# Strategy Specifications
## Deck Name And Archetype
- Identity: Golgari Midrange is a Pioneer black-green attrition deck using discard, efficient removal, resilient threats, creature-lands, and graveyard-adjacent pressure to trade resources early and convert stable boards into inevitability.

- Format validation: The registered format is Pioneer, the main deck contains 60 cards, the sideboard contains 15 cards, and the supplied format-aware validation result passes under the active contract.

- Archetype tags: Use the active tags `midrange` and `graveyard`; treat the duplicate `midrange,graveyard` tag string as equivalent metadata, not as a separate role package.

- Stock status: Classify the list as hybrid rather than fully stock, because the shell uses familiar Golgari interaction such as Thoughtseize, Fatal Push, Abrupt Decay, Sheoldred, the Apocalypse, Graveyard Trespasser, Boseiju, Who Endures, Takenuma, Abandoned Mire, and creature-lands, while also relying on deck-specific engine or pressure cards such as Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, Unholy Annex // Ritual Chamber, Sentinel of the Nameless City, and Withering Curse.

- Legality concern: Assume the registered list is legal only through the provided validation result; at runtime, Veles must still obey the rules engine’s legal actions and must not infer that a card can be cast, activated, targeted, transformed, crewed, channeled, or used from graveyard unless the engine exposes that action.

- Card text concern: Card text check required for Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, Unholy Annex // Ritual Chamber, Sentinel of the Nameless City, Wastewood Verge, Withering Curse, and any other card whose live rules text is not available in the decision request. Tactical guidance for those cards must remain conditional on visible legal actions and public board state.

- Mana identity: The deck is primarily black-green with a heavy black early-game requirement for Thoughtseize, Fatal Push, Graveyard Trespasser, Unholy Annex // Ritual Chamber, and Sheoldred, the Apocalypse, plus green requirements for Abrupt Decay, Tear Asunder, Boseiju, Who Endures, and any green-costed engine threats exposed by the rules engine.

- Mana-risk profile: The mana base has strong two-color access through Blooming Marsh, Llanowar Wastes, Overgrown Tomb, Wastewood Verge, Urborg, Tomb of Yawgmoth, Swamp, and Forest, but four Mutavault, Restless Cottage, Takenuma, Abandoned Mire, and Boseiju, Who Endures can create colored-source tension in hands that need turn-one Thoughtseize or Fatal Push followed by Abrupt Decay.

- Role concern: Pilot the deck as the resource-answer deck by default, not as a pure beatdown deck; it should trade one-for-one until a durable permanent, creature-land, or high-impact draw step lets it pull ahead.

- Graveyard concern: Treat graveyard use as a pressure and value axis rather than an all-in combo plan unless a future section or visible action proves otherwise; graveyard hate from either player changes card valuation but should not make the pilot abandon normal midrange sequencing.

- Opponent information status: No specific opponent deck is supplied for this guide batch, so matchup assumptions must remain archetype-level only; Veles should update priorities from visible cards, revealed hand information, public graveyards, exile, life totals, stack objects, and legal actions rather than assuming hidden staples.

- Runtime hierarchy: Legal actions from the rules engine override this guide, visible board state and public information refine this guide, and deck identity only breaks ties when several legal lines appear strategically close.

## Thesis
- Assemble attrition first, inevitability second: Golgari Midrange wants early black interaction, stable black-green mana, and at least one durable pressure source so every exchange leaves the opponent with fewer good resources than the pilot.

- Win by converting trades into a permanent advantage engine: Thoughtseize, Fatal Push, Abrupt Decay, Tear Asunder, and Culling Ritual should clear the first wave, then Sheoldred, the Apocalypse, Graveyard Trespasser, Unholy Annex // Ritual Chamber, Sentinel of the Nameless City, Mutavault, and Restless Cottage pressure life totals while taxing the opponent's recovery.

- Prioritize board containment over speculative damage when behind: use removal and discard to stop the opponent's highest-impact visible line before attacking with Mutavault or committing a fragile creature that may be needed to block.

- Prioritize threat density over holding perfect answers when stable: once the opponent is low on cards or has a weak board, deploy Sheoldred, the Apocalypse, Graveyard Trespasser, Unholy Annex // Ritual Chamber, Professor Dellian Fel, Badgermole Cub, Emeritus of Abundance, or Sentinel of the Nameless City according to legal actions and mana efficiency instead of passing with unused resources for unclear upside.

- Treat graveyard text as a value axis, not an all-in plan: Graveyard Trespasser, Takenuma, Abandoned Mire, Restless Cottage, Unlicensed Hearse, Go Blank, and any visible Badgermole Cub or Professor Dellian Fel graveyard interaction should be used only when the engine exposes legal actions and public zones make the line relevant.

- Do not race blindly as a creature deck: four Mutavault and recursive or sticky threats can close games, but the deck is not trying to ignore the stack, ignore combat math, or keep hands that only attack without Thoughtseize, Fatal Push, Abrupt Decay, or castable pressure.

- Do not invent hidden cards or rules text: Card text check required for Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, Unholy Annex // Ritual Chamber, Sentinel of the Nameless City, Wastewood Verge, and Withering Curse unless Veles supplies live card text or legal action text.

## Role Package
- Threats: Sheoldred, the Apocalypse is the premier stabilizing finisher; Graveyard Trespasser is the main graveyard-pressure and life-buffer threat; Badgermole Cub and Professor Dellian Fel are four-copy deck-specific threats whose tactical use must follow visible card text and legal actions; Sentinel of the Nameless City provides additional midgame board presence when its action text is known; Mutavault and Restless Cottage turn excess lands into pressure after trades.

- Payoffs: Unholy Annex // Ritual Chamber is a central four-copy payoff or engine piece when legally deployable, but the pilot must not assume transformation, token, draw, or life-loss details without runtime text; Sheoldred, the Apocalypse punishes opposing draw steps and rewards the pilot's draw effects when visible; Graveyard Trespasser converts graveyard management into damage and life padding when its triggered or ward-related actions are exposed.

- Engines: Professor Dellian Fel, Emeritus of Abundance, Unholy Annex // Ritual Chamber, Badgermole Cub, Sentinel of the Nameless City, Restless Cottage, Takenuma, Abandoned Mire, and Graveyard Trespasser form the value layer, but uncertain text means Veles should prefer clear legal-action labels over guide assumptions.

- Velocity: Thoughtseize is informational velocity because it reveals the opponent's hand and lets the pilot sequence future removal; Sentinel of the Nameless City and Unholy Annex // Ritual Chamber may provide material flow if visible text confirms it; Takenuma, Abandoned Mire can become late-game recursion velocity when channel or equivalent actions are legal.

- Interaction: Fatal Push handles cheap creature pressure and should be preserved for must-answer bodies when life total allows; Abrupt Decay is the broad maindeck answer to low-cost permanents; Tear Asunder is the flexible singleton for artifacts, enchantments, or other exposed legal targets; Culling Ritual is the reset button against clustered cheap permanents when it does not destroy too much of the pilot's own needed board.

- Protection: Thoughtseize is the proactive protection spell for Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, and other engines; Graveyard Trespasser may protect itself through its printed ward or discard-tax text only if visible rules text confirms; Boseiju, Who Endures protects long-game equity by answering problematic artifacts, enchantments, or lands through legal channel actions.

- Recursion: Takenuma, Abandoned Mire is the named main-deck recursion land; Restless Cottage may interact with graveyards or creatures only under exposed legal text; Graveyard Trespasser uses graveyards as pressure and disruption rather than guaranteed recursion.

- Mana: Blooming Marsh and Overgrown Tomb enable early black-green sequencing; Llanowar Wastes fixes at a life cost; Swamp, Forest, Urborg, Tomb of Yawgmoth, Wastewood Verge, Boseiju, Who Endures, Takenuma, Abandoned Mire, Restless Cottage, and Mutavault require careful color accounting before keeping hands with Thoughtseize, Fatal Push, Abrupt Decay, or Sheoldred, the Apocalypse.

- Sideboard modules: Ray of Enfeeblement and Sheoldred's Edict expand creature interaction; Duress and Go Blank expand hand and resource denial; Unlicensed Hearse adds graveyard control; Invoke Despair adds top-end pressure against grindy or permanent-heavy opponents; Culling Ritual increases cheap-permanent sweep density; Withering Curse is a matchup card with Card text check required before tactical claims.

## Primary Win Conditions
- Sheoldred stabilization is the cleanest closing plan: set up black mana and removal first, then deploy Sheoldred, the Apocalypse when the opponent's visible board is contained or their hand has been softened by Thoughtseize. Execute by forcing draw-step life swings, declining unnecessary races, and using Fatal Push, Abrupt Decay, Tear Asunder, or Sheoldred's Edict after sideboard to keep attackers off Sheoldred; prioritize this line when life totals are close, both players are trading resources, or the opponent must draw extra cards to recover. Disruption to respect: open removal, exile, sacrifice effects, and counterplay shown by Thoughtseize or public game actions.

- Attrition-engine pressure is the default midrange win path: use Thoughtseize to identify the opponent's highest-impact card, trade Fatal Push and Abrupt Decay for early permanents, then resolve Unholy Annex // Ritual Chamber, Graveyard Trespasser, Professor Dellian Fel, Badgermole Cub, Sentinel of the Nameless City, or Emeritus of Abundance as the continuing advantage source. Card text check required for Unholy Annex // Ritual Chamber, Professor Dellian Fel, Badgermole Cub, Sentinel of the Nameless City, and Emeritus of Abundance, so execute this plan through visible legal actions rather than assumed text. Prioritize this line when the opponent is low on cards, when removal can clear blockers, or when one permanent can demand multiple opposing answers.

- Graveyard-pressure closing uses Graveyard Trespasser plus selective graveyard denial: set up by trading creatures and removal early, then use exposed Graveyard Trespasser trigger or action text to pressure life totals and shrink graveyard resources. Execute by exiling the most relevant public graveyard card when the engine offers a legal choice, especially escape, delve, reanimation, recursive creature, or spell-flashback resources; prioritize this line when the opponent's graveyard is part of their visible recovery plan. Disruption to respect: instant removal before attacks, graveyard replacement effects, and cases where attacking loses Graveyard Trespasser into a bad block.

- Creature-land pressure wins stalled games after trades: preserve Mutavault, Restless Cottage, Takenuma, Abandoned Mire, Boseiju, Who Endures, and Urborg, Tomb of Yawgmoth as lands until the board is stable, then convert Mutavault or Restless Cottage into repeatable damage when legal activation text is visible and mana remains available. Prioritize this line when both players are topdecking, when sweepers are likely, or when committing another creature exposes too much to removal. Disruption to respect: instant-speed removal, field-wide damage, tapped-land tempo, and losing colored mana needed for Abrupt Decay, Tear Asunder, or Sheoldred, the Apocalypse.

## Secondary Win Conditions
- Thoughtseize-backed tempo can become a damage plan: use Thoughtseize early to remove the answer or payoff most likely to beat the current hand, then deploy a two- or three-mana threat and trade removal for blockers. This plan is strongest when the opponent keeps a reactive or synergy-dependent hand and the pilot has castable pressure; do not spend Thoughtseize life casually when already under a short clock unless the revealed card will decide combat, combo timing, or a protected finisher.

- Culling Ritual can create a swing turn against cheap-permanent boards: set up by letting low-cost opposing permanents accumulate only if life total and board texture allow, then cast Culling Ritual when it removes more opposing material than pilot material and the follow-up mana can cast a meaningful legal spell. Prioritize this line against token, small-creature, artifact, or enchantment clusters; avoid it when it destroys the pilot's only relevant pressure or when the generated mana has no useful outlet.

- Recursive late-game value can reopen a closed game: use Takenuma, Abandoned Mire only when its legal action can return a high-impact creature such as Sheoldred, the Apocalypse, Graveyard Trespasser, Sentinel of the Nameless City, Professor Dellian Fel, Badgermole Cub, or Emeritus of Abundance and the mana trade does not lose the turn. Restless Cottage may provide additional graveyard or board value only if visible action text confirms the relevant mode.

- Singletons can steal narrow games: Tear Asunder answers a visible artifact, enchantment, or kicked nonland target when legal; Boseiju, Who Endures can answer exposed problem permanents through legal channel text; Culling Ritual can reset cheap boards. Treat these as precision tools, not automatic casts, because using them too early may leave the deck without an answer to the permanent actually stopping Sheoldred, the Apocalypse or the combat plan.

## Emergency Lines
- When behind on life, stop racing and stabilize first: hold Mutavault attacks if the land may need to block, use Fatal Push on the attacker that changes the clock fastest, and deploy Sheoldred, the Apocalypse or Graveyard Trespasser when they legally improve life-total pressure or blocking. Thoughtseize becomes risky at low life unless it removes lethal, a sweeper, a combo piece, or the only answer to a stabilizing threat.

- When behind on board, trade down to survive before building value: Abrupt Decay and Fatal Push should answer the most dangerous visible permanent or attacker, while Culling Ritual should be considered if it clears multiple cheap threats without sacrificing the pilot's only route back. Do not animate Mutavault or Restless Cottage into unfavorable combat unless the block prevents lethal or preserves a higher-value permanent.

- When behind on cards, convert every topdeck into board impact: prioritize Unholy Annex // Ritual Chamber, Sentinel of the Nameless City, Sheoldred, the Apocalypse, Graveyard Trespasser, Professor Dellian Fel, Badgermole Cub, Emeritus of Abundance, Takenuma, Abandoned Mire, and creature-land activations according to visible legal text. Avoid one-for-one removal on low-impact permanents unless they enable lethal, protect a combo, or prevent the pilot from safely deploying a threat.

- When behind on mana, preserve colored sources over creature-land damage: make land drops, keep Overgrown Tomb, Blooming Marsh, Llanowar Wastes, Swamp, Forest, Wastewood Verge, Urborg, Tomb of Yawgmoth, and Boseiju, Who Endures aligned with current hand requirements, and delay Mutavault activations that prevent casting Fatal Push, Abrupt Decay, Thoughtseize, Tear Asunder, or Sheoldred, the Apocalypse. Card text check required for Wastewood Verge, so use only exposed legal mana information.

- When win conditions are removed, pivot to layered pressure: use Takenuma, Abandoned Mire if it can legally return a threat, use Graveyard Trespasser and Restless Cottage to tax graveyards if action text allows, and close with Mutavault plus any surviving creature. If no pressure remains, prioritize draw or engine actions only when Veles exposes them; otherwise preserve removal for the opponent's actual lethal path.

## Resource Model
- Life is a spendable resource only while the visible clock is controlled: Thoughtseize, Overgrown Tomb untapped, Llanowar Wastes pain, and possible Unholy Annex // Ritual Chamber life costs should be accepted when they remove a decisive card, enable a same-turn play, or unlock a stabilizing threat. Stop spending life freely once the opponent presents a short clock; at that point Fatal Push, Abrupt Decay, Sheoldred, the Apocalypse, and blocking with creatures or Mutavault matter more than marginal information.

- Cards in hand are converted into inevitability by trading one-for-one until a durable permanent sticks: Thoughtseize strips the card most likely to invalidate the hand, Fatal Push and Abrupt Decay trade for early pressure or engines, and Sheoldred, the Apocalypse, Graveyard Trespasser, Sentinel of the Nameless City, Professor Dellian Fel, Badgermole Cub, Emeritus of Abundance, or Unholy Annex // Ritual Chamber become the payoff. Card text check required for the less familiar permanents, so prefer visible engine/draw/trigger action text over assumed roles.

- Mana is the deck's main bottleneck after turn two: early turns need black for Thoughtseize and Fatal Push, green-black together for Abrupt Decay, and double black for Sheoldred, the Apocalypse. Do not spend mana on Mutavault, Restless Cottage, Takenuma, Abandoned Mire, or Boseiju, Who Endures activations when that prevents casting the current interaction spell or main threat.

- Board presence is valuable when it either attacks safely or forces removal: Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, Sentinel of the Nameless City, Emeritus of Abundance, and Sheoldred, the Apocalypse should be sequenced so at least one threat survives after expected removal. Avoid overcommitting into sweepers unless the opponent's visible board or hand pressure requires immediate racing.

- Graveyards are both value and denial zones: Graveyard Trespasser can pressure public graveyard resources when legal triggers or choices are exposed, Takenuma, Abandoned Mire can become a late threat-recursion land, and Restless Cottage may matter if visible action text confirms graveyard interaction. Exile is mostly a public audit zone; track what Tear Asunder, Graveyard Trespasser, Go Blank, Unlicensed Hearse, or opponent effects remove before assuming recursion remains available.

- Lands are threats, answers, and colored sources: Mutavault and Restless Cottage convert excess mana into pressure, Boseiju, Who Endures and Takenuma, Abandoned Mire convert lands into spells, and Urborg, Tomb of Yawgmoth can repair black mana. Preserve utility lands until their spell-like mode is worth more than the land drop or colored source they represent.

- Sacrifice fodder is not a default plan in the registered main deck: use creatures as combat resources, not disposable material, unless the rules engine exposes a specific legal sacrifice action from a visible card. Do not assume Culling Ritual or any unfamiliar permanent creates sacrifice value without action text.

- Tempo is gained by spending cheap answers before expensive threats: remove the play that changes the clock, then deploy a threat into the cleared turn. Sideboard bullets convert narrow mana into high impact: Duress and Go Blank attack hands, Unlicensed Hearse attacks graveyards, Ray of Enfeeblement and Sheoldred's Edict answer creature patterns, Culling Ritual answers cheap-permanent boards, Invoke Despair pressures low-resource opponents, and Withering Curse requires card text check before relying on a specific tactical role.

## Mana Guide
- Keep hands that cast at least one early black spell and have a credible path to green-black by turn two or three: Thoughtseize or Fatal Push plus lands is acceptable if Abrupt Decay, Badgermole Cub, Professor Dellian Fel, or other green cards become castable on schedule. Mulligan hands with only Mutavault-heavy mana, no black source, or no early interaction unless the hand has multiple castable threats and the matchup is visibly slow.

- Prioritize black first when choosing land sequencing: turn-one Thoughtseize and Fatal Push often decide whether the deck reaches its stronger turns. Blooming Marsh is best early, Overgrown Tomb should enter untapped when it unlocks a decisive one- or two-mana spell, and Llanowar Wastes should be used carefully once life total is under pressure.

- Secure green-black before holding up Abrupt Decay or Tear Asunder: do not sequence Swamp, Mutavault, and utility lands in a way that strands Abrupt Decay against a visible permanent that must die. Forest is valuable for green access but can make double-black costs harder, so pair it with black-rich lands when Sheoldred, the Apocalypse, Invoke Despair, Graveyard Trespasser, or Go Blank is in the plan.

- Treat Mutavault as a spell after mana is stable: early Mutavault damage is secondary to casting Fatal Push, Thoughtseize, Abrupt Decay, and curve threats. Animate Mutavault only when the remaining mana still covers required interaction or when the damage/block materially changes the visible race.

- Treat Restless Cottage, Boseiju, Who Endures, Takenuma, Abandoned Mire, Urborg, Tomb of Yawgmoth, and Wastewood Verge as utility lands with opportunity costs: play them when their mana function improves the current hand, hold channel-style lands when their spell mode is likely to answer a known permanent or recover a known threat, and use Urborg, Tomb of Yawgmoth to turn colorless-heavy draws into black-heavy draws. Card text check required for Wastewood Verge.

- Play lands before draw or selection only when the land drop enables an immediate legal spell or preserves tempo: if the decision involves a visible draw, explore, surveil, clue-like action, or other card-selection action from Sentinel of the Nameless City, Unholy Annex // Ritual Chamber, Professor Dellian Fel, Badgermole Cub, Emeritus of Abundance, or Restless Cottage, wait on the land drop when legal and tactically safe so the drawn card can inform the land choice. Play the land first when missing mana would prevent casting the drawn cheap interaction in the same turn.

- Sideboard mana should be checked before accepting black-heavy plans: Invoke Despair demands heavy black commitment, while Go Blank, Duress, Ray of Enfeeblement, Sheoldred's Edict, and Culling Ritual are easier but still compete with main-deck black interaction. Do not bring in a plan that overloads double- or triple-black turns if the visible post-board configuration leaves too many colorless or green-only sources.

## Mulligan Guide
- Strong keep: Two or three lands with an untapped black source, one early interaction spell, and one durable permanent is the baseline keep. Examples: Blooming Marsh plus Thoughtseize, Fatal Push, Abrupt Decay, Graveyard Trespasser, and Sheoldred, the Apocalypse; or Overgrown Tomb plus Fatal Push, Badgermole Cub, Professor Dellian Fel, Unholy Annex // Ritual Chamber, and a third land.

- Medium keep: Two lands with black and green access plus two castable plays is acceptable even without Sheoldred, the Apocalypse. Keep hands such as Blooming Marsh, Llanowar Wastes, Thoughtseize, Abrupt Decay, Badgermole Cub, Professor Dellian Fel, and Graveyard Trespasser when the curve functions and the hand can trade early.

- Risky keep: One-land hands are usually keepable only with Blooming Marsh or Overgrown Tomb, Thoughtseize or Fatal Push, and multiple two-mana plays that become live from any second land. Ship one-land hands with Mutavault, Restless Cottage, Boseiju, Who Endures, Takenuma, Abandoned Mire, or Wastewood Verge as the only land unless the rules engine shows a legal special action that materially changes the hand.

- Automatic ship: Ship hands with no black source, no first-three-turn spell, or colorless-heavy lands that strand Fatal Push, Thoughtseize, Abrupt Decay, Graveyard Trespasser, or Sheoldred, the Apocalypse. Ship hands that are only expensive permanents plus utility lands against unknown opponents because this deck wins by interacting before stabilizing.

- Matchup-dependent keep: Keep removal-heavy hands against visible aggressive or creature-combo opponents, especially Fatal Push plus Abrupt Decay plus any threat. Keep Thoughtseize-heavy hands against slower, spell-based, or combo-looking opponents, but do not keep all-discard hands without a clock unless the opponent's visible strategy is fragile to hand disruption.

- Play/draw adjustment: On the play, prioritize Thoughtseize into a threat because the first discard can clear the path for Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, or Unholy Annex // Ritual Chamber. On the draw, prioritize Fatal Push and Abrupt Decay more highly because the opponent may already have a permanent that must be answered before a threat matters.

- Trap hand: Do not keep Sheoldred, the Apocalypse plus multiple Mutavault-style lands without double-black development. Do not keep Unholy Annex // Ritual Chamber, Sentinel of the Nameless City, Emeritus of Abundance, or unfamiliar engine permanents as the only plan unless their visible card text or legal actions show immediate stabilization; Card text check required for unfamiliar tactical roles.

## Turn Arc
- Turn 1: Lead with untapped black when Thoughtseize or Fatal Push is relevant. Cast Thoughtseize against unknown, combo, control, or slow hands; hold Fatal Push when the opponent's visible board suggests an immediate creature will matter more than hand information. Play Blooming Marsh early when possible, and use Overgrown Tomb untapped only when the life payment unlocks a decisive spell.

- Turn 1 deviation: Do not spend turn one on Mutavault damage or utility-land preservation if that strands Thoughtseize or Fatal Push. If no spell is available, choose the land that best enables Abrupt Decay on turn two and Sheoldred, the Apocalypse or Graveyard Trespasser later.

- Turn 2: Prefer Abrupt Decay or Fatal Push when the opponent has a permanent that changes the clock, mana, or engine. Prefer Badgermole Cub or Professor Dellian Fel when the board is stable and the hand needs pressure; Card text check required, so follow visible legal text for triggered, selection, or growth choices.

- Turn 2 deviation: Cast Thoughtseize before committing a two-drop when the opponent is representing removal, a sweeper, a combo piece, or a tempo swing that would punish tapping out. Hold Abrupt Decay when the opponent has no meaningful target and the hand already has a curve threat.

- Turn 3: Stabilize with Graveyard Trespasser, Sentinel of the Nameless City, Unholy Annex // Ritual Chamber, or a removal-plus-threat sequence if legal mana allows. Use Thoughtseize before a key permanent when the opponent's hand is still unknown and the life total can absorb the two damage.

- Turn 3 deviation: Prioritize Culling Ritual or Tear Asunder only when their visible legal targets justify spending the turn; do not fire them for low-impact value if a creature threat would start closing the game. Preserve Takenuma, Abandoned Mire and Boseiju, Who Endures when their spell-like modes are likely to matter more than another land drop.

- Turns 4-5: Resolve Sheoldred, the Apocalypse when the opponent is low on pressure or after discard/removal has reduced the chance of an immediate answer. Use Fatal Push and Abrupt Decay to clear attacks for Graveyard Trespasser, Badgermole Cub, Professor Dellian Fel, Sentinel of the Nameless City, Mutavault, or Restless Cottage.

- Turns 4-5 deviation: Do not tap out for Sheoldred, the Apocalypse when a visible lethal attack, combo turn, or must-answer permanent requires interaction now. Activate Mutavault or Restless Cottage only when the remaining mana still covers necessary removal or when the attack/block changes the visible race.

- Late game: Convert lands into action by using Mutavault, Restless Cottage, Boseiju, Who Endures, and Takenuma, Abandoned Mire according to legal action text. Favor recurring or deploying the highest-impact threat over trading one-for-one when both players are low on resources.

- Late-game deviation: When behind on board, spend mana on removal and blockers before card-advantage engines unless the engine action visibly finds or produces immediate stabilization. When ahead, avoid unnecessary Thoughtseize life loss, avoid overcommitting into known sweepers, and force the opponent to answer one durable threat at a time.

## Card Roles
- Thoughtseize: Use Thoughtseize as the cleanest way to trade life for certainty before committing a threat or deciding which removal spell to preserve. Cast it early against unknown, combo, control, and slow hands, but reassess after the opponent has emptied key cards because late Thoughtseize can be worse than activating Mutavault, holding removal, or protecting life total against creature pressure. Prioritize taking the card that beats the current hand, not the generically strongest card: remove sweepers before Sheoldred, the Apocalypse; remove combo payoffs or enablers before slow value cards; remove the only clean answer before deploying Unholy Annex // Ritual Chamber or Graveyard Trespasser.

- Fatal Push: Treat Fatal Push as the low-cost tempo stabilizer that lets the deck spend later turns on threats. Use it on creatures that affect the immediate race, mana development, or combat math, and avoid spending it on a creature Abrupt Decay can answer later if revolt is not enabled and a larger threat is expected. Keep mana open when the opponent can attack or crew into a meaningful target, but do not hold Fatal Push indefinitely while taking preventable damage. Revolt decisions must follow visible board and legal actions; do not sacrifice or trade resources solely to enable Fatal Push unless the resulting target clearly matters.

- Abrupt Decay: Use Abrupt Decay as the flexible answer for cheap permanents that Fatal Push cannot cover or that must die through permission-style interaction. Hold it over Fatal Push when the opposing permanent is not a creature, has a static or engine effect, or represents a durable blocker that stops Graveyard Trespasser, Badgermole Cub, Professor Dellian Fel, Sentinel of the Nameless City, Mutavault, or Restless Cottage. Avoid firing Abrupt Decay into low-impact targets if the matchup is likely to present a must-answer artifact, enchantment, small planeswalker, or engine permanent.

- Badgermole Cub: Deploy Badgermole Cub as an early board-development threat when the opponent is not forcing immediate removal. Card text check required, so use its visible legal triggers and counters only when the engine exposes them; do not assume hidden growth, graveyard, or combat text. Sequence Badgermole Cub before expensive threats when the hand needs pressure, but hold it when Thoughtseize can first clear removal or when Fatal Push/Abrupt Decay must prevent a fast start. In creature mirrors, treat it as a potential trade body unless visible text shows a reason to preserve it.

- Professor Dellian Fel: Cast Professor Dellian Fel when a two-mana threat or engine body is needed and the board is stable enough to exploit its visible text. Card text check required, so do not infer token, copy, sacrifice, or graveyard interactions unless legal actions explicitly show them. Pair Professor Dellian Fel with discard first when the opponent's likely answer would punish a tap-out. When multiple early permanents are available, choose Professor Dellian Fel over Badgermole Cub only if visible text, hand shape, or matchup role makes its ability more immediately relevant.

- Unholy Annex // Ritual Chamber: Treat Unholy Annex // Ritual Chamber as a main attrition engine, but verify room-side legal actions and visible text before choosing which side to unlock or how to sequence it. Card text check required for exact room abilities, timing, and payoff conditions. Commit it after early interaction has slowed the opponent, especially when Sheoldred, the Apocalypse, Graveyard Trespasser, Sentinel of the Nameless City, or creature-land pressure can convert extra time into a win. Do not spend a key turn on Unholy Annex // Ritual Chamber while behind to a lethal board unless its visible legal action immediately stabilizes.

- Graveyard Trespasser: Use Graveyard Trespasser as a stabilizing threat that attacks resources, pressures life totals, and punishes graveyard reliance. Target graveyard cards according to visible public zones: remove the card that enables the opponent's next recursion, delve-like cost, escape-like pressure, death trigger, or flashback-style line before taking a random creature for drain. Its discard-ward profile makes it strong after Thoughtseize has stripped removal, and it is a good bridge into Sheoldred, the Apocalypse. Do not expose it as the only blocker if holding removal creates a safer race.

- Sheoldred, the Apocalypse: Use Sheoldred, the Apocalypse as the primary stabilizing finisher once the opponent's board and hand are contained. Cast it when it changes the race immediately, punishes opposing draw steps, or forces the opponent to answer a single high-impact permanent. Delay it when Fatal Push, Abrupt Decay, Tear Asunder, or Culling Ritual is needed to stop a visible lethal line. Protect its value by using Thoughtseize before casting when possible, but do not lose to tempo by waiting for perfect information.

- Sentinel of the Nameless City: Use Sentinel of the Nameless City as the midgame board stabilizer and advantage body when the game is about combat or incremental material. Its known Map-token pattern makes it valuable in stalled boards, but follow the engine's visible token and explore choices rather than assuming a fixed outcome. Prefer Sentinel of the Nameless City when you need a blocker plus future pressure; prefer Sheoldred, the Apocalypse when the opponent is drawing cards or racing by life total.

- Emeritus of Abundance: Treat Emeritus of Abundance as a one-copy engine or payoff whose exact role requires text verification. Card text check required, so cast it only when its visible legal text advances the current board more than holding interaction or deploying Sheoldred, the Apocalypse. Because it is a singleton, avoid building a line that depends on drawing it later; when it is in hand, decide whether it is a stabilizer, threat, or value piece from public board state and legal actions.

- Culling Ritual: Use Culling Ritual as the reset-and-ramp swing against boards full of cheap nonland permanents. Count your own permanents before casting; destroying Badgermole Cub, Professor Dellian Fel, Unholy Annex // Ritual Chamber, or creature tokens may be correct only if the opposing board loses more important material or the generated mana enables a decisive follow-up. Do not cast Culling Ritual as a small removal spell unless failing to do so loses to the visible board.

- Tear Asunder: Preserve Tear Asunder for artifacts, enchantments, or kicked nonland permanent exile targets that Abrupt Decay and Fatal Push cannot cleanly solve. Use the cheaper mode when the target is already decisive and mana efficiency matters; use the kicked mode when exiling a larger permanent changes the game. Do not spend Tear Asunder early on a replaceable permanent if the matchup suggests a harder-to-answer engine later.

- Mutavault: Use Mutavault as pressure, a blocker, and a mana sink after spells are sequenced. Activate it when combat advances the clock without sacrificing needed Fatal Push, Abrupt Decay, or Sheoldred, the Apocalypse mana. Avoid colorless-heavy keeps where Mutavault strands Thoughtseize, Abrupt Decay, Graveyard Trespasser, or Sheoldred, the Apocalypse.

- Restless Cottage: Use Restless Cottage as late-game pressure and graveyard interaction only after colored mana needs are met. Card text check required for exact attack trigger and token details, so follow visible legal choices. Do not expose it to removal in combat when it is still required for colored mana unless the attack or block changes the race.

- Boseiju, Who Endures: Use Boseiju, Who Endures as a land early only when mana development is more important than its channel mode. Preserve it against visible artifacts, enchantments, or nonbasic lands that ordinary removal cannot answer efficiently. Remember that channeling it may give the opponent a mana resource if the engine exposes that outcome.

- Takenuma, Abandoned Mire: Use Takenuma, Abandoned Mire as a land when missing black mana, but preserve it in long games where returning Sheoldred, the Apocalypse, Graveyard Trespasser, Sentinel of the Nameless City, Badgermole Cub, Professor Dellian Fel, or Emeritus of Abundance is likely to matter. Card text check required for exact milling and return choices; select the creature that best stabilizes the visible board.

- Blooming Marsh, Overgrown Tomb, Llanowar Wastes, Swamp, Forest, Urborg, Tomb of Yawgmoth, and Wastewood Verge: Sequence lands to cast black one-drops and two-color interaction on time. Prioritize untapped black for Thoughtseize and Fatal Push, black-green for Abrupt Decay, and double black for Graveyard Trespasser and Sheoldred, the Apocalypse. Card text check required for Wastewood Verge; follow visible mana actions and avoid assuming perfect fixing.

## Interaction Priorities

- Removal triage: Kill the permanent that changes the next combat, mana turn, or engine turn before removing generic pressure. Fatal Push should answer cheap attackers, mana creatures, sacrifice engines, and creatures that make Sheoldred, the Apocalypse arrive too late; Abrupt Decay should answer low-cost permanents Fatal Push cannot touch or when counter-style protection is visible; Tear Asunder should be held for artifacts, enchantments, or kicked exile targets that the other removal cannot cleanly handle.

- Discard triage: Use Thoughtseize to take the card that beats the current hand, not the most expensive card by default. Take sweepers or clean answers before committing Sheoldred, the Apocalypse or Unholy Annex // Ritual Chamber, take combo engines before removal in fast matchups, and take card-advantage engines before spot removal when your hand already has multiple threats. Against aggressive decks, Thoughtseize should take the card that creates the most immediate damage or invalidates Fatal Push and Abrupt Decay.

- Graveyard triage: Use Graveyard Trespasser and Restless Cottage graveyard actions on the public card that enables the opponent's next visible line. Prioritize recursive threats, flashback-style spells, escape-like cards, delve-like fuel, reanimation targets, and cards named by visible engine prompts before incidental drain. Do not spend graveyard interaction on a low-impact card if opponent graveyard count or public card identity suggests a larger payoff is imminent.

- Exile triage: Use Tear Asunder for permanents that must not reach the graveyard or that resist destruction. Use the cheap mode only when the artifact or enchantment is already decisive; use the kicked mode when a larger nonland permanent is the actual bottleneck. Boseiju, Who Endures can answer an artifact, enchantment, or nonbasic land when mana development is less important than removing that permanent; respect any visible replacement land outcome the engine presents.

- Counter and bounce note: This registered deck has no counterspell or bounce card, so do not plan to counter or bounce anything unless the rules engine exposes a legal action from an opponent-controlled effect or copied object. When no such action exists, preserve tempo through discard, removal, battlefield pressure, and graveyard pressure.

- Bait policy: Lead with Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, Sentinel of the Nameless City, or Unholy Annex // Ritual Chamber to draw removal when the hand contains Sheoldred, the Apocalypse and enough mana to follow up. Do not bait with the only stabilizing blocker against a visible lethal attack. Thoughtseize before the bait line when the opponent's most likely answer punishes a full-turn tap-out.

- Ignore policy: Ignore creatures that cannot profitably attack, permanents that do not affect the next two turns, and graveyard cards with no visible payoff when a more urgent engine or lethal clock exists. Do not Abrupt Decay a replaceable token or low-impact permanent if Tear Asunder, Culling Ritual, or Sheoldred's Edict from sideboard would be needed for a harder threat later.

- Archetype shifts: Against aggro, spend removal early and let Sheoldred, the Apocalypse or Sentinel of the Nameless City stabilize later. Against control, prioritize Thoughtseize on sweepers, draw engines, and answers to Unholy Annex // Ritual Chamber or Sheoldred, the Apocalypse. Against graveyard decks, make Graveyard Trespasser, Unlicensed Hearse after sideboard, Go Blank after sideboard, and Restless Cottage graveyard pressure part of the main interaction plan. Against artifact, enchantment, or token-heavy decks, preserve Tear Asunder, Boseiju, Who Endures, and Culling Ritual for swing turns.

## Combat And Trading Rules

- Attack discipline: Attack when the damage meaningfully shortens the clock without giving up the blocker needed to survive the opponent's next visible attack. Mutavault and Restless Cottage are late-game pressure tools, but do not animate them into open removal or unfavorable blocks when their mana is needed for Fatal Push, Abrupt Decay, Sheoldred, the Apocalypse, or double-spell turns.

- Block discipline: Block to preserve life total once the opponent's visible board can force a two-turn clock, especially before Sheoldred, the Apocalypse comes online. Badgermole Cub and Professor Dellian Fel should not be thrown away for small exchanges unless the trade protects a more important engine, enables a safe planeswalker-like or room-like turn from visible legal actions, or prevents lethal pressure. Card text check required for Badgermole Cub and Professor Dellian Fel combat details.

- Trade priority: Trade lesser creatures for threats that blank Fatal Push, grow beyond Abrupt Decay timing, enable sacrifice/combo turns, or make Sheoldred, the Apocalypse too slow. Preserve Graveyard Trespasser when its graveyard pressure and ward-style tax are more valuable than a one-for-one block. Preserve Sentinel of the Nameless City when its body plus future material is needed to dominate a stalled board.

- Sheoldred races: Treat Sheoldred, the Apocalypse as both a blocker and a life-total engine once resolved. If Sheoldred, the Apocalypse survives through the opponent's draw step, racing often improves; if the opponent can remove it after attacks, use removal first to prevent being punished by a tapped-out nonblock. Do not attack with Sheoldred, the Apocalypse into a visible double-block that trades it for low-value material unless lethal pressure or survival requires it.

- Culling Ritual combat setup: Use blocks and removal to make Culling Ritual a swing rather than a cleanup spell. If your own Badgermole Cub, Professor Dellian Fel, Unholy Annex // Ritual Chamber, or tokens die to Culling Ritual, cast it only when the opponent loses enough material or the generated mana creates a decisive follow-up visible in hand and legal actions.

- Life thresholds: Above a stable life cushion, spend life from Thoughtseize, Overgrown Tomb, or Llanowar Wastes to maintain tempo and colored mana. Near a two-turn clock, prioritize untapped blockers, removal before attacks, and Sheoldred, the Apocalypse stabilization over extra damage. Against burn-like or fast creature starts, avoid unnecessary shock or pain land activations when Fatal Push and Abrupt Decay can already be cast.

- Archetype combat changes: Against aggro, trade early and keep life high enough for Sheoldred, the Apocalypse to matter. Against control, attack with Mutavault and Restless Cottage after forcing answers with Thoughtseize, but keep mana open when interaction is more important than chip damage. Against midrange, protect engines and accept trades that leave you with Unholy Annex // Ritual Chamber, Graveyard Trespasser graveyard pressure, or creature-land inevitability. Against combo, combat matters only after discard and interaction have slowed the key turn; do not over-trade if pressure is the way to close before recovery.

## Selection And Tutor Rules

- No true tutor baseline: Treat this deck as an attrition deck with pseudo-selection, not a toolbox deck. Do not spend early turns looking for a single card unless the rules engine exposes a legal Takenuma, Abandoned Mire, Boseiju, Who Endures, Map-token, explore, or graveyard-selection action that directly fixes the current visible bottleneck.

- Land-drop timing: Make the land drop after Thoughtseize when the choice between Blooming Marsh, Overgrown Tomb, Llanowar Wastes, Swamp, Forest, Wastewood Verge, Urborg, Tomb of Yawgmoth, Mutavault, Restless Cottage, Boseiju, Who Endures, or Takenuma, Abandoned Mire depends on the opponent's revealed hand. Make the land drop before discard only when untapped black is required to cast Thoughtseize at all.

- Thoughtseize selection: Use Thoughtseize as information and disruption, not generic hand-emptying. Take the card that beats the current hand's plan: removal for Sheoldred, the Apocalypse or Unholy Annex // Ritual Chamber, a fast threat when life total is under pressure, a combo piece when the opponent can win before combat matters, or a sweeper when creature-land pressure and small creatures are the route.

- Graveyard selection: Use Graveyard Trespasser, Restless Cottage, Unlicensed Hearse after sideboard, and Go Blank after sideboard to remove public graveyard cards that create future legal actions. Prefer recursive threats, flashback-style spells, delve-like fuel, reanimation targets, known combo pieces, or cards named by visible prompts over incidental value cards. Card text check required for exact Restless Cottage attack trigger details.

- Explore and Map selection: Use Sentinel of the Nameless City and any Map-token or explore action to smooth mana first, then to find pressure or removal. Keep a land on top when missing the next critical land drop for Sheoldred, the Apocalypse, Invoke Despair after sideboard, kicked Tear Asunder, or double-spell turns. Put a nonland into the graveyard only when current mana is sufficient and graveyard placement does not enable an opponent-visible graveyard punishment.

- Takenuma selection: Channel or activate Takenuma, Abandoned Mire only when returning a specific legal creature from the graveyard is better than using it as a black source. Prefer Sheoldred, the Apocalypse when stabilization or closing is the bottleneck, Graveyard Trespasser when graveyard pressure matters, Sentinel of the Nameless City when material is needed, and Professor Dellian Fel, Badgermole Cub, or Emeritus of Abundance only when their visible text is relevant. Card text check required for Emeritus of Abundance and Professor Dellian Fel tactical details.

- Boseiju selection: Use Boseiju, Who Endures as interaction only when the target permanent is more important than the land drop or green source. Do not channel it into a low-impact artifact, enchantment, or nonbasic land if Abrupt Decay, Tear Asunder, Culling Ritual, Fatal Push, or Sheoldred's Edict after sideboard can answer the actual threat more cleanly.

- Unholy Annex selection: Treat Unholy Annex // Ritual Chamber as a long-game card-advantage commitment when the hand can survive the next turn cycle. If the rules engine exposes room-side, trigger, or mode-like decisions, choose the side or trigger line only from visible legal text; Card text check required for exact room timing and Demon-related payoff details.

## Priority And Stack Rules

- Main-phase priority: Spend mana proactively when passing gives the opponent a stronger visible window than acting now. Thoughtseize before committing Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sentinel of the Nameless City, or Invoke Despair after sideboard if the opponent may hold removal, counterplay, a sweeper, or a combo piece.

- Instant-speed removal: Hold Fatal Push and Abrupt Decay when the opponent can commit a better target during combat, sacrifice setup, crew/animate windows, or end step. Fire them immediately when the visible threat will generate value on attack, end step, upkeep, death, or the next main phase and waiting risks losing the chance.

- Fatal Push timing: Use Fatal Push before combat damage when the target changes lethal math, removes an attacker, or stops a combat-triggered line. Use it on end step when preserving mana posture matters and the target cannot create value before then. Respect revolt only if the engine exposes it through legal action text or visible state.

- Abrupt Decay timing: Use Abrupt Decay on must-answer cheap permanents before they generate another trigger or activation. Do not spend it into a board where Culling Ritual, Tear Asunder, Boseiju, Who Endures, or sideboard Sheoldred's Edict clearly covers the same permanent while saving Abrupt Decay for a narrower future target.

- Tear Asunder timing: Use Tear Asunder at instant speed when an artifact or enchantment is about to matter, and use kicked Tear Asunder only when the larger nonland permanent is the actual bottleneck. Do not assume exile matters unless the target's public card text, graveyard recursion, indestructible-like state, or engine prompt makes destruction insufficient.

- Optional costs and triggers: Pay optional costs only when the mana is not needed for Fatal Push, Abrupt Decay, Tear Asunder, Boseiju, Who Endures, creature-land activation, or a required tax. Accept optional draw or life-loss triggers only when the life total can support them and the extra card is worth the visible risk. Card text check required for exact optional triggers on Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, and Unholy Annex // Ritual Chamber.

- Creature-land windows: Activate Mutavault or Restless Cottage after sorcery-speed danger has passed when attacking or blocking is worth exposing a land to removal. Do not animate into open mana if losing the land prevents Sheoldred, the Apocalypse, Invoke Despair after sideboard, kicked Tear Asunder, or double interaction on the next turn.

- Stack discipline: Let low-impact spells resolve when removal, discard, or graveyard interaction is needed for a decisive follow-up. Respond to spells that create immediate lethal pressure, remove Sheoldred, the Apocalypse or Unholy Annex // Ritual Chamber, protect a combo turn, or convert graveyard/public resources into a harder-to-answer state.

- End-step discipline: Use end-step Fatal Push, Abrupt Decay, Tear Asunder, Boseiju, Who Endures, Takenuma, Abandoned Mire, or graveyard actions only when no better main-phase information is needed. If holding Thoughtseize or Invoke Despair after sideboard, preserve your own turn's mana and use instant-speed actions only for threats that cannot wait.

## Sideboard Map

- Sideboard baseline: Choose sideboard cards by opponent plan, not by generic card quality. Keep the maindeck core of Thoughtseize, Fatal Push, Abrupt Decay, Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sentinel of the Nameless City, Sheoldred, the Apocalypse, and creature lands unless the matchup clearly makes one axis weak.

- Duress role: Add Duress against control, combo, sweepers, planeswalker-heavy decks, and spell-dense decks where Thoughtseize needs backup. Duress is weaker against creature-dense aggro, creature-combo starts, and boards where the opponent has already converted hand resources into permanents.

- Go Blank role: Add Go Blank against graveyard decks, Phoenix-like recursion plans, delve-style resource decks, slower midrange, control, and combo hands that need multiple pieces. Go Blank is weaker when the opponent empties hand quickly, attacks before turn three matters, or uses the graveyard only incidentally.

- Unlicensed Hearse role: Add Unlicensed Hearse when public graveyard cards create future legal actions or large graveyard counts matter. It shifts the deck toward battlefield-based graveyard policing, but it is weaker when the opponent can ignore graveyards, punish artifact permanents, or race while Hearse is not yet a creature. Card text check required for exact crew and size details.

- Invoke Despair role: Add Invoke Despair against control, midrange, planeswalkers, enchantment pressure, and low-permanent-count decks that struggle to protect each permanent type. It changes the deck into a bigger tap-out attrition deck, so reduce emphasis on narrow cheap removal when the opponent has few legal targets. Invoke Despair is bad when five mana is unrealistic, when the opponent floods the board with disposable permanents, or when holding up interaction is mandatory.

- Ray of Enfeeblement role: Add Ray of Enfeeblement against white creature decks and fast creature starts where one mana interaction changes the first combat steps. It is bad against nonwhite threats unless visible card text still makes the legal action efficient; Card text check required for exact targeting and stat-change details.

- Sheoldred's Edict role: Add Sheoldred's Edict against hexproof-like threats, large single threats, planeswalkers, creature lands, and boards where targeted removal is unreliable. It is weaker against token decks, wide creature decks, and boards where the opponent can sacrifice a low-value permanent.

- Withering Curse role: Add Withering Curse only when visible opposing creatures, tokens, or repeated small-body pressure make the card text relevant. Card text check required. Treat it as matchup-specific creature pressure insurance until exact text is verified, and avoid it when the opponent wins through spells, graveyards, planeswalkers, or one large threat.

- Extra Culling Ritual role: Add Culling Ritual against low-cost permanent swarms, artifact/enchantment creature boards, token decks, and decks presenting many permanents with mana value low enough for the legal action to matter. It is bad against control, big-mana permanents, single-threat decks, and boards where your own Badgermole Cub, Professor Dellian Fel, Unholy Annex // Ritual Chamber, Graveyard Trespasser, or tokens are more important than the expected cleanup.

Fast White Creatures
Side in: 2 Ray of Enfeeblement; 1 Sheoldred's Edict; 1 Culling Ritual; 2 Withering Curse
Cut: 1 Emeritus of Abundance; 1 Culling Ritual; 1 Tear Asunder; 1 Sentinel of the Nameless City; 2 Professor Dellian Fel

- Fast white creature plan: Prioritize one-mana removal, edict coverage for protected or oversized attackers, and battlefield reset effects. Keep Fatal Push and Abrupt Decay high. Reduce slower value cards and conditional answers when stabilizing life total is the first test. If Withering Curse text is not confirmed as relevant to the visible opposing board, choose a smaller plan using Ray of Enfeeblement and Sheoldred's Edict only.

Graveyard Recursion Or Phoenix-Style Pressure
Side in: 2 Unlicensed Hearse; 2 Go Blank; 2 Duress
Cut: 1 Culling Ritual; 1 Tear Asunder; 1 Emeritus of Abundance; 1 Sentinel of the Nameless City; 2 Fatal Push

- Graveyard plan: Attack hand and graveyard together. Use Thoughtseize and Duress to take enablers or answers, then Go Blank or Unlicensed Hearse to remove public graveyard resources before they become legal actions. Keep Graveyard Trespasser because it pressures life total while contesting graveyards. Reduce Fatal Push only when the opponent's main threats are not cheap creatures.

Control Or Spell-Dense Combo
Side in: 2 Duress; 2 Go Blank; 3 Invoke Despair
Cut: 4 Fatal Push; 1 Culling Ritual; 1 Tear Asunder; 1 Emeritus of Abundance

- Control plan: Become discard plus resilient threats. Thoughtseize and Duress should clear counterplay before Unholy Annex // Ritual Chamber, Sheoldred, the Apocalypse, Graveyard Trespasser, Sentinel of the Nameless City, or Invoke Despair. Go Blank attacks stocked hands and graveyard fallback. Fatal Push loses emphasis when there are few creature targets, while Abrupt Decay stays useful against cheap permanents that can otherwise snowball.

Midrange Mirror Or Removal-Heavy Attrition
Side in: 3 Invoke Despair; 2 Go Blank; 1 Sheoldred's Edict
Cut: 4 Fatal Push; 1 Culling Ritual; 1 Badgermole Cub

- Midrange plan: Increase top-end pressure and hand-graveyard attrition. Invoke Despair punishes opponents relying on one permanent type at a time, Go Blank breaks parity by attacking both hand and graveyard, and Sheoldred's Edict answers a single protected threat or planeswalker when target removal is awkward. Keep creature lands because Mutavault and Restless Cottage let the deck pressure after removal exchanges.

Low-Cost Permanent Swarm
Side in: 1 Culling Ritual; 1 Sheoldred's Edict; 2 Withering Curse
Cut: 1 Emeritus of Abundance; 1 Tear Asunder; 2 Professor Dellian Fel

- Swarm plan: Use Culling Ritual as the reset card, then rebuild with Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sentinel of the Nameless City, and creature lands. Withering Curse is included only if its verified text interacts profitably with many small creatures. Avoid overboarding into slow five-mana cards if the opponent can rebuild faster than Invoke Despair resolves.

Big Mana Or Permanent-Based Ramp
Side in: 2 Duress; 3 Invoke Despair; 1 Sheoldred's Edict
Cut: 4 Fatal Push; 1 Culling Ritual; 1 Badgermole Cub

- Big-mana plan: Take payoffs or acceleration with Thoughtseize and Duress, then close with sticky threats and Invoke Despair. Keep Abrupt Decay, Boseiju, Who Endures, and Tear Asunder when artifacts, enchantments, or cheap enabling permanents are visible. Sheoldred's Edict improves coverage against a single huge creature or planeswalker, but it is weak if the opponent presents expendable bodies first.

- Archetype rule: Against aggro, protect life total first and sideboard toward cheap interaction, edicts, and verified small-creature punishment. Against control, protect threat quality and sideboard toward Duress, Go Blank, and Invoke Despair. Against graveyard decks, combine Graveyard Trespasser with Unlicensed Hearse and Go Blank instead of relying on one graveyard piece. Against combo, Thoughtseize plus Duress should prioritize the card that enables the next deterministic win or protects it.

- Role-change rule: On the play, Thoughtseize into pressure is stronger, so preserve threat density unless the opponent is faster. On the draw, increase cheap reactive cards against creatures and reduce slow cards sooner. When the opponent shows few legal removal targets, Fatal Push and Culling Ritual lose emphasis. When the opponent shows many cheap permanents, Invoke Despair loses urgency and Culling Ritual gains priority.

## Matchup Guidance

- Aggro: Treat the first three turns as a life-total test, not a card-advantage contest. Keep hands with Fatal Push, Abrupt Decay, Thoughtseize only when the life loss is justified by stopping the opponent's strongest visible curve, and at least two untapped mana sources. Badgermole Cub and Professor Dellian Fel are acceptable early bodies when they trade or block, but do not spend early mana on slow value if a legal removal action prevents immediate damage. Add role cards: Ray of Enfeeblement, Sheoldred's Edict, Withering Curse when verified relevant, and extra Culling Ritual against low-cost permanent boards. Reduce main-deck emphasis: Emeritus of Abundance, slower Sentinel of the Nameless City lines, Tear Asunder when targets are absent, and expensive attrition cards that do not stabilize.

- Burn: Preserve life total even when the exchange is not card-efficient. Avoid unnecessary Overgrown Tomb shock decisions unless the same turn produces Fatal Push, Thoughtseize for a lethal burn spell, Abrupt Decay on a damage engine, or Sheoldred, the Apocalypse on curve. Thoughtseize is strongest before the opponent can deploy their best two-card burst, but weak when your life total is already under immediate burn range. Sheoldred, the Apocalypse is a priority stabilizer if legal and not walking into a known answer. Add role cards: Duress, Ray of Enfeeblement only if white creatures are visible, and Go Blank when burn is spell-dense with graveyard recursion. Reduce main-deck emphasis: Culling Ritual and Tear Asunder unless visible permanents demand them.

- Control: Become discard plus must-answer permanents. Use Thoughtseize and Duress to clear counterplay or sweepers before committing Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sentinel of the Nameless City, Sheoldred, the Apocalypse, or Invoke Despair. Creature lands matter; Mutavault and Restless Cottage pressure life total without overcommitting into mass removal. Takenuma, Abandoned Mire can recover a threat when the legal action is available and the graveyard target is public. Add role cards: Duress, Go Blank, Invoke Despair. Reduce main-deck emphasis: Fatal Push, Culling Ritual, and Ray of Enfeeblement-style creature-only interaction when legal targets are scarce.

- Combo: Use discard as a clock-setting tool, not as generic disruption. Thoughtseize and Duress should take the card that enables the next visible or strongly represented deterministic turn, then the deck should commit a fast threat before the opponent rebuilds. Go Blank is strongest when the combo uses graveyard resources or keeps a sculpted hand. Fatal Push stays only when the opponent's combo depends on cheap creatures. Add role cards: Duress, Go Blank, Unlicensed Hearse for graveyard combo, and Invoke Despair when the opponent relies on protected noncreature setup or slow hand sculpting. Reduce main-deck emphasis: Abrupt Decay, Fatal Push, Culling Ritual, or Tear Asunder according to visible target density.

- Tempo: Trade on mana first and cards second. Fatal Push and Abrupt Decay should break early threat-plus-protection turns, especially when the opponent is trying to hold up interaction instead of developing. Thoughtseize is best before their protection mana is active or when taking the only threat lets your creatures dominate combat. Graveyard Trespasser is strong when its discard ward tax strains a low-resource opponent. Add role cards: Duress against spell-heavy tempo, Ray of Enfeeblement against white tempo creatures, and Sheoldred's Edict against a single protected threat. Reduce main-deck emphasis: expensive cards that do not affect the board before the next attack.

- Midrange: Preserve threat quality and avoid spending premium removal on low-impact bodies unless combat math requires it. Thoughtseize should take the card that invalidates your current hand, often a planeswalker, removal spell for Sheoldred, the Apocalypse, or a card-advantage engine. Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sentinel of the Nameless City, creature lands, and Takenuma, Abandoned Mire are your attrition core. Add role cards: Invoke Despair, Go Blank, and Sheoldred's Edict. Reduce main-deck emphasis: Fatal Push when the opponent's creatures are large, Culling Ritual when boards are not low-cost and wide, and extra early creatures on the draw if they do not trade.

- Removal-heavy decks: Do not expose every threat into known removal when Mutavault or Restless Cottage can create pressure. Lead with redundant bodies before Sheoldred, the Apocalypse when possible, unless Sheoldred immediately stabilizes or punishes draw effects. Graveyard Trespasser is valuable because the discard requirement can turn removal into a two-card exchange. Unholy Annex // Ritual Chamber should be protected by discard when the opponent has clean answers. Add role cards: Go Blank and Invoke Despair. Reduce main-deck emphasis: Fatal Push and Culling Ritual when opposing creatures are few.

- Big mana: Disrupt the payoff or the acceleration that makes the payoff immediate, then close quickly. Thoughtseize and Duress should prioritize the card that changes the next two turns, not the most expensive card by default. Abrupt Decay, Boseiju, Who Endures, and Tear Asunder matter when visible artifacts, enchantments, or cheap ramp permanents are enabling the opponent. Sheoldred's Edict helps against one large creature or planeswalker when targeted removal is unreliable. Add role cards: Duress, Invoke Despair, Sheoldred's Edict, and Go Blank if the opponent stores resources in hand or graveyard. Reduce main-deck emphasis: Fatal Push and Culling Ritual unless cheap creatures or low-cost permanents are visible.

- Graveyard decks: Combine pressure with graveyard denial instead of waiting to answer everything. Graveyard Trespasser should exile the public graveyard card that most clearly enables recursion, escape-like pressure, or future legal actions. Unlicensed Hearse is strongest when deployed before the graveyard reaches payoff size; Go Blank is strongest after discard or early trades leave the opponent relying on graveyard recovery. Add role cards: Unlicensed Hearse, Go Blank, Duress against spell enablers. Reduce main-deck emphasis: Fatal Push only when creature targets are low; keep it when cheap recursive attackers are central.

- Artifact/enchantment decks: Keep Abrupt Decay, Boseiju, Who Endures, and Tear Asunder aligned with the permanent that actually changes game texture. Do not fire removal at a low-impact artifact or enchantment if a visible engine, lock piece, or lethal enabler is likely to matter next. Culling Ritual improves when the opponent presents many low-cost nonland permanents; Invoke Despair improves when they rely on one permanent type and cannot easily sacrifice fodder. Add role cards: extra Culling Ritual, Invoke Despair, and Duress if key noncreature spells matter. Reduce main-deck emphasis: Fatal Push when creatures are not central.

- Go-wide decks: Stabilize by reducing board count before trying to win a long resource exchange. Fatal Push and Abrupt Decay should prevent early snowballing, but Culling Ritual is the reset when the opponent commits many low-cost permanents. Avoid sacrificing your own development to Culling Ritual unless the visible exchange clearly prevents lethal pressure or unlocks a stronger rebuild with Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, or creature lands. Add role cards: extra Culling Ritual, Withering Curse if verified relevant, Ray of Enfeeblement against white bodies, and Sheoldred's Edict only when a single large attacker remains after cleanup. Reduce main-deck emphasis: Invoke Despair against expendable boards.

- Single-threat decks: Force them to answer discard plus edict pressure. Thoughtseize and Duress should take protection, counterplay, or the threat if it is the only clock. Sheoldred's Edict is the cleanest sideboard upgrade when Fatal Push or Abrupt Decay cannot target or cannot kill the threat. Mutavault pressure is useful when the opponent spends turns protecting one permanent instead of developing. Add role cards: Sheoldred's Edict, Duress, Invoke Despair when mana allows. Reduce main-deck emphasis: Culling Ritual and Withering Curse unless visible text or board state makes them live.

## Specific Matchup Notes
- General opponent note: Treat these notes as archetype-only until revealed cards identify the exact deck. Revealed hand, battlefield, graveyard, exile, companion, and legal action text override assumptions; do not spend Thoughtseize, Duress, Fatal Push, Abrupt Decay, Boseiju, Who Endures, Tear Asunder, or Sheoldred's Edict based only on guessed hidden cards.

- Against fast creature pressure: Prioritize survival before attrition. Fatal Push should answer the creature that most changes the next combat step, Abrupt Decay should hit the permanent that makes attacks snowball, and Culling Ritual should be held for a materially wider low-cost board unless waiting risks lethal. Ray of Enfeeblement is likely sideboarded when white creatures are confirmed; Withering Curse is conditional because Card text check required. Sheoldred, the Apocalypse is a stabilizing closer only if the current board does not make tapping out lose immediately.

- Against control or removal-heavy midrange: Protect threat quality and diversify pressure. Thoughtseize and Duress should clear counterspells, sweepers, exile removal, or card-advantage engines before committing Sheoldred, the Apocalypse or Unholy Annex // Ritual Chamber. Creature lands matter here: Mutavault and Restless Cottage let the deck pressure without committing all creatures into removal. Bring in Invoke Despair, Duress, and Go Blank when the opponent is slow and resource-based; reduce Fatal Push and Culling Ritual when visible targets are sparse.

- Against graveyard decks: Start the clock while denying the graveyard. Graveyard Trespasser should exile the public card that enables the next recursion, escape-like action, or payoff turn, not a random card. Unlicensed Hearse and Go Blank are the likely sideboard plan, with Duress added when the enablers are spells. Avoid overvaluing Graveyard Trespasser alone if the opponent can rebuild the graveyard faster than it can attack.

- Against artifact or enchantment engines: Save Abrupt Decay, Boseiju, Who Endures, and Tear Asunder for the engine permanent, lock permanent, or lethal enabler that changes legal future actions. Do not spend flexible answers on expendable permanents unless combat or mana development makes the exchange urgent. Extra Culling Ritual is likely when many low-cost nonland permanents are visible; Invoke Despair is stronger when the opponent cannot sacrifice irrelevant permanents first.

- Against combo: Trade information for time, then end the game. Thoughtseize and Duress should take the card that enables the next deterministic turn or protects it, while Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, Sentinel of the Nameless City, or Sheoldred, the Apocalypse must provide a fast enough clock. Card text check required for Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, and Withering Curse, so their use should follow visible legal action text rather than assumed combo pressure.

## Risk Summary
- Mana risk: The deck needs early black for Thoughtseize and Fatal Push, green-black for Abrupt Decay, and enough untapped mana to double-spell. Blooming Marsh, Overgrown Tomb, Llanowar Wastes, Urborg, Tomb of Yawgmoth, Wastewood Verge, Boseiju, Who Endures, Takenuma, Abandoned Mire, Mutavault, and Restless Cottage create power but also awkward hands; do not keep hands that cannot cast the first relevant spell by the needed turn.

- Matchup risk: The deck can draw the wrong half. Fatal Push and Abrupt Decay are weak against creature-light opponents, while Thoughtseize and Duress can be low-impact against topdeck-heavy creature boards; sideboarding must follow revealed card density instead of archetype labels alone.

- Draw risk: Multiple Sheoldred, the Apocalypse, Invoke Despair, Culling Ritual, or utility lands can clog early turns. Prioritize stable mana and early interaction over speculative high-end hands unless the opponent is known slow.

- Over-sideboarding risk: Do not dilute the main pressure package too far. Badgermole Cub, Professor Dellian Fel, Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sentinel of the Nameless City, Sheoldred, the Apocalypse, Mutavault, and Restless Cottage are how discard and removal become wins; excessive reactive cards can create games where the opponent eventually topdecks out.

- Graveyard risk: Graveyard Trespasser, Takenuma, Abandoned Mire, Restless Cottage, Go Blank, and Unlicensed Hearse can pull in different directions. Use graveyard exile when it prevents the opponent's next strong line, but avoid consuming your own recursion or value resources without a visible reason.

- Sweeper/removal risk: Culling Ritual can punish the opponent, but it can also reset your own low-cost development. Cast it when the visible exchange prevents lethal, creates a decisive mana or board swing, or clears engine permanents; otherwise keep normal removal sequencing intact.

- Closer risk: Sheoldred, the Apocalypse and Invoke Despair are powerful but expensive. Commit them through discard, after forcing interaction, or when the board requires immediate stabilization; avoid tapping out when a known opposing line wins before they matter.

- Interaction risk: Thoughtseize costs life and Abrupt Decay, Fatal Push, Tear Asunder, Boseiju, Who Endures, and Sheoldred's Edict answer different permanent classes. Match the answer to the threat that changes the next turn cycle, and preserve flexible interaction when the opponent has not exposed the real problem.

- Sequencing risk: Creature lands are threats, not free mana. Activating Mutavault or Restless Cottage can block double-spelling or interaction; only animate when pressure, blocking, or post-removal rebuilding is worth the lost mana.

## Test Feedback Checklist
- Deciding factor: Record whether the game was decided by early discard, removal density, creature-land pressure, Unholy Annex // Ritual Chamber value, Sheoldred, the Apocalypse stabilization, graveyard denial, or the opponent resolving a permanent that Abrupt Decay, Fatal Push, Tear Asunder, Boseiju, Who Endures, or Sheoldred's Edict could not answer in time.
- Mulligans: Mark each keep as stable, risky, or forced based on access to early black, green-black, an untapped first spell, and a realistic curve. Flag hands with multiple Mutavault, Restless Cottage, Takenuma, Abandoned Mire, Boseiju, Who Endures, or expensive spells that delayed Thoughtseize, Fatal Push, Abrupt Decay, Graveyard Trespasser, or Unholy Annex // Ritual Chamber.
- Mana: Track every turn where Llanowar Wastes life loss, Overgrown Tomb shock decisions, Blooming Marsh timing, Urborg, Tomb of Yawgmoth fixing, Wastewood Verge uncertainty, or colorless Mutavault prevented the best legal line. Note whether mana issues came from deck construction or pilot sequencing.
- Velocity: Record whether the deck spent too many turns trading one-for-one without advancing Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, Sentinel of the Nameless City, Unholy Annex // Ritual Chamber, Sheoldred, the Apocalypse, Mutavault, or Restless Cottage.
- Engine performance: Check whether Unholy Annex // Ritual Chamber produced meaningful pressure or cards before the game ended, and whether Card text check required cards such as Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, and Withering Curse were used only according to visible legal action text.
- Removal quality: For each Fatal Push, Abrupt Decay, Tear Asunder, Boseiju, Who Endures, Culling Ritual, Ray of Enfeeblement, Withering Curse, or Sheoldred's Edict, record the threat answered, the threat left unanswered, and whether waiting would have changed the next combat or engine turn.
- Sideboard impact: After sideboarded games, record whether Duress, Go Blank, Invoke Despair, Unlicensed Hearse, Ray of Enfeeblement, Withering Curse, Sheoldred's Edict, or the extra Culling Ritual matched revealed opposing cards. Flag games where sideboard cards were stranded, redundant, or lower impact than main-deck pressure.
- Closing: Note whether the deck converted disruption into a clock. Track missed attacks, delayed Mutavault or Restless Cottage activations, over-defensive Sheoldred, the Apocalypse turns, and games where Invoke Despair or creature lands would have ended the game sooner.
- Role choice: Label the pilot role each game as beatdown, stabilizer, attrition deck, or disruption-plus-clock. Flag decisions where the pilot kept answering minor permanents while the opponent gained time, or attacked while survival was the only route.
- Mistakes: Record any visible legal action where Thoughtseize, Duress, Go Blank, Unlicensed Hearse, Graveyard Trespasser, Culling Ritual, or a creature-land activation used public information incorrectly. Separate rules-engine uncertainty from pilot judgment.
- Stranded cards: Count each copy of Fatal Push, Abrupt Decay, Thoughtseize, Duress, Culling Ritual, Invoke Despair, Sheoldred, the Apocalypse, or Unholy Annex // Ritual Chamber that remained in hand because of mana, matchup mismatch, timing, or board pressure.
- Overperformers and underperformers: Identify cards that changed wins or losses by name, especially Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, Sentinel of the Nameless City, Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Invoke Despair, Unlicensed Hearse, and Go Blank.

## First Tuning Questions
- Card quantity: Is Badgermole Cub a reliable early play in actual games, or does Card text check required plus battlefield performance show that four copies create low-impact draws against pressure or control?
- Card quantity: Does Professor Dellian Fel consistently advance the graveyard or midrange plan, or should its four-copy role be challenged if it is often stranded, removed without value, or worse than Graveyard Trespasser and Sentinel of the Nameless City?
- Card quantity: Is Unholy Annex // Ritual Chamber the correct four-copy engine, or do multiples clog while the first copy is enough to win slow games?
- Card quantity: Is three Sheoldred, the Apocalypse correct, or do games show too many opening hands with expensive closers and not enough early board control?
- Mana base: Do four Mutavault plus Restless Cottage cost too many colored early turns for Thoughtseize, Fatal Push, Abrupt Decay, and Graveyard Trespasser, or is the creature-land pressure essential against control?
- Mana base: Are Boseiju, Who Endures, Takenuma, Abandoned Mire, Wastewood Verge, Urborg, Tomb of Yawgmoth, Blooming Marsh, Overgrown Tomb, Llanowar Wastes, Swamp, and Forest producing the right balance of untapped black, green-black, and late utility?
- Aggro plan: Does the deck need more early survival if Fatal Push, Abrupt Decay, Ray of Enfeeblement, Sheoldred's Edict, and Culling Ritual are not enough to stabilize before Sheoldred, the Apocalypse matters?
- Control plan: Are Duress, Go Blank, Invoke Despair, Mutavault, Restless Cottage, Unholy Annex // Ritual Chamber, and Sheoldred, the Apocalypse enough to pressure slow opponents without overloading on reactive discard?
- Graveyard plan: Does Unlicensed Hearse compete with Graveyard Trespasser, Go Blank, Takenuma, Abandoned Mire, and Restless Cottage in a way that hurts the deck's own late game, or does it solve matchups the main deck cannot cover?
- Sideboard slots: Are Ray of Enfeeblement and Withering Curse both needed, or do post-board logs show one anti-creature package is narrow because opponent colors, creature sizing, or card text does not line up?
- Sideboard slots: Is Invoke Despair a three-copy closer that wins attrition games, or does five mana make it too slow beside Sheoldred, the Apocalypse and Unholy Annex // Ritual Chamber?
- Role conflict: Does Culling Ritual create decisive swings often enough to justify main-deck and sideboard space, or does it conflict with developing Badgermole Cub, Professor Dellian Fel, and other low-cost permanents?
- Closing speed: Does the deck lose games after stripping resources because it lacks enough immediate pressure, and if so, which of Graveyard Trespasser, Sentinel of the Nameless City, Mutavault, Restless Cottage, Sheoldred, the Apocalypse, or Invoke Despair failed to close?
- Decision model: Are losses caused more by construction issues or by pilot choices around Thoughtseize targets, removal timing, creature-land activation, graveyard exile, and tap-out commitment gates?

## Veles Tactical Policy

### Policy: Mulligan For Black Interaction Plus A Plan
- Priority: High
- Decision families: mulligan
- Cards: Thoughtseize; Fatal Push; Abrupt Decay; Graveyard Trespasser; Unholy Annex // Ritual Chamber; Sheoldred, the Apocalypse; Blooming Marsh; Overgrown Tomb; Llanowar Wastes; Swamp
- Phase windows: opening hand, London mulligan, pregame
- Runtime cues: prompt:mulligan; hand:visible
- Use when: deciding keep or mulligan from the visible opening hand.
- Avoid when: the rules engine has already advanced past the mulligan prompt.
- Instructions: Keep hands with two to four lands, black mana, and at least one early action; prefer Thoughtseize or Fatal Push against unknown opponents. Mulligan one-land hands without Blooming Marsh or Overgrown Tomb plus multiple one-mana plays, hands with only Mutavault and colorless pressure, and hands whose first relevant play is Sheoldred, the Apocalypse without interaction. Treat Card text check required cards as support, not as the only reason to keep.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: London Bottoms Preserve Castable Disruption
- Priority: Medium
- Decision families: mulligan, selection
- Cards: Thoughtseize; Fatal Push; Abrupt Decay; Sheoldred, the Apocalypse; Unholy Annex // Ritual Chamber; Mutavault
- Phase windows: London mulligan bottom selection
- Runtime cues: prompt:bottom; action:put
- Use when: choosing cards to put on the bottom after a mulligan.
- Avoid when: the bottom choice contains hidden or unlisted cards outside visible hand data.
- Instructions: Bottom excess lands above the third land unless the hand needs both black and green. Bottom redundant expensive cards before cheap disruption. Keep at least one black source and one early interactive spell when possible. Do not bottom all win conditions if the remaining hand only trades resources.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Early Setup Creature Or Engine Commitment
- Priority: Medium
- Decision families: priority, mana
- Cards: Badgermole Cub; Professor Dellian Fel; Graveyard Trespasser; Sentinel of the Nameless City; Unholy Annex // Ritual Chamber
- Phase windows: main phase, turns 2-4
- Runtime cues: phase:main; action:cast
- Use when: choosing the first board-development spell after mana and interaction are available.
- Avoid when: the opponent presents a visible threat that Fatal Push, Abrupt Decay, or Culling Ritual must answer before combat.
- Instructions: Develop the earliest castable permanent that advances pressure or attrition without exposing the only stabilizer. Prefer Graveyard Trespasser when graveyard pressure or life-buffering matters. Use Unholy Annex // Ritual Chamber as the durable engine in slower games, but do not tap out for it when a visible attack makes removal mandatory. For Badgermole Cub and Professor Dellian Fel, Card text check required; follow visible legal action text and known matchup role.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Thoughtseize Opponent Target
- Priority: Low
- Decision families: interaction, priority
- Cards: Thoughtseize
- Phase windows: main phase, precombat main phase
- Runtime cues: action:target opponent Thoughtseize
- Use when: the only strategic decision already selected is casting Thoughtseize and the legal action text targets opponent.
- Avoid when: legal actions include multiple non-opponent targets or replacement/copy effects.
- Instructions: Choose the legal target-opponent Thoughtseize action. Let the later revealed-hand selection policy choose the card if Forge asks a separate discard choice.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Discard Selection From Revealed Hand
- Priority: High
- Decision families: interaction, selection
- Cards: Thoughtseize; Duress; Go Blank; Graveyard Trespasser
- Phase windows: resolving discard spell or ability
- Runtime cues: prompt:choose card from opponent hand; revealed:opponent hand
- Use when: opponent hand is visible through the rules engine and a discard choice is legal.
- Avoid when: the legal choice list omits card names or the hand is not revealed to this player.
- Instructions: Take the card that most changes the next two turns: immediate combo piece, sweeper against your developed board, removal for Sheoldred, the Apocalypse, or card-advantage engine before a generic threat. Against pressure, take the spell that beats Fatal Push or Abrupt Decay timing. With Go Blank, prioritize graveyard decks and hands where discard plus exile materially reduces future resources.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Mana Source Sequencing
- Priority: Medium
- Decision families: mana
- Cards: Blooming Marsh; Overgrown Tomb; Llanowar Wastes; Swamp; Forest; Urborg, Tomb of Yawgmoth; Wastewood Verge; Mutavault; Restless Cottage; Boseiju, Who Endures; Takenuma, Abandoned Mire
- Phase windows: land play, mana payment, main phase, combat activation windows
- Runtime cues: action:play land; prompt:pay mana
- Use when: choosing land drops or mana sources for a visible legal spell or activation.
- Avoid when: exact color restrictions are not visible in the action list.
- Instructions: Prioritize untapped black on turn one for Thoughtseize or Fatal Push. Preserve green-black access for Abrupt Decay and Tear Asunder. Treat Mutavault as a spell-like land when colored mana is already stable. Use Llanowar Wastes life payments only when the spell changes the board, protects a clock, or prevents larger damage. Card text check required for Wastewood Verge.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Land Play For Untapped Black
- Priority: Low
- Decision families: mana
- Cards: Blooming Marsh; Swamp
- Phase windows: first main phase, turn 1
- Runtime cues: action:play Blooming Marsh; action:play Swamp
- Use when: it is turn 1, hand contains Thoughtseize or Fatal Push, and the legal land action is either Blooming Marsh or Swamp producing black this turn.
- Avoid when: Overgrown Tomb is the only visible green source for a turn-two Abrupt Decay or Badgermole Cub line.
- Instructions: Play the visible untapped black land that enables the one-mana black action this turn.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Removal Timing Gate
- Priority: High
- Decision families: interaction, priority
- Cards: Fatal Push; Abrupt Decay; Tear Asunder; Culling Ritual; Boseiju, Who Endures; Ray of Enfeeblement; Withering Curse; Sheoldred's Edict
- Phase windows: opponent main phase, combat, end step, own main phase
- Runtime cues: action:cast; action:activate; stack:visible; battlefield:visible
- Use when: a removal spell or removal-like ability is legal and opponent permanents are visible.
- Avoid when: the only available target is low impact and the pilot has a stronger board-development action this turn.
- Instructions: Kill threats that create lethal pressure, invalidate blocks, snowball cards, or stop Sheoldred, the Apocalypse and Unholy Annex // Ritual Chamber from dominating. Save Abrupt Decay for noncreature engines when Fatal Push handles creatures. Use Culling Ritual only when the visible exchange is materially ahead or survival requires it; account for your own low-cost permanents.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sheoldred Tap-Out Commitment
- Priority: High
- Decision families: priority, mana
- Cards: Sheoldred, the Apocalypse
- Phase windows: own main phase, postcombat main phase
- Runtime cues: action:cast Sheoldred, the Apocalypse
- Use when: casting Sheoldred, the Apocalypse is legal.
- Avoid when: visible board pressure requires immediate removal or the opponent has revealed interaction that cleanly answers Sheoldred before any life swing.
- Instructions: Cast Sheoldred when it stabilizes life, pressures a low-resource opponent, or forces the opponent to answer instead of advancing. Delay when holding up Fatal Push or Abrupt Decay prevents a larger visible loss. Against control or attrition, prefer Sheoldred after discard has checked the path or when waiting lets the opponent draw out.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Unholy Annex Engine Commitment
- Priority: Medium
- Decision families: priority, mana
- Cards: Unholy Annex // Ritual Chamber
- Phase windows: own main phase
- Runtime cues: action:cast Unholy Annex // Ritual Chamber
- Use when: Unholy Annex // Ritual Chamber is a legal cast action.
- Avoid when: the turn requires answering a visible lethal or near-lethal board.
- Instructions: Commit Unholy Annex // Ritual Chamber in resource games before emptying the hand, especially after discard or removal has slowed the opponent. Avoid casting redundant copies before the first has generated meaningful advantage unless the legal action text or matchup pressure supports doing so. Card text check required for exact mode and room behavior.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Creature-Land Pressure And Blocking
- Priority: Medium
- Decision families: combat, mana, priority
- Cards: Mutavault; Restless Cottage
- Phase windows: combat, end step, opponent combat, own main phase after stabilization
- Runtime cues: action:activate Mutavault; action:activate Restless Cottage; action:attack; action:block
- Use when: a creature-land activation or combat declaration is legal.
- Avoid when: activating consumes mana needed for Fatal Push, Abrupt Decay, Tear Asunder, or a visible tax/payment prompt.
- Instructions: Activate Mutavault to pressure planeswalkers, shorten control clocks, or trade when life total and mana allow. Hold creature lands back when removal or discard is the better use of mana. Use Restless Cottage according to visible legal action text; Card text check required for exact graveyard and combat effects.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Single Attack With One Legal Attacker
- Priority: Low
- Decision families: combat
- Cards: Mutavault; Graveyard Trespasser; Sheoldred, the Apocalypse; Badgermole Cub; Professor Dellian Fel; Sentinel of the Nameless City
- Phase windows: declare attackers
- Runtime cues: action:attack with
- Use when: exactly one attack action is legal, opponent has no visible untapped blockers, and the attack does not tap the only visible blocker needed against lethal crack-back.
- Avoid when: multiple attackers, planeswalker choices, combat tricks, or blocker math are present.
- Instructions: Submit the single legal attack action.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Graveyard Management
- Priority: Medium
- Decision families: interaction, selection
- Cards: Graveyard Trespasser; Unlicensed Hearse; Go Blank; Takenuma, Abandoned Mire; Restless Cottage
- Phase windows: main phase, combat trigger, end step, graveyard-target prompt
- Runtime cues: prompt:choose graveyard card; action:activate Unlicensed Hearse; action:cast Go Blank
- Use when: a legal action targets or selects cards in a visible graveyard.
- Avoid when: the graveyard selection would remove your own visible recursion resource without stopping an opponent plan.
- Instructions: Exile opponent cards that enable immediate recursion, delve-like costs, flashback-like actions, or known graveyard engines before generic card types. Preserve Takenuma, Abandoned Mire and Restless Cottage resources when their legal action text can use your graveyard later. Card text check required for Restless Cottage exact effect.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Boseiju And Takenuma Channel Gate
- Priority: Medium
- Decision families: interaction, selection, mana
- Cards: Boseiju, Who Endures; Takenuma, Abandoned Mire
- Phase windows: instant-speed priority, own main phase, opponent end step
- Runtime cues: action:channel Boseiju, Who Endures; action:channel Takenuma, Abandoned Mire
- Use when: a channel action is legal and targets or returns visible cards.
- Avoid when: the land is needed to cast currently visible spells and the channel effect is not time-sensitive.
- Instructions: Use Boseiju, Who Endures on artifacts, enchantments, or nonbasic lands that materially block your plan or threaten immediate snowballing. Use Takenuma, Abandoned Mire when returning Sheoldred, the Apocalypse, Graveyard Trespasser, Sentinel of the Nameless City, or another visible creature is stronger than making the land drop. Respect rules-engine target legality.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sideboard Role Selection
- Priority: Medium
- Decision families: sideboard, pregame
- Cards: Duress; Go Blank; Invoke Despair; Unlicensed Hearse; Ray of Enfeeblement; Withering Curse; Sheoldred's Edict; Culling Ritual; Fatal Push; Abrupt Decay; Thoughtseize
- Phase windows: sideboarding after game 1, sideboarding after game 2
- Runtime cues: prompt:sideboard; match_stage:postboard
- Use when: choosing a legal sideboard plan from visible match context and logged public information.
- Avoid when: exact opponent archetype is unknown and no prior game evidence supports narrow cards.
- Instructions: Add Duress, Go Blank, and Invoke Despair against slower spell decks; add Unlicensed Hearse and Go Blank against graveyard plans; add Ray of Enfeeblement, Withering Curse, Sheoldred's Edict, and Culling Ritual against creature pressure according to color, size, and permanents shown. Reduce dead removal before reducing Thoughtseize unless life loss is punishing. Keep enough threats to close after disruption.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Invoke Despair Attrition Finish
- Priority: Medium
- Decision families: priority, mana
- Cards: Invoke Despair
- Phase windows: own main phase, postboard games
- Runtime cues: action:cast Invoke Despair
- Use when: Invoke Despair is legal and black mana requirements are payable.
- Avoid when: casting it prevents a necessary removal spell against visible lethal pressure.
- Instructions: Cast Invoke Despair when the opponent has relevant permanents or low cards and the five-mana tap-out advances the attrition lock. Do not force it into boards where cheaper removal plus creature pressure uses mana better. Card text check required for exact sacrifice and draw/life outcomes.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Pass Priority With Held Interaction
- Priority: Medium
- Decision families: priority, interaction
- Cards: Fatal Push; Abrupt Decay; Tear Asunder; Boseiju, Who Endures; Ray of Enfeeblement; Sheoldred's Edict
- Phase windows: opponent turn, combat steps, end step
- Runtime cues: action:pass; hand:visible interaction; mana:available
- Use when: pass is legal while holding instant-speed interaction or channel interaction.
- Avoid when: the opponent has a visible permanent that must be answered before it attacks, activates, or resolves a trigger.
- Instructions: Pass with mana open when waiting preserves target information, catches an attack, or lets the opponent commit first. Act before combat damage or before an engine trigger only when visible rules output shows waiting loses the window. Do not pass through lethal board states unless the legal interaction remains usable after the pass.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
