: Cast on curve when the deck needs a relevant attacker; use Cultivate or Kodama's Reach instead if the hand's next plays require higher mana and life is safe.
- Inputs / outputs: Consumes three mana including one green; outputs 4 power and 2 toughness.
- Partners / packages: Benefits from Jasmine Boreal of the Seven if engine-confirmed no-ability, Shield's Might for toughness, and Journey to Nowhere to remove a blocker.
- Role peers: Elvish Ranger and Orazca Frillback are 4-power three-mana green peers; Terrain Elemental and Swordwise Centaur are cheaper pressure options.
- Failure modes: Card Reference metadata lacks Oracle text; two toughness is poor into damage and double blocks.
- Matchup / visibility hooks: Useful early clock against slow decks; may trade defensively against aggro to bridge to larger creatures.

#### Stormplain Detainment
- Deck role: Main, 1 copy, broad opponent nonland permanent answer.
- Role type: interaction-removal.
- Deck-specific job: Exiles target nonland permanent an opponent controls until Stormplain Detainment leaves the battlefield, giving another Banishing Light-style answer.
- Timing: Cast precombat when removing the target opens attacks or stops a must-answer engine; save it if the current target is replaceable and a commander or engine is likely.
- Inputs / outputs: Consumes {2}{W}; temporarily removes one opponent-controlled nonland permanent through an enchantment.
- Partners / packages: Works alongside Banishing Light, Oblivion Ring, Journey to Nowhere, Generous Gift, and Introduction to Annihilation.
- Role peers: Banishing Light has the same listed target class; Oblivion Ring targets another nonland permanent and can hit non-opponent permanents.
- Failure modes: Enchantment removal returns the exiled permanent; cannot target lands or your own permanents.
- Matchup / visibility hooks: Best against single engines, commanders, and blockers; lower priority when Jasmine already makes the blocker irrelevant.

#### Orazca Frillback
- Deck role: Main, 1 copy, three-mana green pressure creature.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Provides another {2}{G} 4/2 body, increasing the deck's ability to present four-power attackers before the top end.
- Timing: Cast when the board needs pressure or a trade; ramp first when the hand can reach a six-mana body quickly and the opponent is not pressuring.
- Inputs / outputs: Consumes three mana including one green; outputs a 4/2 creature.
- Partners / packages: Works with Jasmine Boreal of the Seven if engine-confirmed no-ability, Rebellious Strike for burst draw, and Fog for race turns.
- Role peers: Alpine Grizzly and Elvish Ranger are close three-mana green power peers; Panther Warriors and Garruk's Gorehorn are larger follow-ups.
- Failure modes: Card Reference metadata lacks Oracle text; low toughness makes it a weak stabilizer against multiple attackers.
- Matchup / visibility hooks: Good against slow control; sideboard down if Wrap in Vigor or Prismatic Strands is needed more than another ground body.

#### Oblivion Ring
- Deck role: Main, 1 copy, flexible nonland permanent exile enchantment.
- Role type: interaction-removal.
- Deck-specific job: Exiles another target nonland permanent when it enters and returns that card when Oblivion Ring leaves, answering almost any nonland object while the enchantment remains.
- Timing: Use before combat to remove the one permanent that stops lethal, or hold for a commander, engine, or evasive threat if the current board is manageable.
- Inputs / outputs: Consumes {2}{W}; temporarily removes another target nonland permanent.
- Partners / packages: Complements Banishing Light, Stormplain Detainment, Journey to Nowhere, Generous Gift, and Introduction to Annihilation.
- Role peers: Banishing Light and Stormplain Detainment are opponent-only nonland answers; Journey to Nowhere is creature-only but cheaper.
- Failure modes: Opponent enchantment removal returns the exiled permanent; cannot target lands and cannot target itself because it says another target nonland permanent.
- Matchup / visibility hooks: High priority against noncreature engines and commanders; lower priority against disposable creatures.

#### Shower of Arrows
- Deck role: Main, 1 copy, instant artifact/enchantment/flyer answer.
- Role type: interaction-removal; card selection.
- Deck-specific job: Destroys target artifact, enchantment, or creature with flying, then scries 1, giving the deck flexible instant interaction against permanents that often bypass ground combat.
- Timing: Hold until an artifact, enchantment, or flying creature matters; use before combat if destroying a flyer or equipment changes attacks.
- Inputs / outputs: Consumes {2}{G}; destroys one legal target and outputs scry 1.
- Partners / packages: Complements Nature's Claim, Naturalize, Disenchant, Make Your Move, Crib Swap, and Generous Gift; pairs with Scattershot Archer against flying creatures after sideboarding.
- Role peers: Make Your Move can also destroy artifacts/enchantments and creatures with power 4 or greater; Sarkhan's Resolve can destroy target creature with flying but cannot hit artifacts or enchantments.
- Failure modes: Cannot target nonflying creatures unless they are artifacts or enchantments; three mana can be clunky versus fast flyers.
- Matchup / visibility hooks: Strong against evasive decks, equipment, and enchantment engines; weak when no listed target class is visible.

#### Radiant Grove
- Deck role: Main, 1 copy, tapped Forest Plains mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped, taps for {G} or {W}, and has both Forest and Plains types, making it a legal Utopia Sprawl target and a reliable color fixer.
- Timing: Play early when the turn has no required one-mana action; prefer untapped Forest or Plains when acceleration or interaction must happen immediately.
- Inputs / outputs: Enters tapped; outputs green or white once available.
- Partners / packages: Supports Utopia Sprawl, Wild Growth, Overgrowth, Jasmine Boreal of the Seven, Journey to Nowhere, Cultivate, and Kodama's Reach.
- Role peers: Arctic Treeline is the snow Forest Plains peer; Blossoming Sands, Botanical Plaza, Tranquil Expanse, Selesnya Guildgate, and Thornglint Bridge are other tapped green-white sources.
- Failure modes: Enters tapped and cannot be found by Cultivate or Kodama's Reach because those search basic land cards.
- Matchup / visibility hooks: Valuable in slower games and aura-ramp starts; costly against aggressive openers.

#### Make Your Move
- Deck role: Main, 1 copy, instant conditional permanent removal.
- Role type: interaction-removal.
- Deck-specific job: Destroys target artifact, enchantment, or creature with power 4 or greater, covering engines and large threats at instant speed.
- Timing: Hold for a target that changes combat or engine state; use before blockers only if destroying the target opens a decisive attack or prevents lethal.
- Inputs / outputs: Consumes {2}{W}; destroys one legal artifact, enchantment, or creature with power 4 or greater.
- Partners / packages: Complements Shower of Arrows, Nature's Claim, Disenchant, Naturalize, Crib Swap, Generous Gift, and Introduction to Annihilation.
- Role peers: Shower of Arrows hits artifacts, enchantments, and flyers with scry 1; Crib Swap answers any target creature but leaves a 1/1; Generous Gift hits any permanent but leaves a 3/3.
- Failure modes: Cannot target small nonartifact, nonenchantment creatures; cannot answer lands.
- Matchup / visibility hooks: Strong against large commanders, big creatures, artifacts, and enchantments; weak against small go-wide boards.

#### Vorstclaw
- Deck role: Main, 1 copy, six-mana high-stat finisher.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A 7/7 for {4}{G}{G} that closes games quickly and dominates most ground combat once the ramp plan is online.
- Timing: Cast when a large body stabilizes or creates a two-turn clock; avoid tapping out through visible lethal or a must-answer engine.
- Inputs / outputs: Consumes six mana including two green; outputs a 7/7 creature.
- Partners / packages: Accelerated by Overgrowth, Wild Growth, Utopia Sprawl, Cultivate, Kodama's Reach, Arcane Signet, Selesnya Signet, and Jasmine Boreal of the Seven's restricted mana if legal.
- Role peers: Primordial Wurm, Alpha Tyrranax, Cowl Prowler, Canopy Gorger, Tusked Colossodon, Axebane Stag, and Ancient Brontodon.
- Failure modes: Card Reference metadata lacks Oracle text; double green and six total mana make early hands clunky without ramp.
- Matchup / visibility hooks: Strong against midrange and aggro after stabilization; low priority against combo or flyer pressure unless interaction covers that axis.

#### Sarkhan's Resolve
- Deck role: Main, 1 copy, modal instant combat/flyer interaction.
- Role type: modal utility; protection/evasion; interaction-removal.
- Deck-specific job: Choose one: target creature gets +3/+3 until end of turn, or destroy target creature with flying, giving the deck either a combat swing or flyer removal.
- Timing: Use pump only when it wins combat, saves an important creature, or creates lethal; use flyer destruction when the flying creature is racing or blocking a key line.
- Inputs / outputs: Consumes {1}{G}; outputs either temporary +3/+3 to one target creature or destroys one target creature with flying.
- Mode map: Pump mode targets any creature and changes combat math until end of turn. Flyer-removal mode targets a creature with flying and destroys it; do not aim it at nonflying threats.
- Partners / packages: Pump pairs with Elite Vanguard, Blade of the Sixth Pride, Panther Warriors, Garruk's Gorehorn, and Vorstclaw; flyer removal overlaps with Shower of Arrows, Make Your Move, and Scattershot Archer.
- Role peers: Garenbrig Carver // Shield's Might gives +2/+2; Rebellious Strike gives +3/+0 and draws.
- Failure modes: Pump into removal is a blowout; destruction does not answer indestructible or nonflying creatures.
- Matchup / visibility hooks: Best against flyer pressure and creature combat; weak versus artifact, enchantment, or graveyard engines.

#### Alpha Tyrranax
- Deck role: Main, 1 copy, six-mana large green attacker.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A 6/5 Dinosaur Beast that contributes to the ramp-into-size plan and attacks well once Jasmine Boreal of the Seven improves blocking math.
- Timing: Cast after ramp when it affects combat now; delay if interaction must be held for an evasive or noncreature threat.
- Inputs / outputs: Consumes {4}{G}{G}; outputs a 6/5 creature.
- Partners / packages: Enabled by Cultivate, Kodama's Reach, Overgrowth, Wild Growth, Utopia Sprawl, Arcane Signet, and Commander's Sphere.
- Role peers: Canopy Gorger has the same stats and cost; Tusked Colossodon is another 6/5; Primordial Wurm and Vorstclaw are larger six-mana peers.
- Failure modes: Card Reference metadata lacks Oracle text; double green can be hard in white-heavy starts.
- Matchup / visibility hooks: Good in fair ground games; often de-emphasized when Scattershot Archer, Relic of Progenitus, or Weather the Storm is needed.

#### Primordial Wurm
- Deck role: Main, 1 copy, six-mana high-power finisher.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: A 7/6 that provides fast ground pressure and a strong stabilizing body for the deck's ramp endgame.
- Timing: Cast when six mana is available and the board is safe from immediate lethal; prefer removal or Fog if tapping out loses before the Wurm matters.
- Inputs / outputs: Consumes {4}{G}{G}; outputs a 7/6 creature.
- Partners / packages: Accelerated by Llanowar Elves, Avacyn's Pilgrim, Utopia Sprawl, Wild Growth, Overgrowth, Cultivate, Kodama's Reach, Arcane Signet, and Selesnya Signet.
- Role peers: Vorstclaw is 7/7; Alpha Tyrranax and Canopy Gorger are 6/5; Ancient Brontodon is the largest but costs eight.
- Failure modes: Card Reference metadata lacks Oracle text; vulnerable to exile or bounce after a large mana investment.
- Matchup / visibility hooks: Strong in midrange stalls; less relevant against noncombat combo or heavy removal unless threats are staggered.

#### Manor Gate
- Deck role: Main, 1 copy, tapped green-base Gate mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped, chooses a color other than green, then taps for {G} or the chosen color; white is the normal choice in this deck.
- Timing: Play early when no untapped green spell is needed; choose white to cover Jasmine Boreal of the Seven and removal.
- Inputs / outputs: Enters tapped; outputs green or the chosen non-green color.
- Partners / packages: Supports Cultivate, Kodama's Reach, Nature's Claim, Jasmine Boreal of the Seven, Journey to Nowhere, Banishing Light, and Generous Gift.
- Role peers: Thriving Grove is the non-Gate green-base version; Citadel Gate and Thriving Heath are white-base versions; Selesnya Guildgate always produces both colors.
- Failure modes: No Forest type for Utopia Sprawl; entering tapped can delay one-mana acceleration.
- Matchup / visibility hooks: Fine in slower games; weak in hands needing immediate Forest or Plains.

#### Wild Growth
- Deck role: Main, 1 copy, one-mana aura ramp.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enchants a land and adds an additional {G} whenever that land is tapped for mana, turning one land into a green ramp source.
- Timing: Cast early on a land likely to stay in play; a basic Forest is safest when available, but Wild Growth can enchant any land.
- Inputs / outputs: Consumes {G}; enchants a land; outputs one additional green mana whenever enchanted land is tapped for mana.
- Partners / packages: Accelerates Cultivate, Kodama's Reach, Overgrowth, Panther Warriors, Tusked Colossodon, Vorstclaw, Alpha Tyrranax, Primordial Wurm, and Ancient Brontodon.
- Role peers: Utopia Sprawl is cheaper fixing but requires a Forest and chosen color; Overgrowth costs three and adds {G}{G}.
- Failure modes: Enchanted-land removal or bounce removes the ramp; extra mana is green only.
- Matchup / visibility hooks: Excellent proactive start; risky if the opponent shows land bounce or enchantment removal.

#### Disenchant
- Deck role: Main, 1 copy, two-mana artifact/enchantment answer.
- Role type: interaction-removal.
- Deck-specific job: Destroys target artifact or enchantment without giving life, covering equipment, auras, artifact mana, enchantment locks, and engines.
- Timing: Hold until the target changes combat, mana, or the opponent's engine; use at the last safe instant-speed window when waiting gains information.
- Inputs / outputs: Consumes {1}{W}; destroys one target artifact or enchantment.
- Partners / packages: Complements Nature's Claim, Naturalize, Shower of Arrows, Make Your Move, Generous Gift, Dust to Dust, and Gleeful Sabotage.
- Role peers: Naturalize is the green version; Nature's Claim costs one but gives 4 life; Gleeful Sabotage is sorcery speed but can copy with conspire.
- Failure modes: Cannot hit creatures unless they are artifacts or enchantments; dead against boards with no legal target.
- Matchup / visibility hooks: High priority against artifact/enchantment engines; low value against creature-only pressure.

#### Rebellious Strike
- Deck role: Main, 1 copy, instant combat burst with card draw.
- Role type: protection/evasion; card selection; reach/finisher.
- Deck-specific job: Gives target creature +3/+0 until end of turn and draws a card, turning an unblocked creature or favorable combat into damage without losing card count.
- Timing: Use after blockers when +3 power matters; avoid casting into open removal unless the card draw and damage are worth the risk.
- Inputs / outputs: Consumes {1}{W} and a target creature; outputs +3 power for the turn and one card drawn.
- Partners / packages: Best on Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Panther Warriors, Garruk's Gorehorn, Vorstclaw, or a Jasmine-enabled unblocked attacker.
- Role peers: Garenbrig Carver // Shield's Might gives +2/+2 without drawing; Sarkhan's Resolve gives +3/+3 or destroys a flyer; Betroth the Beast leaves a lasting Role token.
- Failure modes: Does not increase toughness, so it may not save a creature in combat; fizzles if the target becomes illegal before resolution.
- Matchup / visibility hooks: Strong in races and lethal setups; weaker when the deck is defending and needs toughness or removal.

#### Creosote Heath
- Deck role: Main, 1 copy, tapped green-white Desert mana resource with chip damage.
- Role type: mana/fixing/ramp; reach/finisher.
- Deck-specific job: Enters tapped, deals 1 damage to target opponent, and taps for {G} or {W}, adding a small amount of reach while fixing colors.
- Timing: Play when the tapped entry does not prevent a critical spell; target the opponent whose life total matters in the current game.
- Inputs / outputs: Enters tapped; outputs 1 damage to target opponent on entry and green or white mana later.
- Partners / packages: Supports Jasmine Boreal of the Seven, Journey to Nowhere, Cultivate, and large green creatures; chip damage can matter with early attackers Elite Vanguard and Savannah Lions.
- Role peers: Blossoming Sands gains 1 life instead of dealing 1 damage; Tranquil Expanse fixes without an entry trigger.
- Failure modes: Tapped entry can cost tempo; the 1 damage is minor and should not override color sequencing.
- Matchup / visibility hooks: Better in close races; less important when survival or exact colors are the bottleneck.

#### Naturalize
- Deck role: Main, 1 copy, green artifact/enchantment answer.
- Role type: interaction-removal.
- Deck-specific job: Destroys target artifact or enchantment at instant speed, giving another clean answer to permanent types that can invalidate creature combat.
- Timing: Hold for meaningful targets such as equipment, aura engines, lock pieces, artifact mana, or enchantments that stop attacks; do not use on low-impact objects if a bigger engine is likely.
- Inputs / outputs: Consumes {1}{G}; destroys one target artifact or enchantment.
- Partners / packages: Works with Nature's Claim, Disenchant, Shower of Arrows, Make Your Move, Generous Gift, Dust to Dust, and Gleeful Sabotage.
- Role peers: Disenchant costs white; Nature's Claim is cheaper but gives 4 life.
- Failure modes: Dead without artifacts or enchantments; cannot answer ordinary creatures, planeswalkers, or lands.
- Matchup / visibility hooks: Strong against artifacts/enchantments; sideboard down against opponents with no visible target class.

#### Thornglint Bridge
- Deck role: Main, 1 copy, tapped indestructible artifact green-white mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters tapped, has indestructible, and taps for {G} or {W}; its artifact type can matter to opposing artifact hate, but indestructible resists destroy effects.
- Timing: Play early only when tapped mana does not skip a needed spell; later it is a resilient fixer for long games.
- Inputs / outputs: Enters tapped; outputs green or white mana.
- Partners / packages: Casts Jasmine Boreal of the Seven, Nature's Claim, Journey to Nowhere, Cultivate, and Generous Gift; can be enchanted by Wild Growth or Overgrowth because they enchant land, but not by Utopia Sprawl because it is not a Forest.
- Role peers: Tranquil Expanse and Selesnya Guildgate are simpler tapped duals; Arctic Treeline and Radiant Grove have Forest Plains types.
- Failure modes: Artifact exile effects such as Dust to Dust can remove artifact lands despite indestructible; entering tapped is a tempo cost.
- Matchup / visibility hooks: Durable against destroy-heavy removal; risky against artifact-exile strategies.

#### Dust to Dust
- Deck role: Sideboard, 1 copy, artifact-heavy matchup bullet.
- Role type: sideboard bullet; hate piece; interaction-removal.
- Deck-specific job: Sorcery that exiles two target artifacts, giving the deck a high-impact answer when the opponent presents multiple artifacts worth removing.
- Timing: Side in only when two meaningful artifact targets are likely; cast when exiling both targets changes mana, combat, or an engine rather than clipping disposable artifacts.
- Inputs / outputs: Consumes {1}{W}{W}; requires two target artifacts; exiles them.
- Partners / packages: Complements main-deck Nature's Claim, Disenchant, Naturalize, Shower of Arrows, Make Your Move, Generous Gift, and sideboard Gleeful Sabotage.
- Role peers: Gleeful Sabotage can hit artifacts or enchantments and may copy with conspire; Nature's Claim is cheaper but one target and gives 4 life.
- Failure modes: Double white can be hard in green-heavy hands; dead or uncastable if fewer than two legal artifacts matter.
- Matchup / visibility hooks: Bring against artifact lands, artifact creatures, artifact mana, equipment, or artifact sacrifice engines visible from the opponent.

#### Standard Bearer
- Deck role: Sideboard, 1 copy, targeted-spell pressure creature.
- Role type: sideboard bullet; protection/evasion; hate piece.
- Deck-specific job: Forces an opponent choosing targets for their spell or activated ability to choose at least one Flagbearer on the battlefield if able, disrupting targeted removal, pump, auras, and some combo targeting.
- Timing: Cast before the opponent's key targeted turn when you can afford a 1/1; avoid relying on it against sweepers, edicts, or non-targeting effects.
- Inputs / outputs: Consumes {1}{W}; outputs a 1/1 Flagbearer that changes opponent target legality when able.
- Partners / packages: Protects non-hexproof important creatures such as Jasmine Boreal of the Seven, Panther Warriors, Vorstclaw, and Alpha Tyrranax from many opponent-targeted spells by forcing Standard Bearer as a target if legal.
- Role peers: Obsidian Acolyte protects against black and Crimson Acolyte protects against red; Wrap in Vigor handles destruction for your whole board.
- Failure modes: Does not protect from sweepers, sacrifice, bounce without targeting, or opponents who can target and remove Standard Bearer first.
- Matchup / visibility hooks: Bring against targeted removal, aura, pump, or heroic-style plans; do not bring just because the opponent is controlling.

#### Prismatic Strands
- Deck role: Sideboard, 1 copy, color-based damage prevention bullet.
- Role type: sideboard bullet; lifegain/stabilization; protection/evasion.
- Deck-specific job: Prevents all damage sources of the chosen color would deal this turn, and can be cast from graveyard with flashback by tapping an untapped white creature you control, then exiling it.
- Timing: Use for lethal or decisive damage turns; choose the color actually dealing the damage and preserve an untapped white creature if flashback is part of the plan.
- Inputs / outputs: Front side consumes {2}{W}; flashback consumes tapping an untapped white creature you control from graveyard access; outputs one turn of chosen-color damage prevention.
- Mode map: Hand cast uses mana. Flashback casts from the graveyard by tapping an untapped white creature you control and then exiles Prismatic Strands. Neither mode stops non-damage effects.
- Partners / packages: White creatures for flashback include Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Dromoka Warrior, Knight of New Benalia, and Jasmine Boreal of the Seven.
- Role peers: Fog prevents combat damage only; Weather the Storm gains life; Wrap in Vigor regenerates creatures from destruction.
- Failure modes: Does not stop colorless damage, life loss, exile, sacrifice, or mixed-color damage not covered by the chosen color.
- Matchup / visibility hooks: Bring against red damage, go-wide combat, and single-color alpha strikes.

#### Obsidian Acolyte
- Deck role: Sideboard, 1 copy, black-protection bullet.
- Role type: sideboard bullet; protection/evasion.
- Deck-specific job: Has protection from black and can pay {W} to give target creature protection from black until end of turn, protecting key creatures or enabling blocks/attacks against black objects.
- Timing: Bring in when black removal, black combat, or black damage is visible; keep {W} open when the protected target matters more than spending all mana.
- Inputs / outputs: Consumes {1}{W}; activation consumes {W} and targets a creature; outputs protection from black until end of turn.
- Mode map: Static protection protects Obsidian Acolyte from black. Activated protection can target any creature, including Jasmine Boreal of the Seven, Panther Warriors, or an opposing creature if that ever matters tactically.
- Partners / packages: Protects Jasmine Boreal of the Seven, Vorstclaw, Alpha Tyrranax, Primordial Wurm, or a creature carrying Betroth the Beast's Royal Role token from black targeted effects and black combat damage.
- Role peers: Crimson Acolyte is the red equivalent; Standard Bearer changes target selection instead of granting protection.
- Failure modes: Does not stop edicts, sweepers without damage/targeting relevance, nonblack removal, or colorless effects.
- Matchup / visibility hooks: Bring against black spot removal, black blockers, and black attackers; avoid against nonblack control.

#### Crimson Acolyte
- Deck role: Sideboard, 1 copy, red-protection bullet.
- Role type: sideboard bullet; protection/evasion; lifegain/stabilization.
- Deck-specific job: Has protection from red and can pay {W} to give target creature protection from red until end of turn, protecting key creatures from red damage or red targeted removal.
- Timing: Bring in against red removal, red creatures, or burn-heavy pressure; leave {W} open when a protected creature or block changes the turn.
- Inputs / outputs: Consumes {1}{W}; activation consumes {W} and targets a creature; outputs protection from red until end of turn.
- Mode map: Static protection shields Crimson Acolyte from red. Activated protection can target Jasmine Boreal of the Seven, a large attacker, or a blocker that must survive red damage.
- Partners / packages: Combines with Prismatic Strands and Weather the Storm against red damage; protects Jasmine Boreal of the Seven, Elite Vanguard, Vorstclaw, and Primordial Wurm from red targeted effects when legal.
- Role peers: Obsidian Acolyte covers black; Standard Bearer redirects target choices; Wrap in Vigor regenerates against destroy effects.
- Failure modes: Does not stop nonred damage, edicts, exile, sacrifice, or sweepers that do not care about protection.
- Matchup / visibility hooks: Bring versus red aggro and burn; skip versus red decks whose threats are mostly artifacts, enchantments, or non-targeting effects.

#### Relic of Progenitus
- Deck role: Sideboard, 1 copy, graveyard hate bullet.
- Role type: sideboard bullet; hate piece; card selection.
- Deck-specific job: Taps to make target player exile a card from their graveyard, where that player chooses the card, or pays {1} and exiles Relic to exile all graveyards and draw a card.
- Timing: Use tap ability to pressure graveyards early; save full exile for the turn before flashback, delve, escape, recursion, or threshold-like payoff becomes decisive.
- Inputs / outputs: Costs {1}; tap mode targets a player and that player exiles a card from their graveyard; second mode consumes {1}, exiles Relic, exiles all graveyards, and draws a card.
- Mode map: Incremental mode is repeatable but that player chooses which graveyard card is exiled. Full reset mode is one-shot, hits both graveyards, and replaces itself with a draw.
- Partners / packages: Watch your own Prismatic Strands flashback after sideboarding; Relic can erase it before you use it.
- Role peers: No main-deck graveyard peer; Prismatic Strands uses the graveyard rather than hating it.
- Failure modes: Exiling after flashback or delve costs are paid usually does not undo that spell; premature full exile may only cycle.
- Matchup / visibility hooks: Bring against visible flashback, delve, escape, recursion, reanimation, or graveyard-count payoffs.

#### Scattershot Archer
- Deck role: Sideboard, 1 copy, small-flyer hate creature.
- Role type: sideboard bullet; hate piece; interaction-removal.
- Deck-specific job: Taps to deal 1 damage to each creature with flying, repeatedly pressuring small flyers that race around the ground creature plan.
- Timing: Deploy early against flyer decks and activate before combat or after flyers appear when one damage changes attacks or kills tokens.
- Inputs / outputs: Consumes {G}; outputs a 1/2 reach-adjacent hate body through repeatable tap damage to every flying creature.
- Partners / packages: Overlaps with Shower of Arrows, Sarkhan's Resolve, Make Your Move, Crib Swap, and Poison Dart Frog against flying pressure.
- Role peers: Shower of Arrows destroys one artifact, enchantment, or flyer and scries; Sarkhan's Resolve destroys one target creature with flying; Poison Dart Frog blocks flyers with reach.
- Failure modes: Does not hit nonflying creatures; one damage may not kill larger flyers; tapping removes it as a blocker for that turn.
- Matchup / visibility hooks: Bring against Faeries, bird tokens, thopters, and other small flying boards; skip against large single flyers unless repeated damage matters.

#### Gleeful Sabotage
- Deck role: Sideboard, 1 copy, artifact/enchantment removal bullet.
- Role type: sideboard bullet; interaction-removal.
- Deck-specific job: Sorcery that destroys target artifact or enchantment and can conspire by tapping two untapped creatures you control that share green with it to copy the spell and choose a new target for the copy.
- Timing: Bring against artifact or enchantment density; cast when one or two targets matter enough to spend a sorcery-speed turn.
- Inputs / outputs: Consumes {1}{G}; conspire optionally consumes tapping two untapped green creatures you control; outputs one destruction effect plus a copied destruction effect if conspired.
- Mode map: Base mode destroys one target artifact or enchantment. Conspire mode copies the spell as you cast it if you tap two eligible green creatures, allowing a new target for the copy.
- Partners / packages: Eligible green creatures include Llanowar Elves, Poison Dart Frog, Terrain Elemental, Swordwise Centaur, Alpine Grizzly, Orazca Frillback, Panther Warriors, and Vorstclaw if untapped.
- Role peers: Dust to Dust exiles two artifacts; Naturalize, Disenchant, Nature's Claim, and Shower of Arrows are instant-speed or cheaper alternatives.
- Failure modes: Sorcery speed cannot answer mid-combat tricks; conspire may cost attackers or blockers.
- Matchup / visibility hooks: Bring against artifact/enchantment engines, equipment, aura plans, and lock pieces.

#### Wrap in Vigor
- Deck role: Sideboard, 1 copy, board-protection instant.
- Role type: sideboard bullet; protection/evasion.
- Deck-specific job: Regenerates each creature you control, protecting a developed board from destruction effects or combat where multiple creatures would be destroyed.
- Timing: Hold for a destruction event or combat damage that would destroy important creatures; activate before destruction because regeneration creates a replacement shield.
- Inputs / outputs: Consumes {1}{G}; creates regeneration shields for each creature you control. When a shield replaces destruction, that creature taps, damage is removed, and it is removed from combat.
- Partners / packages: Protects Jasmine Boreal of the Seven, Elite Vanguard, Blade of the Sixth Pride, Panther Warriors, Vorstclaw, Alpha Tyrranax, and Primordial Wurm when destruction is the threat.
- Role peers: Prismatic Strands and Fog prevent damage; Obsidian Acolyte and Crimson Acolyte give color-specific protection; Standard Bearer pressures target choice.
- Failure modes: Regeneration does not stop exile, sacrifice, bounce, -X/-X, toughness reduction, or destroy effects that say creatures cannot be regenerated.
- Matchup / visibility hooks: Bring against destruction-based sweepers and combat-heavy removal; skip against exile or sacrifice control.

#### Weather the Storm
- Deck role: Sideboard, 1 copy, burst life-gain bullet.
- Role type: sideboard bullet; lifegain/stabilization.
- Deck-specific job: Gains 3 life and copies itself for each spell cast before it this turn, letting the deck survive burn or spell-chain turns.
- Timing: Cast after the opponent has increased storm count if waiting is safe; cast earlier only if another spell will kill you before a bigger storm count.
- Inputs / outputs: Consumes {1}{G}; outputs 3 life per Weather the Storm copy, including the original, based on spells cast before it this turn.
- Partners / packages: Works with Prismatic Strands and Crimson Acolyte against red damage; buys time for Jasmine Boreal of the Seven, Tusked Colossodon, Vorstclaw, or Ancient Brontodon to stabilize.
- Role peers: Prismatic Strands prevents chosen-color damage; Fog prevents combat damage; Blossoming Sands gives only 1 life on entry.
- Failure modes: Life gain does not stop commander damage rules, poison, non-damage combo, or a lethal board if no stabilizer follows.
- Matchup / visibility hooks: Bring against burn, red spell chains, and storm-like burst turns; skip against slow control or artifact engines without damage pressure.

## Interaction Priorities

- Remove commanders and engines first when they invalidate combat; spend Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Introduction to Annihilation, or Stormplain Detainment on a commander, combo permanent, repeatable draw engine, evasion engine, or must-answer blocker before using them on ordinary ground creatures. Card text check required for Stormplain Detainment if the engine label does not expose whether it removes, taps, detains, or restricts combat.

- Exile or neutralize blockers only when Jasmine Boreal of the Seven does not already solve them; ability-bearing blockers are often poor removal targets if Jasmine makes no-ability attackers difficult or impossible for them to block. Save premium answers for blockers without abilities, reach or flying blockers stopping the actual clock, protection effects, lifelink stabilizers, or permanents that race outside ground combat.

- Answer artifacts and enchantments by importance, not by mana value; Nature's Claim, Disenchant, Naturalize, Gleeful Sabotage after sideboarding, Dust to Dust after sideboarding, and Introduction to Annihilation should hit lock pieces, combo artifacts, aura/equipment threats, repeatable token makers, or mana engines before incidental rocks. Ignore low-impact artifacts when the opponent is behind on board and removing them does not change the next combat step or combo turn.

- Use Crib Swap and Generous Gift as universal emergency answers; hold them for opposing commanders, giant evasive attackers, combo permanents, or lethal blockers unless tempo requires clearing a path now. Respect the replacement body from Crib Swap or Generous Gift; do not create a blocker that matters more than the removed card unless Jasmine, size, or a lethal attack makes the token irrelevant.

- Use Introduction to Annihilation only when the permanent is worse than the card the opponent draws; exile a commander, prison piece, unbeatable flyer, or combo artifact/enchantment, but avoid spending it on a replaceable creature if giving a card lets the opponent rebuild faster than your vanilla pressure kills them.

- Use Fog as a turn-buying spell, not routine prevention; cast it to survive lethal or near-lethal attacks, blank a pump or alpha strike, preserve enough creatures for a lethal backswing, or bridge into a top-end stabilizer. After sideboarding, Prismatic Strands and Weather the Storm can change the survival math, but choose them from visible legal text and do not assume flashback, color prevention, or storm count without engine output.

- Bait removal with expendable bodies before committing fragile leverage; lead with Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, or Alpine Grizzly when the opponent is representing spot removal and the hand contains Jasmine Boreal of the Seven plus a larger follow-up. Do not bait when the only functional line is ramp into Jasmine or when delaying commander pressure lets a combo deck set up.

- Treat counter, discard, and bounce decisions as opponent-side risks; this registered deck has no main-deck counterspell, discard spell, or bounce spell, so Veles should not search for those lines in legal actions. Against open permission, commit lower-impact creatures or ramp before top-end creatures; against discard, cast selection or ramp before holding a slow hand full of expensive creatures.

- Shift interaction priorities by archetype; against aggro, removal protects life and removes evasive or oversized attackers; against control, removal is saved for finishers and card-advantage engines; against combo, artifact/enchantment and universal answers move ahead of pressure; against graveyard decks, Relic of Progenitus becomes a priority sideboard action when the graveyard is visibly enabling their next turn.

## Combat And Trading Rules

- Attack when Jasmine Boreal of the Seven changes blocking math; no-ability creatures are the deck's pressure engine, so push attacks when visible blockers have abilities and cannot legally block the relevant attackers. Recheck legal actions every combat because Jasmine does not make all attacks safe, and creatures without abilities, flyers, reach creatures, tokens, or rules text from the engine can still matter.

- Preserve Jasmine Boreal of the Seven when her static or mana role is deciding the game; avoid attacks or blocks that expose Jasmine unless the exchange prevents lethal, removes the opponent's commander, or creates a faster guaranteed clock. If Jasmine is only a mana creature and your board already attacks profitably without her, treat her as a protected engine piece rather than a combat body.

- Trade cheap creatures early against fast aggro; Elite Vanguard, Savannah Lions, Dromoka Warrior, Prowling Caracal, Oreskos Swiftclaw, Devilthorn Fox, and similar bodies should block when the life total is under pressure and the trade buys time for Panther Warriors, Cowl Prowler, Canopy Gorger, Vorstclaw, Alpha Tyrranax, Primordial Wurm, or Ancient Brontodon. Decline trades only when the crack-back attack is clearly stronger than the damage prevented.

- Keep blockers back at critical life thresholds; below roughly 8 life against ground decks, or any life total facing visible lethal next turn, leave enough toughness to survive the best legal attack shown by the engine. Fog effects can justify one all-in attack only when Fog, Prismatic Strands after sideboarding, or another legal prevention action is available and mana remains to cast it.

- Do not trade large vanilla creatures for small utility creatures unless the utility creature is the problem; Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Orazca Frillback, Canopy Gorger, Axebane Stag, Tusked Colossodon, Vorstclaw, Alpha Tyrranax, Primordial Wurm, and Ancient Brontodon are clock pieces. Use them to dominate combat, not to cash down into parity against creatures that Jasmine lets you ignore.

- Block evasive and commander-damage threats more aggressively than ground filler; the deck's primary combat advantage is on the ground, so flyers, unblockable attackers, menace-style boards, or commander pressure may require Crib Swap, Generous Gift, Shower of Arrows, Make Your Move, or unfavorable blocks. Card text check required for Shower of Arrows and Make Your Move if target limits or damage/exile conditions are not explicit.

- Use modal combat cards only from visible rules text; Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Tuinvale Treefolk // Oaken Boon, Besotted Knight // Betroth the Beast, Rebellious Strike, and Sarkhan's Resolve may be tricks or creature options, but Veles must follow legal action labels rather than assumed text. Prefer creature deployment when the trick mode does not save a creature, force lethal, or prevent lethal damage.

- Change posture by matchup; race control and combo with Jasmine-enabled attacks while holding one answer for the permanent that matters, but defend first against aggro until a larger creature flips the race. Against artifact or enchantment engines, attack enough to maintain a clock while preserving mana for Nature's Claim, Disenchant, Naturalize, or sideboard answers when the engine presents the true threat.

## Selection And Tutor Rules

- Treat selection as mana-smoothing first and threat-finding second; this deck wins by making land drops, resolving Jasmine Boreal of the Seven, and chaining no-ability creatures, so selection that finds a land or creature usually beats speculative digging for interaction. Do not hold Adventure Awaits, Track Down, Elven Farsight, or Introduction to Prophecy for perfect value when the current hand is missing the next land drop or first meaningful creature.

- Use Track Down before the land drop when the legal action can change which land to play; its top-card result can decide whether to deploy Plains, Forest, Selesnya Sanctuary, Citadel Gate, Manor Gate, Thriving Grove, or Thriving Heath. If the engine shows scry choices, keep lands when mana is short, keep Jasmine Boreal of the Seven when castable soon, keep removal only when a visible permanent must be answered, and bottom expensive creatures when the hand already has top-end and lacks acceleration.

- Use Adventure Awaits as a creature-density repair spell; cast it early when the hand has mana but no pressure, or later when a stalled board needs another large vanilla body. Card text check required for exact fail-case handling, so choose from engine-provided legal reveal or draw actions rather than assuming whether a noncreature top pile converts to a card.

- Use Elven Farsight as early filtering when the hand's next two turns are unclear; prioritize finding a creature or land if the legal prompt exposes that choice. Card text check required for exact selection and bottoming rules, so never invent a hidden top-card identity or assume the spell guarantees a creature.

- Use Introduction to Prophecy when raw material matters more than board tempo; scry to keep lands while stuck, keep interaction when facing a visible must-answer permanent, or keep a castable creature when the board needs pressure. Bottom extra tapped lands, redundant expensive bodies, or narrow artifact/enchantment removal when the opponent has no visible targets and your current hand already spends all mana.

- Use Cultivate and Kodama's Reach as color-stabilizing tutors, not just ramp; search for the missing basic type first, then choose the second basic to support future double-spell turns. If Utopia Sprawl, Wild Growth, or Overgrowth is available or already attached, prefer a Forest line that keeps enchantment mana functional; if white removal or Jasmine Boreal of the Seven is stranded, prioritize Plains access.

- Use Terramorphic Expanse and Evolving Wilds before selection when shuffling away known bad top cards is legal and useful; use selection before cracking them when the top cards are unknown and the deck needs to choose between land, threat, or answer. Crack before the opponent's end step only when the mana or landfall timing is irrelevant; otherwise preserve visible flexibility until the engine demands a choice.

- Treat the deck as having no true nonland tutor for a specific creature or answer; selection can bias toward creatures, lands, or interaction, but it cannot guarantee Jasmine Boreal of the Seven, Crib Swap, Generous Gift, or a sideboard card. Do not plan a line that requires drawing a named nonland card unless it is already visible in hand, revealed, on top by engine output, or presented as a legal selection candidate.

## Priority And Stack Rules

- Pass priority aggressively when the stack is empty and mana has no productive legal use; this deck is mostly sorcery-speed creatures, ramp, and permanent answers, so holding priority without Fog, Nature's Claim, Disenchant, Naturalize, Crib Swap, Generous Gift, Shower of Arrows, Make Your Move, Rebellious Strike, Sarkhan's Resolve, or a visible sideboard instant usually wastes tempo. Recheck legal actions after each spell because Forge may expose payment, target, or protection prompts that change the correct response.

- Respond to lethal or near-lethal combat before damage with Fog when it preserves survival or creates a lethal backswing; do not spend Fog merely to save a few life while still behind on board. After sideboarding, treat Prismatic Strands and Weather the Storm as timing-sensitive survival cards only when the engine shows legal actions and enough context to evaluate color, graveyard, storm count, or prevention scope.

- Use Nature's Claim, Disenchant, and Naturalize at the last safe window against artifacts or enchantments; wait until the opponent commits mana or targets when the permanent is not currently lethal, but answer immediately when a visible engine, aura, equipment, or lock piece will generate value before your next main phase. Do not cast Nature's Claim on a low-impact permanent if the life gain materially extends the opponent's clock.

- Use Crib Swap, Generous Gift, Journey to Nowhere, Banishing Light, Oblivion Ring, Stormplain Detainment, and Introduction to Annihilation according to timing and stack exposure; instant-speed answers can wait for attacks, targets, or end steps, while sorcery-speed or permanent-based exile should be used on your main phase before combat when clearing a blocker changes the attack. Respect any opponent response window and do not assume an exile effect is final until the engine resolves it.

- Let opposing draw, cantrip, or ramp spells resolve unless the visible permanent or stack object will immediately beat your board; this deck has limited interaction and needs to save answers for cards that change combat, combo, or commander pressure. Do not spend universal removal on a setup piece when the opponent already has a more dangerous public permanent.

- Sequence optional mana and payment prompts conservatively; pay for Wildfield Borderpost, commander tax, or optional costs only when the resulting board advances the current turn's plan and does not strand required interaction. If an optional payment competes with Fog, artifact/enchantment removal, or a commander recast, preserve the defensive mana unless the payment creates lethal or prevents a worse loss.

- Activate mana sources only when the legal spell or ability is selected unless floating mana is required by the engine; Arcane Signet, Selesnya Signet, Commander's Sphere, Avacyn's Pilgrim, Llanowar Elves, Ornithopter of Paradise, Poison Dart Frog, Jasmine Boreal of the Seven, enchanted Forests, and Gate lands can create awkward color commitments. Choose white when holding white interaction or Jasmine, choose green when ramp or large creatures define the turn, and follow Forge restrictions for Jasmine mana.

- Hold priority after blockers only when a legal trick changes a specific combat result; Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Tuinvale Treefolk // Oaken Boon, Besotted Knight // Betroth the Beast, Rebellious Strike, Sarkhan's Resolve, Shower of Arrows, Make Your Move, Prismatic Strands, and Wrap in Vigor require visible legal text before use. Card text check required for any mode or target assumption not shown by the runtime action label.

## Sideboard Map

- Role-map the sideboard by threat family before choosing exact plans; this 10-card board is not a generic value package, so each card must answer a visible archetype pressure or protect a narrow race axis. Dust to Dust and Gleeful Sabotage are artifact/enchantment pressure tools, Standard Bearer redirects targeted spells and abilities when that rule text matters, Prismatic Strands and Weather the Storm buy time against combat or spell bursts, Obsidian Acolyte and Crimson Acolyte protect against black or red damage/removal pressure, Relic of Progenitus contests graveyards, Scattershot Archer pressures small fliers, and Wrap in Vigor protects a board of creatures from destruction effects. Card text check required for any exact protection, prevention, storm, regeneration, or targeting requirement not exposed by the runtime legal action text.

Artifact-heavy affinity or artifact engine plan
Side in: Dust to Dust; Gleeful Sabotage; Relic of Progenitus
Cut: Sarkhan's Resolve; Shower of Arrows; Track Down

- Add Dust to Dust against artifact-heavy decks where two legal artifact targets are likely to matter more than another large creature or selection spell; prioritize it when visible artifact lands, mana artifacts, artifact creatures, or sacrifice engines define the opponent's board. It is weak when the opponent presents few artifacts, when only a disposable target is visible, or when double white is unreliable before the artifact engine has already converted value.

- Add Gleeful Sabotage against artifact or enchantment boards that require cheap interaction across multiple permanents; use it as a lower-curve pressure valve when the deck must answer a lock piece, aura, equipment, mana artifact, or artifact creature while still developing bodies. It is weaker when your battlefield has no expendable creature to support extra value, when the only target is low impact, or when trading a card for one artifact/enchantment does not change combat math.

- Add Relic of Progenitus against graveyard engines, flashback plans, recursion loops, delve threats, reanimation, or decks where public graveyard size is already a resource. It becomes worse when both graveyards are irrelevant, when your own graveyard card access or Prismatic Strands flashback matters more, or when spending mana to cycle Relic would delay Jasmine Boreal of the Seven, ramp, or a stabilizing blocker.

Graveyard recursion or graveyard combo plan
Side in: Relic of Progenitus; Prismatic Strands
Cut: Nature's Claim; Savai Sabertooth

- Use Relic of Progenitus as a timing-sensitive lock or reset, not a reflex cantrip; hold activation when the opponent must commit more cards first, and fire it when a visible graveyard action, threshold, flashback, reanimation, or delve line is on the stack or about to become legal. Do not activate through your own Prismatic Strands flashback plan unless survival or stopping the opponent's decisive graveyard turn is worth more.

- Add Prismatic Strands when the opponent wins through creature combat, red damage, token swarms, or single-color alpha turns; it is a role-changing card that can convert the deck from tap-out ramp into a protected crack-back deck. It is weaker against colorless damage, mixed-color boards where one color choice does not solve the turn, non-damage combo, exile effects, bounce, or matchups where tapping a white creature for flashback would lose necessary pressure or blocking.

Red aggressive or burn-heavy plan
Side in: Weather the Storm; Prismatic Strands; Crimson Acolyte
Cut: Introduction to Annihilation; Ancient Brontodon; Sarkhan's Resolve

- Add Weather the Storm against red spell chains, burn-heavy decks, and fast pressure where life total is the main resource under attack; cast it after the opponent has added spells to the turn when legal and when waiting does not risk dying first. It is poor against slow control, commander-damage races where life gain does not affect lethal rules, low-spell creature decks, or spots where a creature, blocker, or removal spell would prevent more damage than life gain.

- Add Crimson Acolyte when red removal, red creatures, red damage prevention needs, or red combat pressure dominate the public game state; treat it as a board-stabilizing role player rather than an attacker. It is weaker when the opponent's red cards are not targetable or damage based, when the matchup is multi-color with nonred removal carrying the pressure, or when the deck cannot leave mana available for protection activations.

Black removal, black attrition, or black creature plan
Side in: Obsidian Acolyte; Standard Bearer; Prismatic Strands
Cut: Nature's Claim; Disenchant; Tusked Colossodon

- Add Obsidian Acolyte against black targeted removal, black creature combat, and black damage or protection-relevant boards; use it to keep Jasmine Boreal of the Seven or the most important vanilla attacker alive only when the runtime legal action confirms the protection line. It is weak against edict effects, sweepers, exile effects, sacrifice requirements, nonblack removal, and boards where protecting one creature does not change the race.

- Add Standard Bearer against decks built on targeted removal, auras, pump, heroic-style targeting, or single-target combat tricks; it can make the opponent's legal targets worse and protect Jasmine Boreal of the Seven or a key large body by forcing target selection constraints. It is bad against sweepers, edicts, sacrifice effects, global pump, non-targeting combo, and opponents that can remove Standard Bearer cheaply before committing the important spell.

Flyer swarm or small evasive creature plan
Side in: Scattershot Archer; Prismatic Strands
Cut: Alpha Tyrranax; Introduction to Annihilation

- Add Scattershot Archer against small fliers, token fliers, faerie-style pressure, or evasive boards where ground creatures cannot race; deploy it early enough that repeated activations can reshape combat. It is poor against large fliers, reach-proof noncreature win conditions, removal-heavy opponents with no flying pressure, or matchups where a one-mana creature does not affect the opponent's clock.

Creature sweeper or damage-based control plan
Side in: Wrap in Vigor; Standard Bearer; Obsidian Acolyte
Cut: Nature's Claim; Naturalize; Orazca Frillback

- Add Wrap in Vigor when the opponent's public plan includes destruction-based sweepers, damage sweepers where regeneration applies, or combat turns where multiple creatures may be destroyed. It is weak against exile, sacrifice, bounce, -X/-X, toughness reduction, prison effects, and games where the deck has only one relevant creature on board; do not hold mana for it if the opponent's visible answers bypass the card's legal protection mode.

- Use sideboard role changes to lower the curve against fast decks and raise answer density against engines; the main deck's expensive vanilla creatures such as Ancient Brontodon, Tusked Colossodon, Alpha Tyrranax, Primordial Wurm, Vorstclaw, and Canopy Gorger become less important when survival or a specific hate card decides the game. Against slow decks with few relevant targets, keep the large bodies and reduce narrow answers only through exact executable plans produced by Veles.

- Add role cards: Dust to Dust and Gleeful Sabotage versus artifact/enchantment engines; Relic of Progenitus versus graveyards; Scattershot Archer versus small fliers; Weather the Storm, Prismatic Strands, and Crimson Acolyte versus red races; Obsidian Acolyte and Standard Bearer versus black or targeted interaction; Wrap in Vigor versus destruction-heavy control. Reduce main-deck emphasis: expensive vanilla creatures when tempo matters, narrow artifact/enchantment answers when targets are absent, and slow selection when the matchup requires immediate battlefield impact.

- Preserve the commander-centered creature plan after sideboarding; Jasmine Boreal of the Seven still rewards deploying efficient ordinary bodies and attacking through simplified boards, so do not overload on reactive cards unless the opponent's archetype makes the maindeck creature curve structurally unable to survive. When sideboard cards are drawn late, evaluate whether they change the current board before spending mana that could cast a creature, commander tax, or a removal spell.

## Matchup Guidance

- Aggro: stabilize before racing; keep hands that make early bodies such as Elite Vanguard, Savannah Lions, Dromoka Warrior, Oreskos Swiftclaw, Devilthorn Fox, Swordwise Centaur, Prowling Caracal, or Alpine Grizzly plus enough mana to cast Jasmine Boreal of the Seven on curve. Use Fog and Prismatic Strands as time-buying cards for a crack-back, not as automatic first damage prevention, and prefer blocking with smaller vanilla creatures when the block preserves life without losing the only path to commander-enabled attacks. Add role cards: Prismatic Strands, Weather the Storm, Crimson Acolyte against red pressure, and Scattershot Archer against evasive small fliers. Reduce main-deck emphasis: Introduction to Annihilation, Ancient Brontodon, Primordial Wurm, Alpha Tyrranax, and other slow expensive bodies when early turns decide the game.

- Control: force the opponent to answer multiple ordinary threats before committing the largest creature or spending commander tax; Jasmine Boreal of the Seven is important, but a board of two or three cheap vanilla creatures can demand removal while preserving premium threats. Lead with efficient creatures and mana development from Utopia Sprawl, Wild Growth, Arcane Signet, Selesnya Signet, Cultivate, Kodama's Reach, and Overgrowth, then use Banishing Light, Oblivion Ring, Journey to Nowhere, Crib Swap, Generous Gift, and Introduction to Annihilation on actual blockers, engines, or finishers rather than low-pressure permanents. Add role cards: Standard Bearer against targeted answers, Wrap in Vigor against destruction-based sweepers, Obsidian Acolyte against black targeted removal, and Dust to Dust or Gleeful Sabotage only when artifacts or enchantments are central. Reduce main-deck emphasis: narrow Naturalize, Disenchant, and Nature's Claim when no visible target class matters.

- Combo: identify whether the opponent needs a permanent, graveyard, artifact/enchantment, creature, or spell chain, then hold the matching answer instead of spending removal for tempo. Nature's Claim, Naturalize, Disenchant, Generous Gift, Banishing Light, Oblivion Ring, Introduction to Annihilation, and Crib Swap are the main ways to interrupt visible combo objects; Relic of Progenitus covers graveyard dependence after sideboarding. Pressure matters because this deck has limited stack interaction, so prioritize Jasmine Boreal of the Seven plus efficient vanilla creatures when no specific answer is available. Add role cards: Relic of Progenitus for graveyard combo, Dust to Dust and Gleeful Sabotage for artifact/enchantment engines, Standard Bearer for targeted creature-combo lines, and Prismatic Strands only when the combo kills through damage.

- Tempo: protect mana efficiency and avoid spending a full turn on a card that does not change the board. Sequence tapped lands such as Arctic Treeline, Blossoming Sands, Botanical Plaza, Radiant Grove, Selesnya Guildgate, Thornglint Bridge, Tranquil Expanse, and Selesnya Sanctuary on turns where the legal hand still supports a creature or ramp spell next turn. Against bounce or cheap removal, do not stack Utopia Sprawl, Wild Growth, or Overgrowth onto a land that is likely to become the only functional mana source unless the hand cannot operate otherwise. Add role cards: Standard Bearer against targeted tempo, Scattershot Archer against evasive pressure, and Prismatic Strands when a single protected attack step decides the race. Reduce main-deck emphasis: seven- and eight-mana vanilla creatures until mana and life are stable.

- Midrange: make the opponent trade resources into replaceable vanilla creatures, then win with commander-enabled blocking restrictions or larger bodies. Jasmine Boreal of the Seven turns ordinary creatures into difficult attacks when the opponent’s creatures have abilities, so preserve the commander when attacks become meaningfully different with her on board. Use Track Down, Adventure Awaits, Elven Farsight, Introduction to Prophecy, and Commander's Sphere to smooth draws when the board is not under immediate lethal pressure. Spend Banishing Light, Oblivion Ring, Journey to Nowhere, Crib Swap, Generous Gift, and Make Your Move on creatures or permanents that either stop attacks through Jasmine Boreal of the Seven or create a faster clock than your large bodies. Add role cards: Obsidian Acolyte or Standard Bearer against targeted attrition, Wrap in Vigor against destruction effects, and Prismatic Strands for combat-heavy mirrors.

- Big mana: pressure early and avoid giving the opponent unlimited time to dominate with larger late-game permanents. Ramp with Cultivate, Kodama's Reach, Overgrowth, Wild Growth, Utopia Sprawl, Arcane Signet, Selesnya Signet, Ornithopter of Paradise, Avacyn's Pilgrim, Llanowar Elves, and Poison Dart Frog when doing so accelerates Jasmine Boreal of the Seven or a real threat; otherwise deploy cheap attackers first. Save Generous Gift, Introduction to Annihilation, Banishing Light, Oblivion Ring, Journey to Nowhere, and Crib Swap for the permanent that actually beats the current board. Add role cards: Dust to Dust or Gleeful Sabotage only when the big-mana deck uses artifacts or enchantments as the visible engine. Reduce main-deck emphasis: Fog effects unless combat damage is the opponent’s win condition.

- Graveyard: race normally until the graveyard becomes a visible resource, then convert Relic of Progenitus into a denial piece rather than a cantrip. Do not exile graveyards at the first legal opportunity if the opponent must commit more material to make the graveyard action profitable; wait for the public point where a flashback, reanimation, delve, threshold, recursion, or graveyard-count payoff becomes relevant. Add role cards: Relic of Progenitus and, when the kill involves damage, Prismatic Strands. Reduce main-deck emphasis: narrow artifact/enchantment removal if the graveyard deck has no visible targets.

- Artifact/enchantment: answer engines before standalone value pieces. Nature's Claim, Naturalize, Disenchant, Generous Gift, Banishing Light, Oblivion Ring, Introduction to Annihilation, Dust to Dust, and Gleeful Sabotage should target permanents that produce mana, lock combat, invalidate Jasmine Boreal of the Seven attacks, or create repeated advantage. Do not spend Nature's Claim on a low-impact permanent if the life gain changes the race and a larger engine is likely. Add role cards: Dust to Dust and Gleeful Sabotage. Reduce main-deck emphasis: creature-only removal when the opponent’s main threat is noncreature infrastructure.

- Go-wide: preserve life total and use prevention for the turn that changes combat math. Fog and Prismatic Strands are strongest when the opponent commits attackers, pumps, or a single-color alpha strike; they are weaker when used before the opponent is forced to expose the decisive attack. Build a board of cheap bodies, then let larger creatures such as Cowl Prowler, Canopy Gorger, Vorstclaw, Alpha Tyrranax, Primordial Wurm, and Ancient Brontodon dominate once the first wave is contained. Add role cards: Prismatic Strands, Scattershot Archer for flying tokens, and Weather the Storm against spell-heavy swarm turns. Reduce main-deck emphasis: one-for-one removal that does not affect the next combat step.

- Single-threat: keep hard answers for the threat that matters and avoid racing into a blocker that invalidates Jasmine Boreal of the Seven attacks. Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Introduction to Annihilation, Make Your Move, Stormplain Detainment, and Shower of Arrows are the main single-object answers, but Card text check required for Stormplain Detainment, Shower of Arrows, Make Your Move, and Sarkhan's Resolve before assuming exact modes or damage. Add role cards: Obsidian Acolyte or Crimson Acolyte when the threat or removal color makes protection relevant, and Standard Bearer when the opponent must target its own threat repeatedly.

- Burn: treat life total as the primary resource and make the opponent spend burn on creatures whenever possible. Weather the Storm should be saved for a turn with multiple spells when legal, but cast it earlier if the visible board and hand context suggest waiting risks death. Prismatic Strands can blank a lethal color-based damage turn, and Crimson Acolyte can protect against red targeted damage only when Veles shows a legal activation. Reduce main-deck emphasis: slow expensive creatures and painful tempo lines that delay blockers or life gain.

- Removal-heavy: diversify threats and force the opponent to answer the commander plus ordinary creatures in separate windows. Standard Bearer taxes targeted removal, Wrap in Vigor punishes destruction-based sweepers, Obsidian Acolyte and Crimson Acolyte protect against relevant colors, and Prismatic Strands buys the turn after removal opens an attack. Do not overcommit every creature into a known sweeper pattern unless the opponent is under a lethal clock or holding back would lose to card advantage anyway.

## Specific Matchup Notes

- General/archetype-only notes: exact opponents are absent, so revealed cards and legal actions override every assumption here. Use these notes as matchup priors, then update immediately when Veles shows a public engine, removal color, graveyard resource, sweeper pattern, or combat math that contradicts the archetype label.

- Against evasive tempo: prioritize life total, blockers, and removal for threats that bypass Jasmine Boreal of the Seven combat pressure. Scattershot Archer is the likely role card against visible flyers, Standard Bearer is the likely role card against targeted tempo, and Prismatic Strands is the likely role card when one attack step decides survival. Hold Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, and Generous Gift for the evasive threat or tempo permanent that makes Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, and larger vanilla creatures unable to race.

- Against artifact or enchantment engines: answer repeatable infrastructure before low-impact permanents. Dust to Dust and Gleeful Sabotage are likely role cards when artifacts or enchantments are visible engines; Nature's Claim, Naturalize, Disenchant, Generous Gift, Banishing Light, Oblivion Ring, and Introduction to Annihilation should hit mana, lock pieces, or advantage engines before cosmetic targets. Reduce main-deck emphasis on creature-only answers when the opponent’s public board is mostly noncreature infrastructure.

- Against graveyard decks: deploy pressure first, then use Relic of Progenitus at the public point where the graveyard becomes a resource. Do not spend Relic of Progenitus only to cycle if the opponent has visible flashback, recursion, delve, threshold, or reanimation pressure building. Crib Swap, Journey to Nowhere, Banishing Light, and Oblivion Ring are priority answers when the graveyard plan creates a single threatening creature instead of a reusable graveyard engine.

- Against red damage or spell chains: make survival the main axis and conserve prevention or life gain for a decisive turn. Weather the Storm is the likely role card against visible multi-spell burn or storm turns; Crimson Acolyte and Prismatic Strands are likely role cards when red damage is public and Veles exposes legal protection or prevention actions. Reduce main-deck emphasis on Ancient Brontodon, Primordial Wurm, and other slow closers if the game is decided before they matter.

- Against black or white targeted removal: protect the permanent that changes the race, not the first legal target. Obsidian Acolyte is the likely role card against black targeted removal, Standard Bearer can redirect pressure when the opponent must target, and Wrap in Vigor is the likely role card against destruction effects. Keep enough threats staggered so a removal-heavy opponent must answer Jasmine Boreal of the Seven, cheap attackers, and top-end creatures in separate windows.

- Against go-wide combat decks: build enough board to block, then use Fog or Prismatic Strands only when the opponent commits meaningful damage. Scattershot Archer matters if the swarm is evasive, while Weather the Storm matters if the swarm turn is spell-heavy. Priority targets are pump engines, anthem-like permanents, and creatures that make blocking impossible; Card text check required before assuming exact effects from Stormplain Detainment, Shower of Arrows, Make Your Move, Rebellious Strike, or Sarkhan's Resolve.

- Against big mana or slower control: apply early pressure before investing every turn into ramp. Cultivate, Kodama's Reach, Arcane Signet, Selesnya Signet, Utopia Sprawl, Wild Growth, Overgrowth, Avacyn's Pilgrim, Llanowar Elves, Ornithopter of Paradise, and Poison Dart Frog are strongest when they accelerate Jasmine Boreal of the Seven plus a threat, but cheap creatures should come first when the opponent is spending early turns setting up. Generous Gift and Introduction to Annihilation should be saved for the permanent that actually stabilizes or wins.

## Risk Summary

- Mana risk: the deck needs green early, white access for removal and commander lines, and enough untapped sources to avoid falling behind. Hands with only slow lands, only Plains, or enchant-ramp without a safe Forest can strand Cultivate, Kodama's Reach, Wild Growth, Utopia Sprawl, and Overgrowth.

- Matchup risk: evasive creatures, repeated removal, and noncombat engines can ignore the vanilla-creature pressure plan. Jasmine Boreal of the Seven improves combat only when her relevant text and legal attacks matter, so do not keep hands that rely on commander combat against a board that is winning through artifacts, enchantments, burn, or graveyard loops.

- Draw risk: the deck has limited card selection and can flood on expensive vanilla creatures or cheap low-impact bodies. Track Down, Adventure Awaits, Elven Farsight, Introduction to Prophecy, and Commander's Sphere should be used to smooth when not under lethal pressure, but they should not replace developing blockers under a short clock.

- Over-sideboarding risk: do not dilute the creature count or ramp shell for narrow answers that have no visible target. Add role cards only when the opponent’s public cards support them, and reduce main-deck emphasis on slow closers or narrow answers rather than cutting the ability to present damage.

- Graveyard risk: Relic of Progenitus can be too early or too late. Wait when the opponent must commit more graveyard material, but act before a visible graveyard payoff resolves if Veles exposes the legal activation.

- Sweeper/removal risk: overcommitting creatures into known mass damage or destruction can turn a stable board into a losing game. Wrap in Vigor, Standard Bearer, Obsidian Acolyte, Crimson Acolyte, Fog, and Prismatic Strands are only useful when held for the window Veles actually shows.

- Closer risk: Ancient Brontodon, Primordial Wurm, Vorstclaw, Alpha Tyrranax, and Tusked Colossodon are powerful only if mana and life total survive to cast them. Stabilize first with cheaper bodies and interaction when behind.

- Sequencing risk: enchant-ramp, bounce lands, and tapped lands punish careless ordering. Play the land that preserves next-turn colors, cast ramp before expensive threats when safe, and do not spend removal before identifying the permanent that prevents the deck’s next attack or survival line.

## Test Feedback Checklist

- Deciding factor: identify whether the game was won or lost by early combat pressure, commander deployment, mana development, removal timing, sideboard role cards, or a single missed survival window. Record the turn where the result became hard to reverse, and name the visible permanent, attack, spell, or failed action that caused it.

- Mulligans: record whether the opener had green mana, white mana, an early creature, and a path to three or four mana. Flag hands that kept Plains-heavy starts while holding Cultivate, Kodama's Reach, Wild Growth, Utopia Sprawl, Overgrowth, Avacyn's Pilgrim, Llanowar Elves, Ornithopter of Paradise, or Poison Dart Frog without reliable green.

- Mana: record every game where tapped lands, Selesnya Sanctuary timing, enchant-ramp placement, or color selection delayed a relevant action. Note whether Arcane Signet, Selesnya Signet, Commander's Sphere, Wildfield Borderpost, Citadel Gate, Manor Gate, Thriving Grove, Thriving Heath, Command Tower, or Path of Ancestry fixed the problem or arrived too late.

- Velocity: check whether Track Down, Adventure Awaits, Elven Farsight, Introduction to Prophecy, and Commander's Sphere improved draw quality when the deck was not under lethal pressure. Flag games where spending mana on selection instead of Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, or another attacker changed the race.

- Engine: record whether Jasmine Boreal of the Seven was cast on curve, delayed for protection, removed before mattering, or stranded by commander tax. Note whether the board had enough simple creatures for the commander plan to matter, and avoid crediting any commander text unless the rules engine exposed legal actions or resulting combat changes.

- Removal: audit whether Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Introduction to Annihilation, Nature's Claim, Naturalize, Disenchant, Shower of Arrows, Make Your Move, Stormplain Detainment, Rebellious Strike, or Sarkhan's Resolve answered the permanent that actually blocked victory or survival. Card text check required for exact tactical conclusions from Shower of Arrows, Make Your Move, Stormplain Detainment, Rebellious Strike, and Sarkhan's Resolve.

- Sideboard: record whether Dust to Dust, Standard Bearer, Prismatic Strands, Obsidian Acolyte, Crimson Acolyte, Relic of Progenitus, Scattershot Archer, Gleeful Sabotage, Wrap in Vigor, or Weather the Storm had a visible target or decisive timing window. Flag any role card that sat unused because the matchup label was wrong or the public board never matched its purpose.

- Closing: identify whether Ancient Brontodon, Primordial Wurm, Vorstclaw, Alpha Tyrranax, Tusked Colossodon, Canopy Gorger, or Axebane Stag closed the game, stabilized the ground, or remained stranded. Track whether cheaper pressure would have ended the game before the opponent stabilized.

- Role: record whether the pilot correctly played beatdown, stabilizer, or answer-heavy control in each game. Flag turns where the deck attacked while needing blockers, held creatures while needing pressure, or spent removal on a low-impact target while a visible engine stayed active.

- Mistakes: list illegal-action rejections, stale-action submissions, missed land drops, missed attacks, unnecessary chump blocks, premature Fog, premature Relic of Progenitus, and removal used before the opponent presented the real problem permanent.

- Stranded cards: name cards stuck in hand for three or more turns and state why: missing color, missing total mana, no legal target, bad timing, or board state made the card irrelevant.

- Overperformers and underperformers: record the exact cards that generated wins, prevented losses, or repeatedly failed to affect the game. Separate main-deck conclusions from sideboard conclusions so narrow cards are not judged by matchups where they were not supposed to matter.

## First Tuning Questions

- Mana quantity: is the deck losing more games to early color failure than to drawing too many lands? If green is the frequent failure point, consider whether the balance of Forest, Plains, Arctic Treeline, Botanical Plaza, Blossoming Sands, Radiant Grove, Creosote Heath, Thornglint Bridge, Selesnya Guildgate, Tranquil Expanse, Thriving Grove, Thriving Heath, Citadel Gate, Manor Gate, Command Tower, Path of Ancestry, Terramorphic Expanse, and Evolving Wilds needs adjustment.

- Ramp density: are Cultivate, Kodama's Reach, Arcane Signet, Selesnya Signet, Commander's Sphere, Wildfield Borderpost, Wild Growth, Utopia Sprawl, Overgrowth, Avacyn's Pilgrim, Llanowar Elves, Ornithopter of Paradise, and Poison Dart Frog accelerating real threats, or are they replacing too many early attackers and blockers?

- Aggro plan: are Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Swordwise Centaur, Alpine Grizzly, and Prowling Caracal producing enough early damage to justify low individual card impact in a 100-card singleton game?

- Control plan: does the deck need more answer density, or are Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Introduction to Annihilation, Nature's Claim, Naturalize, and Disenchant already enough when sequenced correctly?

- Closer mix: are Ancient Brontodon, Primordial Wurm, Vorstclaw, Alpha Tyrranax, Tusked Colossodon, Canopy Gorger, Axebane Stag, Cowl Prowler, Orazca Frillback, and Garruk's Gorehorn ending games, or does the top end create stranded hands and slow recovery turns?

- Sideboard slots: do Dust to Dust, Gleeful Sabotage, Relic of Progenitus, Scattershot Archer, Weather the Storm, Standard Bearer, Obsidian Acolyte, Crimson Acolyte, Prismatic Strands, and Wrap in Vigor each answer a real tested matchup? If any role card lacks a repeated target, identify the matchup gap before changing the 10-card policy sideboard.

- Role conflict: is the deck trying to be cheap vanilla beatdown, ramp into large vanilla creatures, and answer-heavy stabilization at the same time? Use logs to decide whether Jasmine Boreal of the Seven wants more early bodies, more mana smoothing, more protection, or fewer expensive closers.

- Card-text uncertainty: did any decision depend on guessed text from Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Besotted Knight // Betroth the Beast, Tuinvale Treefolk // Oaken Boon, Stormplain Detainment, Shower of Arrows, Make Your Move, Rebellious Strike, or Sarkhan's Resolve? Verify those exact cards before making strategic changes based on their performance.

## Veles Tactical Policy

### Policy: Opening Keep Gate
Priority: High
Decision families: mulligan
Cards: Jasmine Boreal of the Seven; Forest; Plains; Command Tower; Path of Ancestry; Arcane Signet; Selesnya Signet; Wild Growth; Utopia Sprawl; Avacyn's Pilgrim; Llanowar Elves
Phase windows: pregame mulligan decisions
Runtime cues: prompt:mulligan
Use when: deciding whether the opener can cast early green, early white, and at least one board-developing spell.
Avoid when: the hand cannot produce green or white by turn two unless it contains a legal fixing sequence from visible cards.
Instructions: Keep hands with two or three mana sources, access to green, access to white, and either ramp or an early creature. Mulligan hands that are all expensive creatures, all tapped lands with no early play, or interaction-only without pressure. Treat Jasmine Boreal of the Seven as a payoff for a creature-heavy hand, not as a keep by itself.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes

### Policy: Early Simple-Creature Setup
Priority: Medium
Decision families: priority; combat
Cards: Elite Vanguard; Savannah Lions; Blade of the Sixth Pride; Oreskos Swiftclaw; Devilthorn Fox; Dromoka Warrior; Swordwise Centaur; Alpine Grizzly; Jasmine Boreal of the Seven
Phase windows: turns 1-3 main phases and early combat
Runtime cues: action:cast
Use when: legal actions include cheap creatures and the battlefield needs pressure or blockers before Jasmine Boreal of the Seven matters.
Avoid when: a visible opposing threat requires immediate Journey to Nowhere, Crib Swap, Banishing Light, Oblivion Ring, or Fog planning.
Instructions: Deploy cheap no-frills bodies before slow card selection unless the hand lacks lands or colors. Prefer establishing two creatures before committing high-cost closers. If Jasmine Boreal of the Seven is already active and Forge shows combat changes, prioritize bodies that benefit from the exposed legal attack pattern.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes

### Policy: Jasmine Commitment Gate
Priority: High
Decision families: priority; mana
Cards: Jasmine Boreal of the Seven; Wrap in Vigor; Fog; Prismatic Strands
Phase windows: main phases with commander available
Runtime cues: action:cast Jasmine Boreal of the Seven
Use when: the commander is legal to cast and the board or hand contains multiple creature follow-ups.
Avoid when: the opponent has untapped mana, known removal, or visible pressure that makes spending the turn on commander tempo-negative.
Instructions: Cast Jasmine Boreal of the Seven when her mana or combat text can affect the next turn cycle. Delay her when the deck must answer a visible engine, survive combat, or develop mana first. Do not assume protection exists unless Wrap in Vigor, Fog, or Prismatic Strands is legal and appropriately timed.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Aura Ramp Placement
Priority: Medium
Decision families: mana; priority
Cards: Wild Growth; Utopia Sprawl; Overgrowth; Forest; Arctic Treeline; Radiant Grove; Thornglint Bridge
Phase windows: early main phases before spending remaining mana
Runtime cues: action:enchant
Use when: legal actions include enchanting a land and the target land is visible.
Avoid when: the only target land is likely needed untapped for an immediate interaction spell this turn.
Instructions: Put Wild Growth, Utopia Sprawl, or Overgrowth on green-producing lands that are likely to remain available. Favor basic Forest when legal to reduce tapped-land and bounce-land complications. Card text check required for exact Utopia Sprawl color naming if Forge exposes a color prompt.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Fetchland Execution
Priority: Low
Decision families: mana
Cards: Terramorphic Expanse; Evolving Wilds; Forest; Plains
Phase windows: main phases or end steps when activation is legal
Runtime cues: action:activate Terramorphic Expanse; action:activate Evolving Wilds
Use when: the legal action text names Terramorphic Expanse or Evolving Wilds and the deck is missing a basic color shown in hand costs.
Avoid when: cracking the land prevents a currently legal spell that must be cast this turn.
Instructions: Fetch Forest when green is missing for ramp or creatures; fetch Plains when white is missing for removal or early attackers. If both colors are present, fetch the basic that supports the next visible spell sequence.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes

### Policy: Signet And Rock Sequencing
Priority: Medium
Decision families: mana; priority
Cards: Arcane Signet; Selesnya Signet; Commander's Sphere; Wildfield Borderpost; Ornithopter of Paradise; Avacyn's Pilgrim; Llanowar Elves; Poison Dart Frog
Phase windows: turns 1-4 main phases
Runtime cues: action:cast Arcane Signet; action:cast Selesnya Signet; action:cast Commander's Sphere; action:cast Wildfield Borderpost
Use when: legal actions include mana development and the hand contains four-plus mana threats or commander recast pressure.
Avoid when: the opponent's visible board makes a creature blocker, Fog plan, or removal spell immediately necessary.
Instructions: Prefer one-mana accelerants before two-mana rocks when they enable next-turn Jasmine Boreal of the Seven or large creatures. Use rocks over card selection when the hand already has threats. Card text check required for Poison Dart Frog tactical details beyond mana production.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes

### Policy: Large-Creature Deployment Gate
Priority: Medium
Decision families: priority; mana
Cards: Ancient Brontodon; Primordial Wurm; Vorstclaw; Alpha Tyrranax; Tusked Colossodon; Axebane Stag; Canopy Gorger; Cowl Prowler; Garruk's Gorehorn
Phase windows: midgame and late main phases
Runtime cues: action:cast
Use when: legal actions include a large creature and the board needs a stabilizer or closing threat.
Avoid when: tapping out leaves no legal answer to a visible lethal attack or known problem permanent.
Instructions: Cast the largest body when it changes combat math this turn cycle. Prefer cheaper large creatures when holding interaction matters. Do not spend selection mana first if doing so loses the window to cast the stabilizing creature.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Removal Target Gate
Priority: High
Decision families: interaction; priority
Cards: Journey to Nowhere; Banishing Light; Oblivion Ring; Crib Swap; Generous Gift; Introduction to Annihilation; Stormplain Detainment; Make Your Move
Phase windows: main phases and legal instant-speed windows
Runtime cues: action:target
Use when: a visible opposing permanent blocks lethal, threatens lethal, or represents a durable engine the deck cannot race.
Avoid when: the target is low impact and a larger visible threat is likely to decide the next turn cycle.
Instructions: Save broad removal for commanders, evasive clocks, combo pieces, and permanents that stop attacks. Use narrower removal only when Forge shows legal targets matching the card. Card text check required for Stormplain Detainment and Make Your Move before relying on exact tactical modes.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Artifact And Enchantment Answer Gate
Priority: Medium
Decision families: interaction; priority
Cards: Nature's Claim; Naturalize; Disenchant; Dust to Dust; Gleeful Sabotage
Phase windows: main phases or instant windows exposed by Forge
Runtime cues: action:cast Nature's Claim; action:cast Naturalize; action:cast Disenchant; action:cast Dust to Dust; action:cast Gleeful Sabotage
Use when: a visible artifact or enchantment is enabling damage, mana, combo, protection, or a lock.
Avoid when: the only visible target is low impact and removing it does not change combat, mana, or lethal timing.
Instructions: Prioritize permanents that prevent attacking, generate repeated advantage, or create imminent lethal. Use Dust to Dust and Gleeful Sabotage primarily in sideboarded games with multiple visible targets. Card text check required for exact Gleeful Sabotage execution if conspire-style choices appear.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Survival Prevention Gate
Priority: High
Decision families: interaction; combat; priority
Cards: Fog; Prismatic Strands; Weather the Storm; Wrap in Vigor
Phase windows: combat damage prevention windows, end steps, and lethal stack windows
Runtime cues: action:cast Fog; action:cast Prismatic Strands; action:cast Weather the Storm; action:cast Wrap in Vigor
Use when: visible combat damage, stack damage, or removal would otherwise cause lethal or destroy the only stabilizing board.
Avoid when: life total and blockers survive the turn without spending the card.
Instructions: Use Fog or Prismatic Strands to stop lethal or preserve a counterattack, not to save a small amount of life. Use Wrap in Vigor when visible removal or combat would wipe multiple important creatures. Use Weather the Storm when storm count and life gain are exposed by legal action output.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Combat With Jasmine Board
Priority: Medium
Decision families: combat
Cards: Jasmine Boreal of the Seven; Elite Vanguard; Savannah Lions; Blade of the Sixth Pride; Panther Warriors; Terrain Elemental; Prizefighter Construct; Prowling Caracal
Phase windows: declare attackers and declare blockers
Runtime cues: prompt:declare attackers; prompt:declare blockers
Use when: Forge exposes legal combat actions and Jasmine Boreal of the Seven or simple creatures affect attack choices.
Avoid when: attacking sacrifices needed blockers under a short visible clock.
Instructions: Attack when legal blocks shown by Forge make damage favorable or when the opponent must answer a growing board. Hold back bodies when racing math shows crack-back lethal. Do not infer unblockability; trust only legal actions and visible blockers exposed by the engine.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Single Forced Pass
Priority: Low
Decision families: priority
Cards: none
Phase windows: any priority window
Runtime cues: action:pass
Use when: pass is the only legal action text available.
Avoid when: any other legal action is present.
Instructions: Submit the visible pass action when no spell, ability, attack, block, or selection action is legal. Preserve decision time for windows with alternatives.
Pilot skill floor: basic
No-API allowed: yes
Light-model allowed: yes

### Policy: Selection Spell Discipline
Priority: Medium
Decision families: selection; mana; priority
Cards: Adventure Awaits; Track Down; Elven Farsight; Introduction to Prophecy; Commander's Sphere
Phase windows: main phases, scry decisions, draw/filter prompts
Runtime cues: action:cast Adventure Awaits; action:cast Track Down; action:cast Elven Farsight; action:cast Introduction to Prophecy; prompt:scry
Use when: the hand lacks land, pressure, interaction, or a castable next-turn play.
Avoid when: spending mana on selection prevents casting a necessary blocker, removal spell, or commander.
Instructions: Use selection to fix missing roles, not to chase abstract card quality. Keep lands when missing drops; keep removal when a visible permanent must be answered; keep creatures when the board needs pressure. Card text check required for exact Elven Farsight and Introduction to Prophecy choices.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Role Selection
Priority: High
Decision families: sideboard
Cards: Dust to Dust; Standard Bearer; Prismatic Strands; Obsidian Acolyte; Crimson Acolyte; Relic of Progenitus; Scattershot Archer; Gleeful Sabotage; Wrap in Vigor; Weather the Storm
Phase windows: between games sideboarding
Runtime cues: prompt:sideboard
Use when: choosing legal sideboard changes after seeing opponent colors, permanents, graveyard use, combat pattern, or damage profile.
Avoid when: the matchup evidence does not show a target for the narrow sideboard card.
Instructions: Add Dust to Dust or Gleeful Sabotage against visible artifact/enchantment reliance, Relic of Progenitus against graveyard reliance, Scattershot Archer against small fliers, Weather the Storm or Prismatic Strands against damage races, Standard Bearer against targeted strategies, Obsidian Acolyte against black pressure, Crimson Acolyte against red pressure, and Wrap in Vigor against sweepers or removal-heavy boards.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Adventure And Split-Card Mode Gate
Priority: Medium
Decision families: selection; priority; interaction
Cards: Tuinvale Treefolk // Oaken Boon; Garenbrig Carver // Shield's Might; Silverflame Squire // On Alert; Besotted Knight // Betroth the Beast
Phase windows: main phases, combat tricks, legal adventure-like prompts
Runtime cues: action:cast Tuinvale Treefolk; action:cast Garenbrig Carver; action:cast Silverflame Squire; action:cast Besotted Knight
Use when: Forge exposes separate legal cast options for the creature side or alternate spell side.
Avoid when: the card text is not exposed and the tactical effect would be guessed.
Instructions: Choose the creature side when the board needs material. Choose the spell side only when the visible legal text clearly improves combat, survival, or damage this turn. Card text check required for exact alternate-side effects before treating any mode as removal, protection, or pump.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes
