# Strategy Specifications
## Deck Name And Archetype
Caw-Gates is a Pauper Azorius Gates midrange-control deck built around evasive or resilient small threats, high card volume, and Basilisk Gate combat scaling. The registered list is exactly 60 main-deck cards and 15 sideboard cards: 33 nonlands and 27 lands in the main deck, with 4 Brainstorm, 4 The Modern Age, 4 Squadron Hawk, 4 Lorien Revealed, 4 Prismatic Strands, 4 Journey to Nowhere, 4 Sacred Cat, 4 Counterspell, 3 Thraben Charm, 2 Outlaw Medic, 2 Guardian of the Guildpact, 4 Basilisk Gate, 4 Sea Gate, 4 Citadel Gate, 2 Heap Gate, 2 Azorius Guildgate, 1 Idyllic Beachfront, and 4 Island. The sideboard is 4 Red Elemental Blast, 4 Blue Elemental Blast, 2 Dust to Dust, 2 Standard Bearer, 2 Breath Weapon, and 1 Outlaw Medic.

- Format validation: Treat this as Pauper only after the runtime card database confirms each registered card is legal and not banned at the moment of play. The deck appears constructed for Pauper norms, but Veles should not infer sanctioned legality from this guide alone; if Forge, Scryfall-derived metadata, or the active rules source rejects a card, the decision agent must respect that result.

- Archetype validation: Classify Caw-Gates as a hybrid stock-plus-personalized Gates shell, not a pure rogue deck. The core of Basilisk Gate, Squadron Hawk, Sacred Cat, Prismatic Strands, Journey to Nowhere, Counterspell, The Modern Age, Brainstorm, and Lorien Revealed is recognizable as Azorius Caw-Gates/CawBlade Gates strategy, while Outlaw Medic and the exact Thraben Charm/Guardian of the Guildpact configuration are tuning choices that should be evaluated during playtests rather than assumed stock-optimal.

- Tag validation: Use tags `midrange`, `control`, `lands`, `gates`, and `tokens`; collapse duplicate user-supplied tags at import time. The deck can play tempo when Basilisk Gate turns any evasive creature into a fast clock, but its default identity is resource-positive midrange-control with prevention and removal rather than all-in aggro.

- Mana validation: The mana base is heavily gate-centric with 16 named Gates or gate-like payoffs around Basilisk Gate, plus 4 Island and 1 Idyllic Beachfront. Expect early tapped-land pressure, so keep decisions sensitive to whether Counterspell, Journey to Nowhere, The Modern Age, or Sacred Cat can actually be cast on curve from visible lands instead of assuming perfect Azorius mana.

- Role concern: The deck wins many games by surviving the first wave, converting small bodies into credible Basilisk Gate threats, and using Prismatic Strands to reverse combat math. The agent should avoid lines that spend resources without preserving a body, protecting life total, improving mana, or setting up a real gate-powered attack.

- Card-text concern: Card text check required for Outlaw Medic before assigning precise tactical obligations beyond treating it as a registered white creature card and sideboard flex slot. Card text check required if the engine presents unusual modes for Thraben Charm, The Modern Age, Lorien Revealed, or Breath Weapon; follow engine-provided legal actions and prompts over this guide.

- Opponent-info status: No specific opponent decklist, matchup, game number, sideboard stage, or revealed cards are supplied in this batch. Use only public information, revealed information, prior match logs made available by Veles, and the legal actions produced by the rules engine; do not infer exact hidden cards from archetype labels unless a later matchup section or runtime context supplies that evidence.

## Thesis
Caw-Gates assembles disposable or evasive bodies, a gate-heavy mana base, and permission/removal long enough for Basilisk Gate to turn modest creatures into lethal threats. The deck is strongest when it makes land drops, keeps at least one credible attacker or blocker on board, trades interaction for the opponent's highest-impact threat, and uses Prismatic Strands to convert combat turns into tempo and card advantage.

Caw-Gates wins by making Squadron Hawk, Sacred Cat, The Modern Age's eventual body, Guardian of the Guildpact, or another legal creature survive long enough to receive repeated Basilisk Gate pumps. It does not need to dominate the board early; it needs to avoid falling too far behind while building Gates, then attack in chunks that force the opponent to answer every small creature as a major threat.

Caw-Gates is not an all-in Basilisk Gate combo deck, not a hard draw-go control deck, and not a pure flyers tempo deck. Do not spend Counterspell, Journey to Nowhere, Thraben Charm, or Prismatic Strands just because they are legal; prioritize survival, mana development, future Gate activations, and protecting the creature that converts Basilisk Gate into actual damage.

Prioritize early stable mana, then board presence, then interaction that preserves life total or a key attacker. Keep hands and sequences that can cast Brainstorm, The Modern Age, Squadron Hawk, Sacred Cat, Journey to Nowhere, or Counterspell on a realistic schedule from visible lands; avoid plans that assume untapped dual mana when the battlefield only shows tapped Gates.

Use Lorien Revealed as a mana-smoothing tool when land drops or Island access matter more than raw cards, and as a late card-volume spell when the game is stable and legal mana supports it. Use Brainstorm as a tactical fixer with shuffle or selection support when available, but do not lock weak cards on top unless the current legal line still advances survival or a near-term Gate attack.

Treat Prismatic Strands as both protection and a swing card. Preserve a white creature for flashback when possible, but respect the rules engine's exact legal costs and targets; if the visible board says a prevention line stops lethal, wins combat, or protects a Basilisk Gate threat, it can be worth more than another removal spell.

## Role Package
- Threats: Squadron Hawk supplies multiple bodies, carries Basilisk Gate well, and gives the deck a steady stream of attackers or Prismatic Strands enablers. Sacred Cat is an early stabilizer and recursive body; use it to buy time, wear Gate pumps, and keep white creatures available. Guardian of the Guildpact is a durable finisher against many monocolored boards, but only commit it when the mana and tempo cost fit the visible game.

- Payoffs: Basilisk Gate is the central damage engine and turns any surviving creature into a must-answer threat. Guardian of the Guildpact is also a payoff when the opponent's visible interaction is poor against it. Prismatic Strands is a payoff for having white creatures and a battlefield, because it can blank a combat step and create a decisive counterattack.

- Engines: Squadron Hawk is the main card-density engine because one resolved copy can find more copies when the rules engine offers that action. The Modern Age is the smoothing engine; use it to improve land drops, find interaction, and eventually contribute a body if the engine advances it normally. Sacred Cat provides recursion through its legal graveyard action when the rules engine presents it.

- Velocity: Brainstorm, The Modern Age, and Lorien Revealed make the deck functional despite many tapped lands. Use Brainstorm to fix immediate decisions and protect important cards from discard only when the visible context supports that line. Use Lorien Revealed's early mana mode when missing land drops or colors would break the hand.

- Interaction: Counterspell should answer threats, engines, or stack actions that materially beat the current plan, not low-impact spells that can be raced or ignored. Journey to Nowhere is primary creature removal; aim it at threats that pressure life total, block the Basilisk Gate plan, or generate repeated value. Thraben Charm is flexible interaction, but card text check required if the engine presents unfamiliar modes; choose only legal modes that solve the current visible problem.

- Protection: Prismatic Strands protects life total, attackers, blockers, and post-combat racing math. Standard Bearer from the sideboard protects important creatures against targeted opposing plans when legal and relevant. Blue Elemental Blast and Red Elemental Blast protect the stack or remove opposing color-specific threats only when the rules engine confirms legal targets.

- Recursion: Sacred Cat is the main built-in recursive threat, and Prismatic Strands has graveyard utility if flashback is legal from the current state. Do not assume graveyard actions are available through hate, timing restrictions, or costs; follow engine prompts exactly.

- Mana: Island, Idyllic Beachfront, Sea Gate, Citadel Gate, Heap Gate, Azorius Guildgate, and Basilisk Gate create a slow but powerful mana base. Sequence lands to keep Counterspell, Journey to Nowhere, The Modern Age, Sacred Cat, and Basilisk Gate activation plans realistic; when choosing Gate colors, prefer the color that unlocks the next legal high-impact play.

- Sideboard modules: Red Elemental Blast targets blue matchups and stack fights when legal. Blue Elemental Blast targets red pressure and burn when legal. Dust to Dust is for artifact-heavy opponents where exile tempo matters. Standard Bearer is for targeted removal, pump, or aura-style plans. Breath Weapon is for small-creature battlefields; card text check required before relying on exact damage or exclusions. The extra Outlaw Medic is a creature/stabilization slot, but card text check required before assigning precise tactical use.

## Primary Win Conditions
- Basilisk Gate carrier plan: Make any legal creature survive, then use Basilisk Gate activations to turn small attacks into lethal chunks. Prioritize this path when at least one Basilisk Gate and multiple Gates are visible, the opponent cannot profitably remove every body, or the game is entering a stalled-board state where raw creature size matters more than card count.

- Squadron Hawk pressure plan: Resolve Squadron Hawk, take any legal search actions the engine offers, and use the extra copies as repeated flyers, blockers, and Basilisk Gate carriers. Prioritize this path against ground stalls, attrition decks, and removal-heavy opponents because one Hawk can often force several answers before the final pumped attacker matters.

- Sacred Cat stabilization-to-lethal plan: Use Sacred Cat early to absorb damage, preserve life, and keep a cheap white creature available, then convert it into a Gate-pumped attacker once the game stabilizes. Prioritize this path when behind on life or when Prismatic Strands flashback may become important; do not throw away Sacred Cat if its body is the bridge to surviving the next combat.

- Guardian of the Guildpact finish plan: Deploy Guardian of the Guildpact when the visible board suggests it will survive and attack profitably, then use Basilisk Gate to shorten the clock. Prioritize this path against monocolored blockers or removal patterns when the rules engine confirms legal attacks and no visible answer changes the race; avoid tapping out for it if Counterspell or Journey to Nowhere is needed to stop an immediate lethal or engine threat.

- The Modern Age conversion plan: Cast The Modern Age early to filter toward land drops, interaction, and Gate density, then use its later creature body as another Basilisk Gate carrier if the engine naturally produces it. Prioritize this path in slow hands that need smoothing or when the game is about assembling resources rather than answering a single urgent permanent.

- Protection-backed lethal plan: Save Prismatic Strands for turns where it protects an attack, blanks the opponent's counterattack, or lets a pumped creature survive combat. Prioritize this path when a single successful Basilisk Gate attack changes the race; do not spend Prismatic Strands on low-impact prevention if the visible next combat is the real threat.

## Secondary Win Conditions
- Incremental flyer damage: Attack with Squadron Hawk and The Modern Age's creature body when damage is safe, even before Basilisk Gate is lethal. Use this line when the opponent is light on flyers, when holding Counterspell protects the board better than adding another threat, or when small damage turns future Gate activations into a two-turn clock.

- Recursive chip pressure: Use Sacred Cat's legal graveyard action only when the cost and timing are acceptable, then rebuild pressure through repeated small attacks and Gate pumps. This is a backup plan after sweepers, trades, or removal, but do not assume recursion is available through graveyard hate or timing limits unless the engine presents the action.

- Control-to-one-threat plan: Trade Counterspell, Journey to Nowhere, Thraben Charm, and Prismatic Strands for the opponent's highest-impact threats until any remaining creature can win. Use this line when ahead on cards or board parity; make the opponent answer the last Basilisk Gate carrier rather than racing with fragile extra creatures.

- Lorien Revealed card-volume plan: Use Lorien Revealed as a late card draw spell when land drops, colors, and survival are already secure, then convert the extra cards into interaction plus a protected attacker. Use the land-search mode earlier when missing mana would prevent the deck from ever reaching its Gate or Counterspell turns.

- Outlaw Medic body plan: Treat Outlaw Medic as a conditional stabilizing creature or secondary Gate carrier only after a card text check if exact abilities matter. Use it as a body when the legal play advances blocking, life stabilization, or threat density, but do not rely on unverified text to justify a risky line.

- Thraben Charm flexible-answer plan: Use Thraben Charm to clear a blocker, answer a graveyard or permanent problem, or create a tempo window only when the legal mode and target shown by the engine solve the visible issue. Card text check required for exact mode assumptions.

## Emergency Lines
- Behind on life: Prioritize blockers, Journey to Nowhere on the largest repeating damage source, Prismatic Strands for the combat step that matters most, and Sacred Cat lines that preserve life. Do not race with a Basilisk Gate attack if losing the blocker exposes lethal unless Prismatic Strands or another legal prevention line covers the crack-back.

- Behind on board: Convert interaction into time before card advantage; Counterspell the next threat that compounds the board, use Journey to Nowhere on the creature that dominates combat, and use Prismatic Strands to buy a full turn cycle. A single surviving Squadron Hawk or Sacred Cat can become a real clock later, so stabilize before maximizing damage.

- Behind on cards: Lean on Squadron Hawk, The Modern Age, Brainstorm, and Lorien Revealed to rebuild, but sequence them around survival. If the opponent has pressure, choose the legal action that prevents the most damage or removes the best threat before taking a slower card-volume line.

- Behind on mana: Use Lorien Revealed's land mode when legal and necessary, prioritize lands that unlock white interaction, double blue for Counterspell, and enough Gates for Basilisk Gate. Avoid Brainstorm lines that trap nonfunctional cards on top unless the visible hand or engine actions provide a way to improve the next draw.

- Behind against graveyard recursion: Use Thraben Charm only if the engine presents a legal graveyard-relevant mode that disrupts the visible recursion piece. If no graveyard action is legal, shift to Counterspell, pressure, and Journey to Nowhere rather than pretending hidden or illegal hate exists.

- Behind against combo or engines: Hold Counterspell for the engine spell, payoff, or protection piece that actually wins or snowballs, and use pressure only when it shortens the clock without opening the fatal window. Brainstorm and The Modern Age should look for interaction first, not just more threats.

- Win conditions removed: Rebuild around any remaining legal creature plus Basilisk Gate, including Sacred Cat, Squadron Hawk, The Modern Age's body, Guardian of the Guildpact, or Outlaw Medic. If Basilisk Gate is absent or neutralized, switch to flyer chip damage, recursive Sacred Cat pressure, and hard control until Lorien Revealed or The Modern Age finds a new threat path.

## Resource Model
- Life total is a bridge to Gate inevitability, not a trophy. Spend life early to make land drops, develop The Modern Age, and keep Counterspell available, but convert Sacred Cat, Prismatic Strands, Journey to Nowhere, and blocking into survival once the opponent can present a two-turn clock.

- Hand size is a strategic resource because Brainstorm, The Modern Age, Squadron Hawk, and Lorien Revealed all change card quality or volume. Prefer lines that turn excess cards into land drops, interaction, and Gate carriers; avoid keeping hands where Brainstorm is the only plan to fix missing mana unless a shuffle or discard outlet is already visible.

- Mana is the deck's central bottleneck because Counterspell needs double blue, Journey to Nowhere and Prismatic Strands need white access, and Basilisk Gate asks for extra mana after a creature is already in play. Treat early turns as color construction first, then Gate count, then holding up interaction, then pumping.

- Board material is valuable even when small because any Sacred Cat, Squadron Hawk, The Modern Age creature, Guardian of the Guildpact, or Outlaw Medic can become a lethal or stabilizing Basilisk Gate target. Preserve at least one creature when possible; do not trade away the last body unless the trade prevents more damage or stops a must-answer threat.

- Graveyard resources matter mostly through Prismatic Strands flashback, Sacred Cat recursion, and any graveyard-relevant Thraben Charm mode the engine exposes. Keep white creatures available when Prismatic Strands may need flashback; use Sacred Cat from graveyard only when the legal action does not cost a more urgent Counterspell, Journey to Nowhere, or Gate activation window.

- Exile is usually a pressure release valve, not a value engine. Journey to Nowhere can park the most important creature, but plan around the visible risk that enchantment removal may restore it; do not assume the exiled creature is permanently gone unless game state makes that irrelevant.

- Lands are both mana and damage because Basilisk Gate scales with Gate count. Value Basilisk Gate, Sea Gate, Citadel Gate, Heap Gate, Azorius Guildgate, and Idyllic Beachfront as infrastructure for future attacks, while remembering that too many tapped lands can lose the tempo needed to survive.

- Sacrifice or expendable fodder is conditional, not a core engine. Sacred Cat tokens, spare Squadron Hawk copies, and The Modern Age's later body can be traded or used to support defensive lines, but do not spend them casually when Prismatic Strands flashback or Basilisk Gate targeting depends on having bodies.

- Tempo is bought in chunks through Counterspell, Journey to Nowhere, Prismatic Strands, and efficient blocks. Use the first tempo gain to hit land drops and establish a Gate carrier; use later tempo gains to force one pumped attack through or stop the opponent's best catch-up play.

- Information is created by visible actions, Squadron Hawk search results, Brainstorm card placement, The Modern Age discard choices, public graveyards, revealed cards, and sideboarding logs. Reason from what is visible or legally known; play around likely archetype cards only as probability, never as hidden certainty.

- Sideboard bullets are role cards that change resource exchange rates. Red Elemental Blast and Blue Elemental Blast are color-specific interaction, Dust to Dust pressures artifact mana or artifact threats, Standard Bearer redirects targeted effects when legal, Breath Weapon handles small creature boards, and the extra Outlaw Medic adds a body or stabilizer after a card text check if exact ability text matters.

## Mana Guide
- Build white plus double blue before maximizing pump. White unlocks Sacred Cat, Journey to Nowhere, Prismatic Strands, Thraben Charm, Guardian of the Guildpact, and Outlaw Medic; double blue unlocks Counterspell and hard-cast Lorien Revealed; Gate density unlocks Basilisk Gate as a finisher.

- Prioritize keepable mana over speculative card quality. Keep hands with at least two lands and a credible path to both colors, or one-land hands only when the legal hand includes Brainstorm or Lorien Revealed plus enough evidence that the next turns can function; mulligan hands that cannot cast early white interaction or blue filtering before falling behind.

- Sequence tapped lands by future obligation. Play Sea Gate, Citadel Gate, Azorius Guildgate, Idyllic Beachfront, or other tapped color sources early when no urgent one-mana play is needed; preserve untapped Island turns when Counterspell, Brainstorm, or a same-turn sequence is likely to matter.

- Treat Basilisk Gate as a payoff land first and a mana land second. Play it early when the hand already has colors, but delay prioritizing multiple Basilisk Gate copies if the hand still lacks white for Journey to Nowhere or double blue for Counterspell.

- Use Lorien Revealed's land-search mode when missing land drops or colors would break the hand. Hard-cast Lorien Revealed only when survival, colors, and land count are already stable enough that drawing cards beats holding interaction or activating Basilisk Gate.

- Cast Brainstorm before the land drop only when the hand needs to find a land, a color, or an immediate answer. Cast Brainstorm after the land drop when mana is already solved and the goal is to protect key cards, improve next turns, or pair it with a visible shuffle/discard effect; avoid locking two bad cards on top without a way to clear them.

- Play lands before The Modern Age when the next land is already known and mana efficiency matters. Consider delaying the land until after The Modern Age only when the engine offers a draw/discard decision and the choice could change which land should be played this turn.

- Hold up Counterspell when the opponent's next visible or likely play is more dangerous than adding a small body. Spend mana proactively on Squadron Hawk, The Modern Age, Sacred Cat, or Journey to Nowhere when the opponent is not representing a must-counter spell or when board survival requires immediate material.

- Reserve two mana plus Basilisk Gate activation only when a pumped attack or block changes the race. Do not sink mana into pump if that prevents Counterspell, Journey to Nowhere, Prismatic Strands, Thraben Charm, or Sacred Cat recursion from answering the opponent's next lethal or engine window.

- Count white creatures before relying on Prismatic Strands flashback. Sacred Cat, Squadron Hawk, Guardian of the Guildpact, The Modern Age's creature, and Outlaw Medic may enable future flashback if legal and untapped, so avoid tapping or trading the only white creature when prevention is the likely survival line.

- Heap Gate and other utility Gate decisions should follow color need first, Gate count second, and pump timing third. If the engine asks for color choices, choose the color that casts the current or next-turn legal spell; choose speculative colors only when all immediate obligations are covered.

- Sideboard mana discipline changes by matchup. Against blue or red decks, keep mana open for Red Elemental Blast or Blue Elemental Blast when those cards are present and legal; against artifact decks, make land drops toward Dust to Dust; against small-creature decks, plan white/red requirements for Breath Weapon only after card text check required for exact casting and effect details.

## Mulligan Guide
- Strong keep: Keep two or three lands with both colors available, at least one early play, and one stabilizer or engine piece, such as `Island`, `Sea Gate`, `Citadel Gate`, `Sacred Cat`, `The Modern Age`, `Counterspell`, and `Journey to Nowhere`. This hand can develop mana, contest early pressure, and transition into Basilisk Gate attacks without relying on hidden draws.

- Strong keep: Keep hands with `Lorien Revealed`, one land, and either `Brainstorm` or an early castable spell only when the legal action path can find mana before tempo collapses. Prefer this on the draw or against slower decks; ship it against fast red, go-wide creatures, or known pressure if the first two turns are mostly spent fixing.

- Medium keep: Keep two-land hands with `Brainstorm`, `Squadron Hawk`, and `Journey to Nowhere` when at least one land casts blue and the other provides or finds white. This hand needs careful Brainstorm timing, but `Squadron Hawk` can refill after early filtering and gives Basilisk Gate bodies later.

- Risky keep: Keep a slow Gate-heavy hand only when it has `Sacred Cat`, `Journey to Nowhere`, `Prismatic Strands`, or `Counterspell` to buy time. A hand of mostly `Basilisk Gate`, `Sea Gate`, `Citadel Gate`, and expensive cards is powerful only if early tapped lands do not concede the board.

- Automatic ship: Mulligan hands with zero lands, one land without `Brainstorm` or `Lorien Revealed`, no functional color access, or no castable spell before turn three against an unknown opponent. Also ship hands that are all interaction but cannot produce white for `Journey to Nowhere` or double blue for `Counterspell` in time.

- Matchup-dependent keep: Keep `Prismatic Strands` plus cheap white creatures more aggressively against red damage, tokens, and combat decks. Keep `Counterspell` plus double-blue setup more aggressively against combo, big mana, and decks whose first must-answer spell matters more than early chip damage.

- Play/draw adjustment: On the play, prefer hands with a turn-one or turn-two board action because falling behind makes Gate pump less safe. On the draw, accept slightly slower `Brainstorm` or `Lorien Revealed` hands if they have enough interaction to answer the opponent's first real threat.

- Trap hand: Do not keep a hand just because it has multiple `Basilisk Gate` and creatures if it lacks colored mana. The deck wins with Gate damage after it stabilizes; it loses when its first legal spells arrive too late.

- Trap hand: Do not keep `Brainstorm` as a fake land unless the hand has a clear plan for bad top cards. If the engine shows no shuffle, discard, or land-search line after Brainstorm, value the hand as fragile rather than solved.

## Turn Arc
- Turn 1: Lead with the land that unlocks the next two turns, usually a tapped Gate when no immediate `Brainstorm` is needed or `Island` when holding up blue matters. Cast `Sacred Cat` when legal against pressure or when future `Prismatic Strands` flashback needs a white creature; cast `Brainstorm` before the land drop only if missing land or color is the urgent problem.

- Turn 2: Prefer `The Modern Age`, `Squadron Hawk`, `Journey to Nowhere`, or holding `Counterspell` according to the opponent's visible threat. Use `Journey to Nowhere` on a creature that will otherwise dominate combat or shorten the clock; hold `Counterspell` when the likely next spell is more dangerous than the current board.

- Turn 2 deviation: Use `Lorien Revealed` for land-search when the hand still lacks a color or land drop. Do not hard-cast it early; treat it as mana fixing until the board is stable and enough lands are available.

- Turn 3: Stabilize first, then build the Gate plan. Cast `Prismatic Strands` only when it prevents meaningful damage or creates a profitable combat turn; cast `Thraben Charm` only according to legal engine text and visible targets, with card text check required if the exact mode impact is unclear.

- Turn 3 deviation: Deploy `Squadron Hawk` before holding up interaction when the opponent is not presenting a must-counter window and extra Hawks improve future blocks, flashback fuel, or Basilisk Gate carriers. Hold `Counterspell` instead against combo, sweepers, artifact engines, or any public card that would undo the developing board.

- Turns 4-5: Turn the corner by combining protection, removal, and one Gate carrier. Develop `Guardian of the Guildpact`, `Squadron Hawk`, `Sacred Cat`, or The Modern Age's later creature as the preferred Basilisk Gate target, then keep enough mana for `Counterspell`, `Prismatic Strands`, `Journey to Nowhere`, or a second blocker if the opponent can punish a tap-out attack.

- Turns 4-5 deviation: Hard-cast `Lorien Revealed` only when the opponent's next turn is unlikely to kill you or resolve a must-answer spell. If behind, spend mana on `Journey to Nowhere`, `Prismatic Strands`, blocks, or legal `Sacred Cat` recursion before drawing cards.

- Late game: Convert Gate count into lethal pressure while preserving one defensive layer. Attack with the best evasive or resilient body, pump with `Basilisk Gate` when it changes the clock, and avoid spending all mana if the opponent can race back, remove the carrier, or force a prevention window.

- Late game deviation: When ahead on board, pass with `Counterspell`, `Prismatic Strands`, or `Thraben Charm` available rather than adding low-impact material. When behind, look for legal lines that combine removal, prevention, and lifelink bodies before trying to race with a single pumped creature.

## Card Roles
- `Brainstorm`: Use `Brainstorm` as mana repair first, card quality second, and protection from discard or bad sequencing only when the legal state supports that purpose. Cast it before a land drop when missing a required land or color; otherwise hold it until `Squadron Hawk`, `Lorien Revealed`, saga looting from `The Modern Age`, or a natural shuffle/search line can clear unwanted cards. Do not fire it just to spend one blue mana if the hand already has a clean next turn, because locking two weak cards on top can cost more tempo than drawing later. Against discard or known hand attack, Brainstorm can hide key cards on top if the engine offers the window and the opponent has not already seen them. With `Squadron Hawk`, put redundant Hawks or expensive cards back only when you have a shuffle or discard outlet; otherwise keep enough bodies to carry `Basilisk Gate` and flash back `Prismatic Strands`.

- `The Modern Age`: Treat `The Modern Age` as early smoothing that later becomes a flying Gate carrier. Cast it on turn two when you need land drops, color cleanup, graveyard setup for flashback, or a body that can attack safely after stabilizing. Discard excess tapped lands, duplicate expensive cards, or matchup-low-impact interaction; avoid discarding the only white creature when `Prismatic Strands` flashback may be needed. The transformed creature is valuable because evasive damage scales sharply with `Basilisk Gate`, so do not trade it off casually once it becomes a credible finisher. Against removal-heavy decks, it is a delayed threat that taxes answers without overcommitting; against fast decks, value the looting and eventual blocker/attacker only after immediate survival is handled.

- `Basilisk Gate`: Treat `Basilisk Gate` as the deck's main damage engine, not merely a colorless land. Prioritize reaching enough Gates that one activation turns any evasive or resilient creature into a lethal-clock threat, but do not keep hands where Basilisk Gate prevents early colored spells. Activate only when the rules engine offers the legal action and the attack or block math improves materially; avoid pumping into open removal unless the opponent is under lethal pressure, tapped low, or the exchange is still favorable. Best carriers are `Squadron Hawk`, the creature from `The Modern Age`, `Guardian of the Guildpact`, and lifelink bodies from `Sacred Cat` or `Outlaw Medic` when racing.

- `Squadron Hawk`: Cast `Squadron Hawk` to refill bodies, create Gate carriers, fuel flashback decisions, and block small flyers. Search for all legal copies unless there is a specific library-size or hand-size reason not to; extra Hawks make `Brainstorm` better by giving known cards to put back and shuffle away if the search resolves. Lead with Hawk against fair decks when the board is not demanding immediate `Journey to Nowhere` or `Counterspell`; hold it against combo or big-mana windows where tapping out loses to a must-counter spell. Do not expose every Hawk to a sweeper when one or two bodies already pressure with `Basilisk Gate`. In sideboarded games, Hawks remain important because they carry `Red Elemental Blast`/`Blue Elemental Blast` protected tempo plans and supply white creatures for `Prismatic Strands`.

- `Lorien Revealed`: Use `Lorien Revealed` primarily as land access in opening turns and as a late-game reload once stable. If the legal action offers landcycling or an equivalent search mode, take it when missing land drops, colors, or enough Gates for future Basilisk Gate turns. Hard-cast it only when life total, board, and stack risk allow a large draw spell; losing a turn while behind is usually worse than finding a land earlier. `Lorien Revealed` improves one-land and two-land hands, but it does not excuse a hand with no early white access against pressure. With `Brainstorm`, it can act as a shuffle effect, so preserve it when the hand can afford to wait and Brainstorm needs cleanup.

- `Prismatic Strands`: Save `Prismatic Strands` for damage prevention that changes the game, not chip damage that does not affect the race. Use it to blank alpha strikes, protect a key creature in combat, win a damage race after a Gate attack, or survive burn/combat turns where one color dominates the damage source. Flashback is a major reason to preserve expendable white creatures, especially `Sacred Cat` tokens and extra `Squadron Hawk`; do not tap or trade the only white creature if a Strands flashback is the best next defensive layer. Against red decks and go-wide decks, prioritize lines that keep Strands live. Against control or combo, it may be lower priority unless it protects lethal pressure or stops a known damage-based finish.

- `Journey to Nowhere`: Use `Journey to Nowhere` as clean creature containment for threats that outscale blockers, invalidate racing, or threaten immediate lethal. Cast it early against a creature that will dominate combat before Gate pressure comes online, but hold it when the opponent's visible board contains only replaceable bodies and a larger threat is likely from public archetype context. Be careful around bounce, enchantment removal, or sacrifice lines when those are visible or likely; do not assume the exiled creature is gone permanently unless the rules state confirms it remains contained. It is often better than `Counterspell` once a creature has resolved, so plan double-blue turns around threats that cannot be answered by Journey.

- `Sacred Cat`: Use `Sacred Cat` as early life padding, a white permanent for `Prismatic Strands` flashback, and a surprisingly dangerous `Basilisk Gate` carrier. Cast it early against aggressive decks because lifelink plus Gate pump can reverse races. Do not treat it as expendable if the graveyard recursion line or Strands flashback is central to survival, but gladly trade it when the exchange buys enough time and the legal state offers later value. In slower matchups, it is lower impact than `The Modern Age` or `Squadron Hawk`, but it still pressures planes of combat where a single Gate activation turns lifelink into a large life swing.

- `Counterspell`: Hold `Counterspell` for cards that either cannot be answered cleanly after resolution or would force you off the Gate-control plan. Prioritize combo pieces, sweepers, massive card-advantage spells, artifact engines, graveyard payoffs, and removal aimed at a lethal Gate carrier when the stack legally allows it. Do not counter small creatures automatically if `Journey to Nowhere`, `Sacred Cat`, `Squadron Hawk`, or `Prismatic Strands` can manage combat. Double-blue requirements are real in this mana base, so choose `Island`, `Sea Gate`, and `Citadel Gate` sequencing to support Counterspell without abandoning white. Passing with Counterspell is correct when the opponent's next spell matters more than adding another small creature.

- `Thraben Charm`: Use `Thraben Charm` as flexible interaction only after checking the exact legal modes exposed by the engine; Card text check required for exact mode wording and target constraints. Treat it tactically as a modal answer or utility spell whose best use depends on visible targets, graveyards, and combat state. Do not spend it for a marginal effect if it may answer a problematic creature, graveyard line, or damage race later. Against creature decks, value the mode that removes or punishes a threat when legal. Against graveyard decks, preserve it if its legal mode interacts with graveyards. Against control, avoid firing low-impact modes unless it advances pressure or protects a decisive turn.

- `Outlaw Medic`: Use `Outlaw Medic` as a stabilizing creature and potential Gate carrier only after confirming exact card text at runtime; Card text check required for exact abilities. Because the list has two main copies and one sideboard copy, treat it as a role-player for racing, life-buffering, or board presence rather than the primary engine. Cast it when a body with its visible abilities improves combat or buys time for `Basilisk Gate`; hold it when mana must remain open for `Counterspell`, `Prismatic Strands`, or `Journey to Nowhere`. If lifelink, prevention, or combat-relevant text is visible, prioritize it in matchups where life total and blocking matter more than raw card advantage.

- `Guardian of the Guildpact`: Use `Guardian of the Guildpact` as a resilient finisher that pairs naturally with `Basilisk Gate`. Deploy it when you can protect the tempo of tapping four mana or when the opponent is unlikely to answer it cleanly through visible or known public tools. Once active, prioritize attacks that force a short clock while keeping enough mana for prevention or interaction. Do not run it into sacrifice effects, colorless answers, sweepers, or edicts when the opponent's visible board or graveyard suggests those lines are available. In grindy matchups, Guardian often lets you stop trading resources and start ending the game; in fast matchups, stabilize first before spending four mana on a threat.

- `Island`, `Sea Gate`, `Citadel Gate`, `Heap Gate`, `Azorius Guildgate`, and `Idyllic Beachfront`: Sequence lands to make early blue and white spells legal while increasing Gate count for `Basilisk Gate`. `Island` is best when `Brainstorm` or `Counterspell` timing matters; `Sea Gate`, `Citadel Gate`, and `Azorius Guildgate` are best when tapped mana development is acceptable and Gate count matters. `Heap Gate` can help convert Gates into colors when the engine shows legal mana actions, but do not rely on it if it delays the first interactive spell. `Idyllic Beachfront` is a fixing land and possible search target depending on the legal action; choose it when color access matters more than raw Gate count.

### Card Hover Notes

#### Brainstorm
- Deck role: Main deck, 4 copies, core card-selection piece.
- Role type: card selection, role glue.
- Deck-specific job: Fix missing land, color, interaction, or Gate-carrier problems while setting up better future draws for `Basilisk Gate`, `Counterspell`, `Journey to Nowhere`, `Prismatic Strands`, `Squadron Hawk`, `The Modern Age`, and `Lorien Revealed`.
- Timing: Cast before land drop only when looking for a needed land, color, or immediate answer; otherwise prefer opponent end step or a turn with `Squadron Hawk` search or `Lorien Revealed` Islandcycling available to clear bad top cards.
- Inputs / outputs: Consumes `{U}` and one card; draws three cards, then puts two cards from hand on top of the library in any order.
- Partners / packages: Shuffle/search partners are `Squadron Hawk` and `Lorien Revealed`; discard/filter partner is `The Modern Age`; priority finds are `Journey to Nowhere`, `Counterspell`, `Prismatic Strands`, `Basilisk Gate`, and needed lands.
- Role peers: Closest role overlap is `The Modern Age` for filtering and `Lorien Revealed` for late card volume.
- Failure modes: Casting into no shuffle or discard outlet can lock weak cards on top; do not spend `{U}` when the board needs `Journey to Nowhere`, `Prismatic Strands`, `Counterspell`, or a blocker.
- Matchup / visibility hooks: Hide key cards from visible discard when legal; against fast pressure, use Brainstorm to find survival cards rather than slow card quality.

#### The Modern Age
- Deck role: Main deck, 4 copies, core smoothing engine and delayed Gate carrier.
- Role type: engine piece, card selection, threat/clock, mechanic enabler.
- Deck-specific job: Smooth early land and interaction draws, put low-value cards into graveyard, then become `Vector Glider`, a 2/3 flying creature that carries `Basilisk Gate`.
- Timing: Cast on turn two when the hand needs land drops, colors, or filtering; protect the transformed body once it becomes a real evasive clock with Gate pump.
- Inputs / outputs: Costs `{1}{U}`; chapters I and II draw a card, then discard a card; chapter III exiles the Saga and returns it transformed under your control as `Vector Glider`.
- Mode map: `The Modern Age` side is the filtering Saga; `Vector Glider` side is the flying 2/3 carrier. Discarding the only white creature is a mistake when `Prismatic Strands` flashback is a likely survival line.
- Partners / packages: Best discard decisions involve excess tapped lands, extra `Squadron Hawk`, late `Lorien Revealed`, or matchup-low `Journey to Nowhere`; best carrier partners are `Basilisk Gate` and `Prismatic Strands`.
- Role peers: `Brainstorm` filters immediately; `Lorien Revealed` reloads or searches; `Squadron Hawk` creates body/card volume.
- Failure modes: Too slow when immediate combat survival requires `Journey to Nowhere`, `Sacred Cat`, `Thraben Charm`, or `Prismatic Strands`.
- Matchup / visibility hooks: Strong against attrition and control; against aggro, keep only if the next attack is already covered.

#### Basilisk Gate
- Deck role: Main deck, 4 copies, core mana resource and primary damage engine.
- Role type: mana/fixing/ramp, engine payoff, reach/finisher.
- Deck-specific job: Turn `Squadron Hawk`, `Sacred Cat`, `Outlaw Medic`, `Vector Glider`, or `Guardian of the Guildpact` into lethal threats by giving target creature `+X/+X` until end of turn, where X is the number of Gates you control.
- Timing: Activate only as a sorcery, so plan pumps in the main phase before attacks or before passing if a sorcery-speed block plan matters. Use pump when it creates lethal, a two-turn clock, a major lifelink swing, or a profitable attack.
- Inputs / outputs: Taps for `{C}`; pump costs `{2}` and tapping Basilisk Gate, targets a creature, and scales from Gates you control: `Basilisk Gate`, `Sea Gate`, `Citadel Gate`, `Heap Gate`, and `Azorius Guildgate`.
- Mode map: Mana mode fixes generic costs; pump mode is the finisher. Pumping into open removal is a mistake unless the attack is lethal or the exchange is still favorable.
- Partners / packages: Best carriers are `Squadron Hawk`, `Vector Glider` from `The Modern Age`, `Sacred Cat`, `Outlaw Medic`, `Guardian of the Guildpact`, and `Standard Bearer` only when post-board body count matters.
- Role peers: No direct peer; closest role overlap is `Guardian of the Guildpact` as a finisher.
- Failure modes: Does not cast colored spells by itself; overprioritizing it can strand `Counterspell`, `Journey to Nowhere`, and `Prismatic Strands`.
- Matchup / visibility hooks: Against stalled boards, count visible Gates before deciding whether a small flyer or lifelinker is actually a lethal threat.

#### Squadron Hawk
- Deck role: Main deck, 4 copies, core body engine and evasive Gate carrier.
- Role type: engine piece, threat/clock, card selection, engine fuel/material.
- Deck-specific job: Refills hand with more `Squadron Hawk` copies, supplies flying attackers, blocks opposing flyers, carries `Basilisk Gate`, and taps for `Prismatic Strands` flashback because it is white.
- Timing: Cast when the board can tolerate tapping two mana and extra bodies matter more than holding `Counterspell` or `Journey to Nowhere`. Usually search for all legal copies unless hand size, known discard, or immediate tempo makes fewer better.
- Inputs / outputs: Costs `{1}{W}`; produces a 1/1 flying creature and may search up to three cards named `Squadron Hawk`, reveal them, put them into hand, then shuffle.
- Partners / packages: Works with `Brainstorm` by shuffling away top cards; works with `The Modern Age` by making extra copies discardable; works with `Basilisk Gate` and `Prismatic Strands`.
- Role peers: `Sacred Cat` is a cheap white body; `Vector Glider` from `The Modern Age` is an evasive carrier; `Outlaw Medic` is a stabilizing white body.
- Failure modes: Overcommitting multiple Hawks into sweepers wastes the engine; declining search without a concrete reason loses material.
- Matchup / visibility hooks: Strong against fair removal and ground stalls; against combo, deploy only when it does not miss a must-counter `Counterspell` window.

#### Lorien Revealed
- Deck role: Main deck, 4 copies, core mana repair and late card-volume spell.
- Role type: card selection, tutor/search, mana/fixing/ramp.
- Deck-specific job: Early, Islandcycling finds registered Island-card targets; late, hard-cast it to draw three when stable.
- Timing: Use Islandcycling when missing land drops, blue access, white access through `Idyllic Beachfront`, or double-blue setup for `Counterspell`. Hard-cast for `{3}{U}{U}` only when life total, board, and stack risk allow tapping five mana.
- Inputs / outputs: Islandcycling costs `{1}` and discards `Lorien Revealed`; search your library for an Island card, reveal it, put it into hand, then shuffle. Hard-cast draw mode costs `{3}{U}{U}` and draws three cards.
- Mode map: Islandcycling searches for an Island card, reveals it, puts it into hand, then shuffles; it can find `Island` or `Idyllic Beachfront` and does not draw a card. Sorcery draw mode draws three and increases cards drawn this turn.
- Partners / packages: Search/shuffle partner for `Brainstorm`; mana targets are `Island` for untapped blue and `Idyllic Beachfront` for white/blue fixing if tapped tempo is acceptable.
- Role peers: `Brainstorm` and `The Modern Age` improve card quality; `Squadron Hawk` creates card quantity through search.
- Failure modes: Hard-casting while behind can lose to the next attack or must-answer spell; cycling for `Idyllic Beachfront` enters-tapped tempo when immediate mana is needed.
- Matchup / visibility hooks: Against aggro, treat as land repair; against control and big mana, late draw-three can pull ahead if `Counterspell` shields are not required.

#### Prismatic Strands
- Deck role: Main deck, 4 copies, core prevention and combat-swing card.
- Role type: protection/evasion, lifegain/stabilization, mechanic enabler.
- Deck-specific job: Prevent all damage that sources of one chosen color would deal this turn, buying survival, winning combat, protecting a Gate carrier, or enabling a crack-back lethal attack.
- Timing: Cast at the last safe point after attackers, blockers, source colors, and lethal math are clear. Save it for lethal prevention, a major combat reversal, or protecting a decisive `Basilisk Gate` attack.
- Inputs / outputs: Costs `{2}{W}` from hand. Flashback costs tapping an untapped white creature you control, then the spell is exiled after casting from graveyard.
- Mode map: Hand cast uses mana; flashback uses an untapped white creature instead of mana. Flashback candidates are `Sacred Cat`, `Squadron Hawk`, `Outlaw Medic`, `Guardian of the Guildpact`, `Standard Bearer`, and `Vector Glider` from `The Modern Age`.
- Partners / packages: Works with `Sacred Cat`, `Squadron Hawk`, `Outlaw Medic`, `Guardian of the Guildpact`, `The Modern Age`, and `Basilisk Gate`.
- Role peers: `Blue Elemental Blast` can stop red damage before resolution; `Counterspell` can stop a damage spell on the stack; neither duplicates the full-color prevention turn.
- Failure modes: Choosing the wrong color or tapping the only necessary blocker for flashback can lose combat; do not spend it on trivial chip damage.
- Matchup / visibility hooks: Highest priority against red damage, go-wide combat, and any board where one color supplies lethal.

#### Journey to Nowhere
- Deck role: Main deck, 4 copies, core creature removal.
- Role type: interaction-removal.
- Deck-specific job: Exile target creature until `Journey to Nowhere` leaves the battlefield, answering threats that outscale blockers, stop Gate attacks, or create a short clock.
- Timing: Cast in main phase when a creature must be contained before the next attack or before it generates more value. Hold when the current creature is low-impact and `Counterspell`, `Thraben Charm`, blockers, or `Prismatic Strands` cover the turn.
- Inputs / outputs: Costs `{1}{W}`; consumes an enchantment slot and removes target creature while Journey remains on battlefield.
- Partners / packages: Complements `Counterspell` for resolved creatures, `Thraben Charm` for target creature damage or enchantment/graveyard modes, and `Prismatic Strands` for combat turns that spot removal cannot fully cover.
- Role peers: `Thraben Charm` can damage target creature based on your creature count; `Blue Elemental Blast` and `Red Elemental Blast` destroy only red or blue permanents respectively after sideboard; `Dust to Dust` answers artifacts, not creatures unless they are artifacts.
- Failure modes: Bounce, enchantment removal, or sacrifice/flicker contexts can return the exiled card; do not assume permanent removal if the opponent can remove Journey.
- Matchup / visibility hooks: Prioritize creatures that invalidate `Sacred Cat`, `Squadron Hawk`, `Guardian of the Guildpact`, or a near-term `Basilisk Gate` clock.

#### Sacred Cat
- Deck role: Main deck, 4 copies, core stabilizing body and recursive Gate carrier.
- Role type: lifegain/stabilization, threat/clock, recursion, engine fuel/material.
- Deck-specific job: Buy early life, provide a white creature for `Prismatic Strands` flashback, trade or block against pressure, and become a large lifelink attacker with `Basilisk Gate`.
- Timing: Cast early against aggressive decks or when a white body matters. Embalm only as a sorcery when the extra lifelink body matters more than holding mana for `Counterspell`, `Journey to Nowhere`, `Thraben Charm`, or Gate activation.
- Inputs / outputs: Costs `{W}` for a 1/1 lifelink creature. Embalm costs `{W}` and exiles `Sacred Cat` from your graveyard to create a token copy, except it is a white Zombie Cat with no mana cost.
- Mode map: Hand cast is early stabilization; embalm is graveyard rebuild. Embalming into graveyard hate windows or while needing instant interaction is a mistake.
- Partners / packages: Works with `Basilisk Gate` for lifelink swings and `Prismatic Strands` as a white flashback creature.
- Role peers: `Outlaw Medic` is larger lifelink and draws when it dies; `Squadron Hawk` supplies evasive white bodies.
- Failure modes: A 1/1 body alone does not stop large attackers; do not trade it if it is the only white creature for a needed Strands flashback.
- Matchup / visibility hooks: Strong versus red and creature races; lower impact against combo unless it shortens a Gate clock.

#### Counterspell
- Deck role: Main deck, 4 copies, core stack interaction.
- Role type: interaction-stack.
- Deck-specific job: Counter target spell on the stack that would beat the Gate-control plan, such as a sweeper, combo piece, major card-advantage spell, removal aimed at a lethal carrier, or threat not cleanly answered after resolution.
- Timing: Hold up `{U}{U}` when the opponent’s next spell matters more than adding `Sacred Cat`, `Squadron Hawk`, `The Modern Age`, or `Guardian of the Guildpact`. Let low-impact spells resolve if `Journey to Nowhere`, blockers, or `Prismatic Strands` handle them.
- Inputs / outputs: Costs `{U}{U}` and trades one card for a spell on the stack; requires reliable blue from `Island`, `Sea Gate`, `Citadel Gate` choosing blue-unlocked colors only if legal, `Heap Gate` filtering, `Azorius Guildgate`, or `Idyllic Beachfront`.
- Partners / packages: Protects `Basilisk Gate` carriers: `Squadron Hawk`, `Sacred Cat`, `Vector Glider` from `The Modern Age`, `Guardian of the Guildpact`, and `Outlaw Medic`.
- Role peers: `Red Elemental Blast` counters target blue spell; `Blue Elemental Blast` counters target red spell.
- Failure modes: Cannot answer resolved permanents; do not hold it for a permanent already on battlefield. Double-blue can be stranded by poor Gate sequencing.
- Matchup / visibility hooks: Highest against combo, control, sweepers, and payoff spells; lower against replaceable creature swarms unless a single spell creates lethal.

#### Thraben Charm
- Deck role: Main deck, 3 copies, flexible interaction role player.
- Role type: modal utility, interaction-removal, hate piece.
- Deck-specific job: Choose the mode that solves the visible problem: creature damage, enchantment destruction, or graveyard exile.
- Timing: Use when the target class and value threshold are clear. Save it against graveyard or enchantment decks unless a creature must die now to prevent lethal or preserve the Gate plan.
- Inputs / outputs: Costs `{1}{W}`. Damage mode scales with twice the number of creatures you control; graveyard mode targets any number of target players' graveyards.
- Mode map: Damage mode deals damage equal to twice your creature count to target creature. Enchantment mode destroys target enchantment. Graveyard mode exiles any number of target players' graveyards.
- Partners / packages: Creature count for damage comes from `Sacred Cat`, `Squadron Hawk`, `Outlaw Medic`, `Guardian of the Guildpact`, `Standard Bearer`, and `Vector Glider` from `The Modern Age`. Graveyard pressure overlaps with no other main-deck card.
- Role peers: `Journey to Nowhere` is cleaner creature containment; `Counterspell` stops graveyard or enchantment spells on the stack; `Dust to Dust` handles artifacts only.
- Failure modes: Damage mode is weak with few creatures; graveyard exile after flashback, delve, or escape costs are paid usually does not undo the already-cast spell.
- Matchup / visibility hooks: Prioritize graveyards using flashback, delve, escape, threshold, or reanimation; destroy enchantments that block `Basilisk Gate` pressure or enable a single-threat plan.

#### Outlaw Medic
- Deck role: Main deck, 2 copies, plus sideboard, 1 copy; stabilizing role player and flex body.
- Role type: lifegain/stabilization, threat/clock, engine fuel/material.
- Deck-specific job: Provide a 1/3 lifelink body that blocks small attackers, carries `Basilisk Gate`, enables `Prismatic Strands` flashback as a white creature, and replaces itself with a card when it dies.
- Timing: Cast when life total, blocking, or body density matters more than holding `Counterspell`, `Journey to Nowhere`, `Thraben Charm`, or `Prismatic Strands`. Bring in the sideboard copy when creature combat and life swings are central.
- Inputs / outputs: Costs `{1}{W}`; produces a 1/3 lifelink creature. When it dies, draw a card.
- Partners / packages: Works with `Basilisk Gate` for lifelink attacks, `Prismatic Strands` flashback, and `Breath Weapon` caution because Breath Weapon deals 2 damage to each non-Dragon creature and can kill Outlaw Medic.
- Role peers: `Sacred Cat` is cheaper and recursive; `Squadron Hawk` is evasive and searches; `Guardian of the Guildpact` is a stronger finisher.
- Failure modes: Not a primary engine; do not cast into a board where a stack threat must be countered or a large creature must be exiled immediately.
- Matchup / visibility hooks: Better against red pressure and small creature races; weaker against combo, big mana, and artifact engines unless a body is needed for Gate pressure.

#### Island
- Deck role: Main deck, 4 copies, basic mana resource and Islandcycling target.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provide untapped `{U}` for `Brainstorm`, `Counterspell`, `The Modern Age`, hard-cast `Lorien Revealed`, and sideboard `Blue Elemental Blast`.
- Timing: Prioritize early when untapped blue matters, especially for `Brainstorm` before a land drop or holding up `Counterspell`. Fetch with `Lorien Revealed` Islandcycling when untapped blue or double-blue development matters more than white fixing.
- Inputs / outputs: Taps for `{U}`; can be searched by `Lorien Revealed` Islandcycling because it is an Island card.
- Partners / packages: Supports `Brainstorm`, `Counterspell`, `The Modern Age`, `Lorien Revealed`, and `Blue Elemental Blast`.
- Role peers: `Idyllic Beachfront` is also an Island card and fixes white/blue but enters tapped; `Azorius Guildgate` fixes white/blue and counts as a Gate but also enters tapped.
- Failure modes: Does not cast white spells by itself; too many Island-only openings can strand `Sacred Cat`, `Journey to Nowhere`, `Prismatic Strands`, `Thraben Charm`, `Outlaw Medic`, and `Guardian of the Guildpact`.
- Matchup / visibility hooks: Against tempo or combo, untapped blue can be worth more than increasing Gate count for `Basilisk Gate`.

#### Sea Gate
- Deck role: Main deck, 4 copies, Gate fixing resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enter as a tapped Gate that supplies `{U}` or one chosen nonblue color, usually choosing white in this Azorius list unless sideboard red or unusual game state changes the need.
- Timing: Play early when a tapped land will not miss a crucial `Sacred Cat`, `Brainstorm`, `Journey to Nowhere`, or `Counterspell` window. Choose the color that casts the next two turns of spells.
- Inputs / outputs: Enters tapped; as it enters, choose a color other than blue; taps for `{U}` or one mana of the chosen color. Counts as a Gate for `Basilisk Gate`.
- Partners / packages: Supports `Counterspell`, `The Modern Age`, `Brainstorm`, `Journey to Nowhere`, `Prismatic Strands`, `Thraben Charm`, `Outlaw Medic`, `Guardian of the Guildpact`, and Gate count for `Basilisk Gate`.
- Role peers: `Citadel Gate` is the white-first mirror; `Azorius Guildgate` fixes white/blue without a choice; `Heap Gate` filters and makes Treasure.
- Failure modes: Enters tapped, so it does not support turn-one one-mana plays; choosing a color without checking hand and sideboard needs can strand spells.
- Matchup / visibility hooks: Post-board, red choice can matter for `Red Elemental Blast` or `Breath Weapon`, but only choose red when white needs are already covered.

#### Citadel Gate
- Deck role: Main deck, 4 copies, Gate fixing resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enter as a tapped Gate that supplies `{W}` or one chosen nonwhite color, usually choosing blue unless `Red Elemental Blast` or `Breath Weapon` is boarded in and blue is already secure.
- Timing: Play early when tapped mana is acceptable and the hand needs white interaction plus later blue. Choose the color based on `Counterspell`, `The Modern Age`, `Brainstorm`, `Lorien Revealed`, or post-board red requirements for `Red Elemental Blast` and `Breath Weapon`.
- Inputs / outputs: Enters tapped; as it enters, choose a color other than white; taps for `{W}` or one mana of the chosen color. Counts as a Gate for `Basilisk Gate`.
- Partners / packages: Casts `Sacred Cat`, `Journey to Nowhere`, `Prismatic Strands`, `Thraben Charm`, `Outlaw Medic`, `Guardian of the Guildpact`, `Dust to Dust`, and `Standard Bearer`; can choose blue for `Counterspell`, `Brainstorm`, `The Modern Age`, `Lorien Revealed`, and `Blue Elemental Blast`.
- Role peers: `Sea Gate` is blue-first; `Azorius Guildgate` provides fixed white/blue; `Heap Gate` filters later.
- Failure modes: Enters tapped and can cost tempo; wrong color choice can leave `Counterspell` or sideboard blasts unusable.
- Matchup / visibility hooks: Against aggro, white access for `Sacred Cat`, `Journey to Nowhere`, `Prismatic Strands`, and `Blue Elemental Blast` often beats speculative Gate count.

#### Heap Gate
- Deck role: Main deck, 2 copies, utility Gate and splash fixer.
- Role type: mana/fixing/ramp, engine fuel/material.
- Deck-specific job: Provide a Gate count, colorless mana, any-color filtering, and Treasure creation that can cast red splash answers or support multi-spell turns.
- Timing: Use as early Gate infrastructure only if colored spells are already covered. Use any-color ability when one missing color unlocks `Counterspell`, `Journey to Nowhere`, `Dust to Dust`, `Red Elemental Blast`, `Blue Elemental Blast`, or `Breath Weapon`.
- Inputs / outputs: Taps for `{C}`. For `{1}` and tap, adds one mana of any color. For `{1}`, tap, and tapping an untapped Gate you control, creates a Treasure token with tap, sacrifice: add one mana of any color.
- Mode map: Colorless mode pays generic costs; filter mode fixes one spell; Treasure mode banks future color at the cost of tapping Heap Gate and another untapped Gate.
- Partners / packages: Works with `Basilisk Gate`, `Sea Gate`, `Citadel Gate`, and `Azorius Guildgate` as Gates; helps cast red splash answers `Red Elemental Blast` and `Breath Weapon`.
- Role peers: `Sea Gate` and `Citadel Gate` provide more stable colors; `Azorius Guildgate` fixes white/blue.
- Failure modes: Colorless-only use can strand colored spells; Treasure creation can tap away a needed Gate or pump resource.
- Matchup / visibility hooks: Important post-board for red splash access, but do not let it delay early white removal or double-blue interaction.

#### Azorius Guildgate
- Deck role: Main deck, 2 copies, fixed Azorius Gate resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provide both white and blue while increasing Gate count for `Basilisk Gate`.
- Timing: Play early when tapped mana is acceptable and the hand needs reliable Azorius colors. Prefer over `Basilisk Gate` when colored spells are the bottleneck.
- Inputs / outputs: Enters tapped; taps for `{W}` or `{U}`; counts as a Gate for `Basilisk Gate`.
- Partners / packages: Casts `Brainstorm`, `The Modern Age`, `Squadron Hawk`, `Counterspell` with another blue source, `Journey to Nowhere`, `Prismatic Strands`, `Thraben Charm`, `Outlaw Medic`, and `Guardian of the Guildpact`.
- Role peers: `Sea Gate` and `Citadel Gate` can choose colors and count as Gates; `Idyllic Beachfront` fixes white/blue and is searchable by `Lorien Revealed` but is not a Gate.
- Failure modes: Enters tapped, so it cannot support turn-one `Brainstorm` or `Sacred Cat`; too many tapped lands can lose early tempo.
- Matchup / visibility hooks: Best in hands that need both colors and Gate count; weaker when the immediate turn requires untapped `Island`.

#### Idyllic Beachfront
- Deck role: Main deck, 1 copy, singleton/flex fixing land and Islandcycling target.
- Role type: mana/fixing/ramp, tutor/search target.
- Deck-specific job: Provide white and blue from one land while being searchable by `Lorien Revealed` because it is a Plains Island.
- Timing: Fetch with `Lorien Revealed` when white access is missing and entering tapped is acceptable. Play naturally early if no one-mana play or instant-speed blue requirement is being missed.
- Inputs / outputs: Enters tapped; taps for `{W}` or `{U}`; can be searched by `Lorien Revealed` Islandcycling as an Island card.
- Partners / packages: Fixes for `Journey to Nowhere`, `Prismatic Strands`, `Thraben Charm`, `Outlaw Medic`, `Guardian of the Guildpact`, `Brainstorm`, `The Modern Age`, `Counterspell`, and `Blue Elemental Blast`.
- Role peers: `Island` is an untapped Islandcycling target for blue only; `Azorius Guildgate` fixes white/blue and counts as a Gate but cannot be found by Islandcycling.
- Failure modes: Not a Gate, so it does not increase `Basilisk Gate` pump; enters tapped and can be too slow for immediate interaction.
- Matchup / visibility hooks: Against aggro, fetch only if the white spell it enables matters before the tapped tempo loss gets punished.

#### Guardian of the Guildpact
- Deck role: Main deck, 2 copies, resilient finisher and Gate carrier.
- Role type: threat/clock, protection/evasion, reach/finisher.
- Deck-specific job: Present a 2/3 body with protection from monocolored that can be hard to block or remove, then end the game quickly with `Basilisk Gate`.
- Timing: Deploy when four mana does not expose you to lethal or a must-counter spell. Use as a closer after stabilizing, not as the first panic blocker unless the board state demands it.
- Inputs / outputs: Costs `{3}{W}`; produces a 2/3 creature with protection from monocolored. Still vulnerable to colorless effects, multicolored effects, edicts, sweepers that do not target/protect by color in a relevant way, and sacrifice pressure.
- Partners / packages: Best with `Basilisk Gate`, `Counterspell`, and `Prismatic Strands`; body support from `Sacred Cat`, `Squadron Hawk`, and `Outlaw Medic` helps against edicts.
- Role peers: `Vector Glider` from `The Modern Age` and `Squadron Hawk` are evasive carriers; `Sacred Cat` and `Outlaw Medic` are lifelink carriers.
- Failure modes: Tapping four mana while behind can lose to swarm pressure or a stack payoff; protection from monocolored does not stop all removal.
- Matchup / visibility hooks: Excellent against monocolored creature/removal boards; weaker against edicts, colorless artifact answers, and go-wide attacks.

#### Red Elemental Blast
- Deck role: Sideboard, 4 copies, blue-specific interaction bullet.
- Role type: modal utility, interaction-stack, interaction-removal, sideboard bullet.
- Deck-specific job: Fight blue spells on the stack or destroy blue permanents that stop the Gate plan.
- Timing: Bring in when the opponent has important blue spells or blue permanents. Hold for high-impact stack fights, blue card draw, blue threats, or blue interaction protecting the opponent’s plan.
- Inputs / outputs: Costs `{R}`; requires actual red access from `Heap Gate`, `Sea Gate` choosing red, `Citadel Gate` choosing red, or Treasure from `Heap Gate`.
- Mode map: Counter mode counters target blue spell on the stack. Destroy mode destroys target blue permanent already on battlefield.
- Partners / packages: Protects `Guardian of the Guildpact`, `Squadron Hawk`, `Sacred Cat`, `Vector Glider` from `The Modern Age`, and `Basilisk Gate` pressure in blue matchups.
- Role peers: `Counterspell` counters any target spell but costs `{U}{U}`; `Blue Elemental Blast` handles red spells/permanents.
- Failure modes: Dead without blue targets or red mana; do not bring in just because the opponent might have a minor blue splash.
- Matchup / visibility hooks: Strong against blue tempo, Faeries-style evasive decks, blue control, and blue combo protection when legal targets are visible or deck-known.

#### Blue Elemental Blast
- Deck role: Sideboard, 4 copies, red-specific interaction bullet.
- Role type: modal utility, interaction-stack, interaction-removal, sideboard bullet.
- Deck-specific job: Counter red spells on the stack or destroy red permanents that pressure life total or threaten Gate carriers.
- Timing: Bring in against red aggressive decks, red burn, red artifact payoffs, or red tempo plays. Hold for spells or permanents that change survival, not low-impact red cards already contained by blockers.
- Inputs / outputs: Costs `{U}`; blue access comes from `Island`, `Sea Gate`, `Citadel Gate` if chosen appropriately, `Heap Gate` filtering, `Azorius Guildgate`, or `Idyllic Beachfront`.
- Mode map: Counter mode counters target red spell on the stack. Destroy mode destroys target red permanent already on battlefield.
- Partners / packages: Works with `Sacred Cat`, `Outlaw Medic`, and `Prismatic Strands` to stabilize against red damage; protects `Basilisk Gate` carriers from red removal.
- Role peers: `Counterspell` is broader stack interaction; `Red Elemental Blast` handles blue spells/permanents.
- Failure modes: Cannot hit nonred threats; do not replace too many bodies if `Basilisk Gate` still needs carriers.
- Matchup / visibility hooks: Best against burn, Kuldotha-style pressure, red removal-heavy decks, and red finishers that bypass normal combat.

#### Dust to Dust
- Deck role: Sideboard, 2 copies, artifact hate bullet.
- Role type: sideboard bullet, hate piece, interaction-removal.
- Deck-specific job: Exile two target artifacts, ideally breaking artifact mana, artifact lands, artifact creatures, or artifact engines in one sorcery.
- Timing: Bring in against artifact-heavy opponents. Cast when two legal artifact targets produce a real tempo or resource swing and when sorcery-speed tapping three mana will not expose lethal.
- Inputs / outputs: Costs `{1}{W}{W}`; consumes one card to exile exactly two target artifacts.
- Partners / packages: Supported by white sources `Citadel Gate`, `Sea Gate` choosing white, `Azorius Guildgate`, `Idyllic Beachfront`, and `Heap Gate` filtering or Treasure.
- Role peers: `Journey to Nowhere` handles target creature but not noncreature artifacts; `Thraben Charm` destroys enchantments or handles creatures/graveyards; `Counterspell` can stop artifact spells before resolution.
- Failure modes: Dead or awkward if fewer than two artifact targets are available; double-white can be hard through poor Gate sequencing; sorcery speed cannot answer an artifact during combat or on the stack.
- Matchup / visibility hooks: Highest against Affinity-style artifact lands, large artifact creatures, and artifact engines; poor against decks with incidental artifacts only.

#### Standard Bearer
- Deck role: Sideboard, 2 copies, targeted-effect disruption bullet and white body.
- Role type: sideboard bullet, protection/evasion, hate piece, engine fuel/material.
- Deck-specific job: Force opponents choosing targets for spells or abilities they control to choose at least one Flagbearer on the battlefield if able, disrupting targeted pump, targeted removal, and targeted aura-style plans.
- Timing: Bring in when the opponent relies on targeting creatures or permanents. Cast before the key opposing target window, not after a threat has already been suited up or protected.
- Inputs / outputs: Costs `{1}{W}`; produces a 1/1 white Flagbearer that can also tap for `Prismatic Strands` flashback or carry `Basilisk Gate` in low-resource games.
- Partners / packages: Protects non-hexproof Gate carriers such as `Squadron Hawk`, `Outlaw Medic`, `Guardian of the Guildpact`, `Vector Glider` from `The Modern Age`, and `Sacred Cat` from opposing target-dependent plans when Standard Bearer is a legal target.
- Role peers: `Counterspell` stops targeted spells on the stack; `Prismatic Strands` prevents damage but does not redirect targeting.
- Failure modes: Does not stop sweepers, edicts, sacrifice effects, non-targeting damage, or combat size alone; it can also interfere with your own targeted effects if it is a legal target.
- Matchup / visibility hooks: Strong against targeted pump, targeted auras, and removal-heavy decks; weak against go-wide bodies and non-targeting engines.

#### Breath Weapon
- Deck role: Sideboard, 2 copies, instant-speed small-creature sweeper.
- Role type: interaction-sweeper, sideboard bullet.
- Deck-specific job: Deal 2 damage to each non-Dragon creature, resetting small creature boards and flyer swarms when the damage kills more opposing material than yours.
- Timing: Bring in against token swarms, Faeries-style small flyers, and low-toughness creature boards. Cast after the opponent commits enough creatures or before combat damage when it changes attacks/blocks.
- Inputs / outputs: Costs `{2}{R}`; requires red access from `Heap Gate`, `Sea Gate` choosing red, `Citadel Gate` choosing red, or `Heap Gate` Treasure. Deals damage; it does not shrink power or toughness.
- Partners / packages: Pairs with `Prismatic Strands` only if color choice and timing prevent relevant damage separately; requires caution with your own `Sacred Cat`, `Squadron Hawk`, `Outlaw Medic`, `Standard Bearer`, and `Vector Glider` from `The Modern Age`, all of which are non-Dragon creatures.
- Role peers: `Thraben Charm` can kill one target creature based on your creature count; `Journey to Nowhere` exiles one target creature.
- Failure modes: Can kill your own board and remove `Prismatic Strands` flashback bodies; poor against creatures with toughness above 2 or boards where your creatures are the only pressure.
- Matchup / visibility hooks: Strong against small go-wide and evasive boards; avoid when a single large creature demands `Journey to Nowhere`, `Thraben Charm`, or `Counterspell` instead.

## Interaction Priorities

- Priority: Use `Counterspell` on spells that beat resolved-board answers: combo pieces, sweepers, artifact engines, large card-advantage spells, graveyard payoffs, and removal aimed at a lethal `Basilisk Gate` carrier. Do not counter small attackers when `Sacred Cat`, `Squadron Hawk`, `Journey to Nowhere`, or `Prismatic Strands` can manage the same threat after it resolves.

- Priority: Use `Journey to Nowhere` on creatures that dominate combat, race through lifegain, carry equipment/auras, or demand an answer before the next attack. Prefer Journey over spending `Counterspell` once the creature has resolved, but respect visible bounce, enchantment removal, sacrifice outlets, or flicker effects that could undo the exile.

- Priority: Use `Prismatic Strands` to blank decisive damage turns, not incidental attacks. Save it for lethal prevention, profitable combat reversal, protecting a key `Basilisk Gate` attacker/blocker, or surviving red burst damage; flashback value makes spare `Sacred Cat` tokens and extra `Squadron Hawk` bodies important resources.

- Priority: Use `Thraben Charm` only through legal modes shown by the engine; Card text check required for exact mode wording. When legal, preserve it for high-impact creature, graveyard, or utility targets instead of firing a marginal mode into an empty or low-pressure board.

- Bait: Lead with lower-stakes threats such as `Sacred Cat`, extra `Squadron Hawk`, or `The Modern Age` when you need the opponent to spend removal before `Guardian of the Guildpact` or a large Gate turn. Against blue decks, bait counters with nonessential development before committing `Guardian of the Guildpact` or `Lorien Revealed`.

- Ignore: Do not spend premium interaction on replaceable 1/1s, mana-neutral creatures, or small attackers that are already contained by blockers, lifelink, or a future `Prismatic Strands`. Ignore graveyard cards unless a legal `Thraben Charm` mode or public matchup context says they matter.

- Archetype change: Against aggro, interaction is life-total preservation first; answer the creature or combat step that creates the shortest clock. Against control, interaction is threat protection and card-advantage denial; counter sweepers, haymakers, and answers to `Guardian of the Guildpact`. Against combo, hold `Counterspell` for the engine piece or payoff rather than the setup spell unless the setup spell is the only visible choke point. Against artifact decks, prioritize artifact engines and oversized threats, with sideboard games valuing `Dust to Dust` planning when available.

- Package boundary: This deck has no main-deck discard or bounce plan, so do not choose actions as if hand disruption or bounce is available. If a sideboard or opponent effect creates a legal discard, exile, or bounce prompt, follow the rules-engine legal actions and visible targets only.

## Combat And Trading Rules

- Attack rule: Attack when damage, lifegain, or Gate pressure advances the clock without exposing the only necessary blocker or `Prismatic Strands` flashback creature. A single unblocked `Sacred Cat`, `Squadron Hawk`, `The Modern Age` creature, `Outlaw Medic`, or `Guardian of the Guildpact` can become a real threat with `Basilisk Gate`, so evaluate attacks after available Gate activations, not only printed power.

- Block rule: Block early against aggro when preserving life buys time for Gates, `Journey to Nowhere`, or `Prismatic Strands`; avoid blocks that trade away the only white creature when flashback Strands is the best defensive line. Use `Sacred Cat` aggressively as a lifelink stabilizer, especially when embalm or graveyard value is legal and visible.

- Trade rule: Trade `Squadron Hawk` copies and expendable tokens for real tempo when the opponent is pressuring life total, but keep at least one evasive or resilient body when a near-term `Basilisk Gate` clock is available. Do not trade `Guardian of the Guildpact` unless the rules-engine state shows the exchange is unavoidable or decisively favorable.

- Protection rule: Protect a large Gate carrier when the attack changes the race or threatens lethal. Hold mana for `Prismatic Strands`, `Counterspell`, or legal `Thraben Charm` lines over adding another small body if the current carrier already presents the better clock.

- Engine preservation: Preserve `Basilisk Gate` activations as a combat resource, especially on evasive `Squadron Hawk`, the transformed `The Modern Age` creature, lifelink `Sacred Cat`, or `Guardian of the Guildpact`. Do not tap too many Gates precombat if doing so removes the threat of pump or makes defensive interaction illegal.

- Life thresholds: Above roughly 12 life, prefer development plus selective interaction unless the opponent has a fast clock. From 8-11 life, prioritize blockers, lifelink attacks, and Strands setup. At 7 or less, treat every attack step and red mana source as dangerous; leave prevention or removal available unless the legal attack is lethal or nearly lethal.

- Archetype difference: Against go-wide decks, value `Prismatic Strands` and multiple blockers over one large attack. Against removal-heavy control, pressure with resilient or replaceable bodies before committing the best carrier. Against combo, combat should shorten the clock while mana remains open for `Counterspell`. Against decks with edicts or sacrifice pressure, keep extra bodies beside `Guardian of the Guildpact` when possible.

## Selection And Tutor Rules

- Selection: Treat this deck as pseudo-selection, not a true tutor deck. `Brainstorm`, `The Modern Age`, `Lorien Revealed`, and `Squadron Hawk` improve card flow, while `Basilisk Gate` turns ordinary creatures into payoffs; choose lines that find mana, preserve interaction, or assemble a safe carrier rather than digging blindly.

- Brainstorm: Cast `Brainstorm` when it fixes an immediate decision, protects valuable cards from discard if that is visible, finds a land or answer before a critical turn, or pairs with a legal shuffle/search effect. Prefer holding it when the hand is functional and no shuffle or discard outlet is available, because putting two weak cards back without a way to clear them can trap future draws.

- Shuffle timing: Use `Squadron Hawk` search and `Lorien Revealed` landcycling as the main ways to refresh cards placed back by `Brainstorm`. If the rules engine offers a legal search after `Brainstorm`, put back cards that are low-impact in the current matchup or redundant lands, then search only when the shuffle improves the next turns.

- Squadron Hawk: Search for additional `Squadron Hawk` copies when legal unless hand size, known discard pressure, or immediate mana constraints make extra copies harmful. Extra Hawks are real resources: they carry `Basilisk Gate`, fuel longer games, and provide bodies for `Prismatic Strands` flashback, so avoid declining the search without a clear visible reason.

- Lorien Revealed: Use `Lorien Revealed` as land access early when missing blue mana, white mana through a typed dual if legally searchable, or the third/fourth land needed for `Counterspell` plus development. Use it as a draw spell later when lands are already sufficient and the game is about cards, but do not tap out for it into an obvious must-counter window unless the legal state says shields are unnecessary.

- The Modern Age: Use `The Modern Age` filtering to discard redundant Gates, extra legends if any appear from external effects, excess `Squadron Hawk` copies, late tapped lands, or situational interaction that lacks visible targets. Keep `Prismatic Strands` when damage prevention is likely, keep `Counterspell` when the opponent’s next spell matters, and keep a creature when `Basilisk Gate` needs a carrier.

- Land drops: Delay the land drop until after `Brainstorm`, `The Modern Age`, `Lorien Revealed` cycling, or a legal `Squadron Hawk` search when the choice of land matters. Play `Island` when `Counterspell` or `Brainstorm` timing is important; play a Gate when increasing `Basilisk Gate` count matters more than untapped mana.

- Bottom/discard logic: Keep interaction over raw card quantity when the opponent has a visible threatening line. Bottom or discard redundant `Basilisk Gate` only when colored mana or spell density is the bottleneck; otherwise Gate count is a win condition.

## Priority And Stack Rules

- Priority: Pass when holding mana represents more value than casting a low-impact spell, especially with `Counterspell`, `Prismatic Strands`, `Thraben Charm`, or `Brainstorm` available. If passing, name the spell or combat window being respected rather than treating pass as autopilot.

- Counterspell: Use `Counterspell` on stack objects that invalidate your board plan, create a fast clock, generate major card advantage, or answer a near-lethal `Basilisk Gate` carrier. Let small creatures, replaceable threats, and spells already covered by `Journey to Nowhere`, blockers, or `Prismatic Strands` resolve unless tempo or life total demands a counter.

- Prismatic Strands: Cast `Prismatic Strands` at the last safe damage-prevention window once attackers, blockers, damage sources, and color information are visible. Choose the color from public sources that matter most; if the engine offers flashback, value expendable white creatures such as `Sacred Cat` or `Squadron Hawk` as payment, but do not tap the only blocker or lethal attacker unless prevention is worth it.

- Thraben Charm: Use `Thraben Charm` only through modes and targets exposed as legal by the engine; Card text check required for exact mode wording. Prioritize visible high-impact creatures, graveyards, or permanents according to the offered legal action, and avoid spending it before the opponent commits the card or zone that makes the mode valuable.

- Brainstorm timing: Prefer instant-speed `Brainstorm` on the opponent’s end step, in response to discard, or before a required draw-dependent decision. Avoid using it in response to a spell unless the selected card can legally affect that stack or the hand must be protected.

- Basilisk Gate timing: Treat `Basilisk Gate` activation as a priority-sensitive combat action. Activate before damage when it changes lethal math, profitable blocks, lifegain, or survival; avoid precombat activation if it reveals the plan too early or taps mana needed for `Counterspell`, `Prismatic Strands`, or `Thraben Charm`.

- Sacred Cat timing: Use `Sacred Cat` and any legal graveyard ability only when the body matters for lifegain, blocking, Gate carrying, or `Prismatic Strands` flashback. Do not spend mana on a small body if holding interaction prevents a more dangerous stack or combat event.

- Optional payments/triggers: Accept optional costs or payments only when the visible payoff exceeds the mana or creature cost. Decline optional value if paying would turn off `Counterspell`, prevent `Prismatic Strands`, weaken a necessary `Basilisk Gate` activation, or consume the creature needed for defense.

- Let-resolve rule: Let opposing spells resolve when the battlefield plan already answers them, when countering would leave a more dangerous known window exposed, or when the spell does not change the next turn cycle. Use legal responses only for stack objects that materially affect survival, card economy, Gate pressure, or a protected win condition.

## Sideboard Map

- Role map: Use sideboarding to specialize the main control shell, not to abandon the `Basilisk Gate` plan. Preserve enough cheap creatures for `Basilisk Gate` carriers and `Prismatic Strands` flashback, enough blue sources for `Counterspell`, and enough white sources for `Journey to Nowhere`, `Thraben Charm`, `Standard Bearer`, `Dust to Dust`, and `Outlaw Medic`.

- Red Elemental Blast: Bring `Red Elemental Blast` against blue decks where it can answer stack interaction, blue threats, blue card draw, or blue permanents before they pull ahead. It is strongest against Faeries, Terror shells, blue control, blue combo protection, and any deck where stopping `Counterspell`-style interaction lets `Guardian of the Guildpact`, `Squadron Hawk`, or a pumped `Sacred Cat` close the game. Poor when the opponent shows few or no blue spells or when the game is mostly decided by nonblue permanents already answerable by `Journey to Nowhere`, `Thraben Charm`, or combat prevention.

- Blue Elemental Blast: Bring `Blue Elemental Blast` against red decks where it can counter burn, destroy red permanents, protect life total, or prevent a tempo snowball. It is strongest against Kuldotha-style red pressure, Rally-style red creature decks, red removal that threatens a Gate carrier, and red finishers that bypass blockers. Poor when the opponent’s red cards are low-impact, when open blue mana must represent `Counterspell` instead, or when the visible battlefield demands permanent answers more than stack answers.

- Dust to Dust: Bring `Dust to Dust` against artifact-heavy decks where exiling two artifacts can break mana, remove threats, or stop recursive artifact value. It is strongest against Affinity, artifact lands, artifact creature boards, and artifact engines that make single-target removal inefficient. Poor when the opponent has only incidental artifacts, when double white is unreliable, when tapping three mana at sorcery speed exposes a lethal attack, or when `Counterspell` plus `Journey to Nowhere` already covers the important cards.

- Standard Bearer: Bring `Standard Bearer` against decks relying on targeted pump, targeted removal, targeted auras, or targeted combo pieces. It is strongest when it forces the opponent to aim effects at a small creature instead of `Guardian of the Guildpact`, a large `Basilisk Gate` carrier, or a stabilizing blocker. Poor against sweepers, edicts, sacrifice effects, non-targeting combat pressure, and decks that can ignore a 1/1 body while winning through board size or card advantage.

- Breath Weapon: Bring `Breath Weapon` against small-creature boards, token swarms, Faeries-style fliers, and decks where a single instant-speed sweeper can reset combat. Card text check required for exact modes and damage pattern; use only legal modes supplied by the engine and evaluate whether your own `Sacred Cat`, `Squadron Hawk`, `Outlaw Medic`, `Standard Bearer`, or transformed `The Modern Age` creature would be harmed. Poor when your own board is the only pressure, when the opponent’s creatures are too large, or when prevention and spot removal already produce better exchanges.

- Outlaw Medic: Bring the extra `Outlaw Medic` when lifegain, repeated combat buffering, or another durable white body matters more than narrow interaction. Card text check required for exact ability text; treat its use as conditional on legal actions and visible combat math. It is strongest against red pressure, creature races, and matchups where another body improves `Prismatic Strands`, `Basilisk Gate`, and blocking density. Poor when the matchup is about stack interaction, artifacts, graveyards, or large evasive threats that ignore small-board stabilization.

- Exact plan versus blue tempo/control:
Side in: 4 Red Elemental Blast
Cut: 2 Outlaw Medic, 1 Sacred Cat, 1 Journey to Nowhere

- Blue tempo/control rationale: `Red Elemental Blast` fights the stack and blue permanents while protecting the slow Gate plan. `Outlaw Medic` is less important when life total is not the main axis, one `Sacred Cat` can be spared because `Squadron Hawk` already supplies carriers, and one `Journey to Nowhere` is weaker if the opponent’s threats are few, protected, or better answered on the stack.

- Exact plan versus red aggressive decks:
Side in: 4 Blue Elemental Blast, 1 Outlaw Medic
Cut: 2 Guardian of the Guildpact, 2 Lorien Revealed, 1 Brainstorm

- Red aggressive rationale: `Blue Elemental Blast` and the extra `Outlaw Medic` improve early survival and preserve life before `Prismatic Strands` and `Basilisk Gate` take over. `Guardian of the Guildpact` can be slow under heavy pressure, `Lorien Revealed` is often too expensive as a draw spell, and one `Brainstorm` is less important than a real answer when every mana point must affect the board or stack.

- Exact plan versus artifact-heavy Affinity:
Side in: 2 Dust to Dust, 4 Blue Elemental Blast
Cut: 2 Outlaw Medic, 2 Sacred Cat, 1 Brainstorm, 1 The Modern Age

- Artifact-heavy rationale: `Dust to Dust` is the highest-impact sideboard card when two artifacts are legal targets, while `Blue Elemental Blast` covers red artifact payoffs or burn if present. Reduce low-impact bodies and slow filtering when the game is about answering large artifact threats and preventing explosive damage.

- Exact plan versus small-creature swarms:
Side in: 2 Breath Weapon, 1 Outlaw Medic
Cut: 2 Lorien Revealed, 1 Brainstorm

- Swarm rationale: `Breath Weapon` can recover tempo against many small attackers, and the extra `Outlaw Medic` adds a stabilizing body if its legal actions matter. Reduce slow card selection before reducing core removal, because `Journey to Nowhere`, `Thraben Charm`, `Prismatic Strands`, and `Basilisk Gate` are needed to survive and turn the corner.

- Exact plan versus targeted pump or aura decks:
Side in: 2 Standard Bearer, 2 Blue Elemental Blast
Cut: 2 Outlaw Medic, 1 Lorien Revealed, 1 Brainstorm

- Targeted-pump rationale: `Standard Bearer` disrupts targeted plans, while `Blue Elemental Blast` is included when the opponent’s pump, removal, or threats are red; if the opponent is not red, treat this exact plan as invalid and use only the `Standard Bearer` role guidance. Keep enough blockers and removal to avoid relying on `Standard Bearer` alone.

- Add role cards: Against graveyard decks, prioritize `Thraben Charm` from the main deck first, then consider `Red Elemental Blast`, `Blue Elemental Blast`, or `Standard Bearer` only if their colors or targeting rules are relevant. Reduce main-deck emphasis: Expensive card draw and slow bodies lose value when the opponent’s graveyard action must be stopped immediately.

- Add role cards: Against combo, use `Red Elemental Blast` for blue protection or engines, `Blue Elemental Blast` for red engines or finishers, and `Standard Bearer` only if the combo must target its own creatures or your permanents. Reduce main-deck emphasis: Creature removal and lifegain matter less when the visible path to losing is a stack or engine sequence.

- Add role cards: Against midrange creature decks, choose between `Breath Weapon`, `Outlaw Medic`, and `Standard Bearer` based on the visible threat shape. Reduce main-deck emphasis: Narrow stack blasts are poor unless the opponent’s colors make them live in multiple common windows.

- Post-board role rule: After sideboarding, keep the deck’s default plan as survive, trade efficiently, build Gates, and win with protected carriers. Do not overload on reactive cards so heavily that `Basilisk Gate` lacks creatures, or on creatures so heavily that stack and artifact threats go unanswered.

## Matchup Guidance

- Aggro: Prioritize life total, early blockers, and damage prevention before slow card quantity. Keep `Sacred Cat`, `Squadron Hawk`, `Journey to Nowhere`, `Thraben Charm`, `Prismatic Strands`, and cheap Gate development as the default stabilizing package, then turn the corner with `Basilisk Gate` once attacks are no longer lethal. Add role cards: `Blue Elemental Blast` against red pressure, `Breath Weapon` against small boards, and the extra `Outlaw Medic` when its legal actions help combat or lifegain; Card text check required for exact `Outlaw Medic` abilities. Reduce main-deck emphasis: expensive `Lorien Revealed` casting lines and slow protection threats when they do not affect the next attack.

- Control: Make land drops, preserve card advantage, and force the opponent to answer repeatable carriers instead of one large spell. `Squadron Hawk`, `The Modern Age`, `Brainstorm`, and `Lorien Revealed` help maintain material, while `Guardian of the Guildpact` and any evasive creature backed by `Basilisk Gate` become primary pressure. Add role cards: `Red Elemental Blast` against blue control and `Standard Bearer` only when targeted removal or targeted aura effects are a visible axis. Reduce main-deck emphasis: excess creature removal when the opponent presents few creatures and removal is not needed to protect your clock.

- Combo: Identify the opponent’s visible engine and hold interaction for the step that actually stops it. Use `Counterspell` for must-resolve spells, `Thraben Charm` when a graveyard or enchantment mode is legal and relevant, and pressure with `Squadron Hawk`, `Sacred Cat`, transformed `The Modern Age`, or `Guardian of the Guildpact` so the opponent cannot sculpt forever. Add role cards: `Red Elemental Blast` against blue combo pieces, `Blue Elemental Blast` against red combo pieces, and `Standard Bearer` only if the combo relies on targeting creatures or permanents in a way the rules engine confirms. Reduce main-deck emphasis: lifegain and sorcery-speed creature exile when the visible losing path is stack-based or engine-based.

- Tempo: Trade mana efficiently and avoid letting a small threat plus protection decide the game. `Counterspell`, `Journey to Nowhere`, `Thraben Charm`, and `Prismatic Strands` should be timed around the opponent’s open mana and attack step, while `Squadron Hawk` is valuable because one card can rebuild after one-for-one exchanges. Add role cards: `Red Elemental Blast` against blue tempo and `Blue Elemental Blast` against red tempo. Reduce main-deck emphasis: slow draw-spell casting lines when tapping low lets the opponent resolve a protected threat or win a race.

- Midrange: Accept fair trades early, then win by turning every creature into a Gate threat. `Sacred Cat`, `Squadron Hawk`, `The Modern Age`, and `Guardian of the Guildpact` make removal awkward when `Basilisk Gate` threatens lethal-sized attacks, and `Prismatic Strands` can punish alpha strikes. Add role cards: `Breath Weapon` for many small creatures, `Standard Bearer` for targeted removal or pump, and extra `Outlaw Medic` when creature combat and life swings matter; Card text check required. Reduce main-deck emphasis: narrow blasts unless the opponent’s colors create frequent legal targets.

- Big mana: Pressure earlier than usual while keeping interaction for payoff turns. Use `Lorien Revealed` primarily to hit lands when needed, develop multiple Gates, and make `Basilisk Gate` attacks large enough to shorten the opponent’s setup window. `Counterspell` should usually be saved for payoff threats rather than ramp pieces unless the visible board says the ramp spell unlocks an immediate losing turn. Add role cards: `Red Elemental Blast` or `Blue Elemental Blast` only when their color targets key payoffs, and `Dust to Dust` when artifact mana or artifact lands are central. Reduce main-deck emphasis: small combat-only cards that do not pressure, answer payoffs, or protect the clock.

- Graveyard: Treat `Thraben Charm` as a main-deck hate card first, not a generic removal spell, when the opponent’s graveyard is the engine. Hold it for the graveyard window that denies the most material, unless a creature must be killed immediately to survive. Add role cards: `Red Elemental Blast` or `Blue Elemental Blast` only when color-specific threats matter, `Standard Bearer` only against targeted graveyard-combo lines, and extra `Outlaw Medic` only if the matchup also attacks life total. Reduce main-deck emphasis: slow card draw when immediate graveyard interaction or pressure is required.

- Artifact/enchantment: Use `Journey to Nowhere` and `Thraben Charm` for the permanent types they can legally answer, and avoid spending `Counterspell` on low-impact artifacts if `Dust to Dust` can produce a larger swing later. Add role cards: `Dust to Dust` against artifact lands, artifact creatures, and artifact engines; `Blue Elemental Blast` against red artifact payoffs; `Red Elemental Blast` against blue artifact support. Reduce main-deck emphasis: small lifegain bodies when the opposing permanents create overwhelming board or mana advantage.

- Go-wide: Preserve sweep and prevention timing instead of trading one-for-one too early. `Prismatic Strands` can blank a decisive combat if the color and flashback requirements are legal, while `Basilisk Gate` lets even a small blocker threaten profitable attacks after stabilization. Add role cards: `Breath Weapon` against small creatures and tokens, plus extra `Outlaw Medic` if its legal actions improve racing or blocking; Card text check required. Reduce main-deck emphasis: expensive draw casting and single-threat plans that do not answer a wide board.

- Single-threat: Answer the one important permanent cleanly and avoid wasting interaction on support cards. `Counterspell` and `Journey to Nowhere` should be held for the threat that actually wins, while `Guardian of the Guildpact` can become the counter-clock if the opponent’s answers are constrained by color or targeting. Add role cards: `Standard Bearer` against targeted pump, auras, or protection lines; `Red Elemental Blast` or `Blue Elemental Blast` when the threat or protection spell has the matching color. Reduce main-deck emphasis: sweep effects and small creature trades when the visible game revolves around one large card.

- Burn: Treat every life point and every untapped white creature for `Prismatic Strands` as a resource. `Sacred Cat`, `Prismatic Strands`, `Counterspell`, and fast `Basilisk Gate` pressure are the core plan; use `Brainstorm` and `Lorien Revealed` to find interaction only when the mana and life total allow it. Add role cards: `Blue Elemental Blast` and extra `Outlaw Medic`; Card text check required for `Outlaw Medic`. Reduce main-deck emphasis: slow `Guardian of the Guildpact` lines and high-mana `Lorien Revealed` casting when the opponent can end the game before those cards matter.

- Removal-heavy: Diversify threats and make the opponent answer low-investment bodies before committing the best carrier. `Squadron Hawk`, `Sacred Cat`, `The Modern Age`, and `Guardian of the Guildpact` are strong because they either generate material, recur, or resist some common answers; `Basilisk Gate` should usually wait until attacks are profitable without exposing all tempo to one removal spell. Add role cards: `Standard Bearer` when targeted removal is central and `Red Elemental Blast` or `Blue Elemental Blast` when removal colors match. Reduce main-deck emphasis: narrow creature removal if the opponent’s plan is mostly answers plus a few finishers.

## Specific Matchup Notes

- General/archetype-only note: Use these notes as matchup priors, and let revealed cards, public zones, legal actions, and rules-engine prompts override assumptions. If the opponent shows a plan that does not match the archetype label, pivot toward the visible losing path rather than the expected decklist.

- Red aggressive decks: Protect life total first, then turn one surviving creature into a fast `Basilisk Gate` clock. Priority targets are haste threats, repeatable damage permanents, and attacks where `Prismatic Strands` can prevent the largest damage swing. Add role cards: `Blue Elemental Blast`, `Breath Weapon`, and the sideboard `Outlaw Medic`; Card text check required for `Outlaw Medic`. Reduce main-deck emphasis: slow `Lorien Revealed` casting and expensive `Guardian of the Guildpact` lines when life total is under immediate pressure.

- Blue tempo or faeries decks: Fight over threats and protection spells, not every cantrip. `Counterspell`, `Journey to Nowhere`, `Thraben Charm`, and `Red Elemental Blast` should prioritize evasive attackers, ninjutsu-enabling boards, counter-wars over `Basilisk Gate` carriers, and cards that turn small creatures into a clock. Add role cards: `Red Elemental Blast` and sometimes `Breath Weapon` if the revealed board is made of small creatures. Reduce main-deck emphasis: tapping low for nonurgent `The Modern Age` or hard-cast `Lorien Revealed` when the opponent can punish the window.

- Artifact and affinity decks: Preserve clean answers for artifact engines and large artifact creatures while using `Squadron Hawk` and `Sacred Cat` to buy time. Priority targets are artifact lands or artifact threats when `Dust to Dust` is legal and high-impact, plus red or blue payoffs when blasts have legal targets. Add role cards: `Dust to Dust`, `Blue Elemental Blast` for red payoff cards, and `Red Elemental Blast` for blue support cards. Reduce main-deck emphasis: small lifegain-only development that does not change artifact pressure.

- Graveyard decks: Hold `Thraben Charm` for the graveyard window that denies the most material unless a creature must die now. Priority targets are reanimation targets, flashback value, threshold-style payoffs, or graveyard recursion visible in public zones. Add role cards: color blasts only when revealed threats match, and `Standard Bearer` only when targeted graveyard-combo actions or pump actions are actually part of the legal game. Reduce main-deck emphasis: slow filtering that fails to add pressure or keep graveyard interaction available.

- Big mana and control decks: Become the pressure deck earlier, but keep `Counterspell` for payoff turns. `Lorien Revealed` should often secure land drops, `The Modern Age` should improve threat quality, and `Basilisk Gate` should force the opponent to answer ordinary bodies as real finishers. Add role cards: `Red Elemental Blast`, `Blue Elemental Blast`, or `Dust to Dust` only when revealed colors or artifacts make them high-impact. Reduce main-deck emphasis: creature-only interaction when the visible game is about resolving payoff spells.

- Targeted pump, auras, or single-threat decks: Make the opponent prove the threat through legal interaction before racing. Priority targets are the first permanent that makes combat impossible, protection spells on the stack, and pump windows where `Standard Bearer`, `Journey to Nowhere`, `Thraben Charm`, or `Counterspell` can change the outcome. Add role cards: `Standard Bearer` and matching blasts when colors allow. Reduce main-deck emphasis: sweep-style or grind cards that do not answer the single decisive threat.

## Risk Summary

- Mana risk: This deck needs both blue interaction and white removal/prevention while many lands are Gates, so do not keep hands that require perfect sequencing to cast `Counterspell`, `Journey to Nowhere`, and `Prismatic Strands` on time. Use `Lorien Revealed` as land access when legal and necessary, and value early untapped blue/white sources over speculative late power.

- Matchup risk: Caw-Gates can misassign roles because it looks controlling but often wins by becoming a Gate-pressure deck. Against combo, big mana, or control, passing too long without developing `Squadron Hawk`, `Sacred Cat`, `The Modern Age`, or `Guardian of the Guildpact` can give the opponent time to overpower single answers.

- Draw risk: `Brainstorm`, `The Modern Age`, and `Lorien Revealed` improve card quality, but spending mana on selection while dying on board is a common failure. Cast selection when it finds missing lands, interaction, or lethal setup; delay it when the current legal choice must answer a threat.

- Over-sideboarding risk: Do not dilute the core creature-plus-`Basilisk Gate` plan with narrow sideboard cards that lack visible targets. Keep enough bodies to carry Gates and flashback `Prismatic Strands`, and add role cards only when the opponent’s public plan makes them live.

- Graveyard risk: `Thraben Charm` may be the only main-deck graveyard interaction, so spending it as ordinary removal can open a later losing window. Use it on creatures only when survival, tempo, or a known clock is more important than holding graveyard hate.

- Sweeper/removal risk: Opposing removal is strongest when all pressure is concentrated into one `Basilisk Gate` carrier. Spread commitment across recursive or replaceable bodies, and avoid turning a single removal spell into both a tempo loss and a lost lethal attack.

- Closer risk: `Guardian of the Guildpact` and pumped small creatures are strong finishers, but they can be too slow if the opponent is assembling a noncombat kill. Shorten the clock with Gate activations when shields are acceptable, and do not assume inevitability without public evidence.

- Interaction risk: `Counterspell`, `Red Elemental Blast`, and `Blue Elemental Blast` are only as good as their targets and available mana. Passing with interaction is correct only when the likely opposing action matters more than the legal development being declined.

- Sequencing risk: Wrong land order can strand double-blue, white removal, or Gate scaling. Sequence `Basilisk Gate`, `Sea Gate`, `Citadel Gate`, `Heap Gate`, `Azorius Guildgate`, `Idyllic Beachfront`, and `Island` around the next two turns of legal spells, not only the current spell.

## Test Feedback Checklist

- Deciding factor: Record whether the game was decided by early survival, `Basilisk Gate` pressure, `Counterspell` timing, `Prismatic Strands`, unanswered flyers, mana constraints, or failure to close after stabilizing.

- Mulligans: Note whether the opener had enough lands, at least one functional color path, and a realistic first three turns; flag keeps that relied on `Brainstorm`, `The Modern Age`, or `Lorien Revealed` to repair missing mana while under pressure.

- Mana: Track whether `Basilisk Gate`, `Sea Gate`, `Citadel Gate`, `Heap Gate`, `Azorius Guildgate`, `Idyllic Beachfront`, and `Island` sequencing enabled both white interaction and double-blue `Counterspell` when needed.

- Velocity: Ask whether `Brainstorm`, `The Modern Age`, and `Lorien Revealed` improved the next decision window or merely spent mana while the opponent advanced a clock.

- Engine development: Check whether `Squadron Hawk` found enough bodies, whether `Sacred Cat` bought time or carried `Basilisk Gate` effectively, and whether `The Modern Age` transformed or filtered at a meaningful point.

- Removal use: Review each `Journey to Nowhere`, `Thraben Charm`, `Counterspell`, `Red Elemental Blast`, and `Blue Elemental Blast` for target quality; mark any answer spent on a low-impact card before a stronger public threat appeared.

- Graveyard and prevention: Confirm whether `Thraben Charm` was saved for graveyard pressure when relevant, and whether `Prismatic Strands` prevented a decisive attack rather than a replaceable damage packet.

- Sideboard performance: Record whether `Red Elemental Blast`, `Blue Elemental Blast`, `Dust to Dust`, `Standard Bearer`, `Breath Weapon`, and sideboard `Outlaw Medic` had visible legal targets and changed the game state enough to justify their slots.

- Closing: Identify the first turn where a `Basilisk Gate` activation, `Guardian of the Guildpact`, `Squadron Hawk`, `Sacred Cat`, or transformed `The Modern Age` could have shortened the clock without exposing survival.

- Role assignment: Mark whether the pilot correctly became control against aggro, pressure against big mana or combo, and hybrid midrange against tempo.

- Mistakes: Flag passes with relevant legal interaction available, attacks that exposed needed blockers, missed Gate-pump lethal lines, overconcentrated pressure into removal, and selection spells cast before required board answers.

- Stranded cards: List any `Counterspell`, `Journey to Nowhere`, `Prismatic Strands`, `Lorien Revealed`, `Guardian of the Guildpact`, blasts, `Dust to Dust`, `Standard Bearer`, or `Breath Weapon` that stayed unusable because of mana, matchup texture, timing, or missing targets.

- Overperformers and underperformers: Separate cards that won decisions from cards that only looked good in hand; prioritize observed action quality over card reputation.

## First Tuning Questions

- Card quantities: If games repeatedly lose before stabilizing, should the configuration increase early board presence or life-buffer effects around `Sacred Cat`, `Outlaw Medic`, and `Prismatic Strands` rather than relying on slower `Guardian of the Guildpact` lines?

- Mana base: If double-blue `Counterspell` and white interaction conflict often, should the Gate mix among `Sea Gate`, `Citadel Gate`, `Heap Gate`, `Azorius Guildgate`, `Idyllic Beachfront`, `Island`, and `Basilisk Gate` be adjusted for earlier color reliability?

- Selection package: If `Brainstorm`, `The Modern Age`, and `Lorien Revealed` are frequently tempo-negative against fast starts, should the deck reduce emphasis on slow card smoothing in those matchups or change sideboard plans to protect early turns better?

- Aggro plan: If red or go-wide creature decks beat `Prismatic Strands` anyway, are `Blue Elemental Blast`, `Breath Weapon`, and sideboard `Outlaw Medic` enough, or does the sideboard need more cards that affect the board before Gate pressure matters?

- Control plan: If control or big mana opponents ignore small creatures, should the deck lean harder on `Guardian of the Guildpact`, `Squadron Hawk`, and protected `Basilisk Gate` clocks, or add more stack interaction beyond `Counterspell` and `Red Elemental Blast`?

- Artifact plan: If artifact decks remain ahead after `Dust to Dust`, is the issue target timing, insufficient pressure afterward, or too few artifact-specific sideboard slots?

- Closer mix: If games stabilize but fail to end, should the deck increase durable threats, protect `Basilisk Gate` carriers more conservatively, or preserve `Counterspell` specifically for removal aimed at the closing creature?

- Role conflict: If the pilot loses by holding answers too long, should guidance push earlier `Squadron Hawk`, `Sacred Cat`, and `The Modern Age` deployment against non-aggro decks?

- Narrow sideboard cards: If `Standard Bearer`, `Breath Weapon`, blasts, or `Dust to Dust` lack targets across tested matchups, should their slot counts move toward broader interaction or additional stabilizers?

- Removal balance: If `Journey to Nowhere` and `Thraben Charm` are stretched between creatures and graveyard pressure, should the deck add more creature answers, more graveyard coverage, or clearer matchup-specific priority rules?

## Veles Tactical Policy

### Policy: Keep Functional Gate Hands
- Priority: High.
- Decision families: mulligan, pregame.
- Cards: Basilisk Gate, Sea Gate, Citadel Gate, Heap Gate, Azorius Guildgate, Idyllic Beachfront, Island, Squadron Hawk, Sacred Cat, Counterspell, Journey to Nowhere, The Modern Age, Lorien Revealed.
- Phase windows: opening hand, London mulligan, pregame bottoming.
- Runtime cues: action:keep, action:mulligan, visible lands and castable early spells.
- Use when: keep two-to-four lands with a functional color path, one early play or interaction spell, and a plausible plan for turns one through three.
- Avoid when: reject hands with no land, one land without legal repair, all tapped mana plus no early buffer against aggro, or double-blue reliance with no blue path.
- Instructions: Prioritize stable mana and early survival over perfect card quality; bottom expensive or redundant cards before cutting lands needed for `Counterspell` or white interaction.
- Pilot skill floor: Basic.
- No-API allowed: yes.
- Light-model allowed: yes.

### Policy: Early Gate Setup
- Priority: High.
- Decision families: mana, priority.
- Cards: Basilisk Gate, Sea Gate, Citadel Gate, Heap Gate, Azorius Guildgate, Idyllic Beachfront, Island, Sacred Cat, Squadron Hawk, The Modern Age.
- Phase windows: turns one through three main phases.
- Runtime cues: action:play, action:cast, visible land drops, untapped/tapped lands, legal early creature or saga actions.
- Use when: deploy a Gate base while still casting `Sacred Cat`, `Squadron Hawk`, or `The Modern Age` on time.
- Avoid when: a tapped land sequence strands immediate `Journey to Nowhere`, `Counterspell`, or a needed sideboard answer.
- Instructions: Lead with color-fixing Gates unless `Island` is required for double-blue timing; make `Basilisk Gate` useful before planning a Gate-pump clock.
- Pilot skill floor: Basic.
- No-API allowed: yes.
- Light-model allowed: yes.

### Policy: Develop First Carrier
- Priority: High.
- Decision families: priority, combat.
- Cards: Sacred Cat, Squadron Hawk, The Modern Age, Guardian of the Guildpact, Basilisk Gate.
- Phase windows: early main phases, precombat main phase, empty-stack priority.
- Runtime cues: action:cast, action:activate, action:attack, battlefield creatures and summoning sickness.
- Use when: establish at least one body that can block, pressure planes of combat, or later receive `Basilisk Gate` activation.
- Avoid when: holding up `Counterspell` or removal prevents a more dangerous visible threat from resolving.
- Instructions: Prefer cheap evasive or lifelink bodies before expensive closers; do not spend Gate activation mana until the attack or block changes combat math.
- Pilot skill floor: Basic.
- No-API allowed: yes.
- Light-model allowed: yes.

### Policy: Squadron Hawk Resource Loop
- Priority: Medium.
- Decision families: selection, priority.
- Cards: Squadron Hawk, Brainstorm, The Modern Age.
- Phase windows: main phase, search prompt, discard/filter prompt.
- Runtime cues: action:choose, action:search, action:cast Squadron Hawk, known copies in hand/library when exposed by engine.
- Use when: legal search finds extra `Squadron Hawk` copies or excess copies fuel `Brainstorm` and `The Modern Age` decisions.
- Avoid when: spending mana on `Squadron Hawk` leaves no answer to a lethal or high-impact board state.
- Instructions: Take all useful legal copies unless hand size, discard pressure, or immediate tempo makes fewer copies better.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Brainstorm Timing
- Priority: Medium.
- Decision families: selection, priority.
- Cards: Brainstorm, Squadron Hawk, Lorien Revealed, The Modern Age.
- Phase windows: instant-speed priority, main phase before land drop, response windows.
- Runtime cues: action:cast Brainstorm, action:put, hand contents visible to pilot, pending shuffle/search only if rules engine exposes it.
- Use when: fix an immediate land/spell problem, hide excess cards with a real redraw/search path, or find interaction for the current window.
- Avoid when: casting merely spends mana while board pressure demands `Journey to Nowhere`, `Prismatic Strands`, `Counterspell`, or a blocker.
- Instructions: Put back redundant expensive cards, excess lands, or low-impact cards according to the next two turns; do not assume a shuffle unless legal engine output provides one.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Lorien Revealed Mana Repair
- Priority: High.
- Decision families: mana, selection.
- Cards: Lorien Revealed, Island, Counterspell.
- Phase windows: early turns with cycling/search actions, late main phases with draw actions.
- Runtime cues: action:cycle, action:search Island, action:cast Lorien Revealed, visible land count and color requirements.
- Use when: landcycling secures missing blue mana, double-blue `Counterspell`, or a necessary land drop.
- Avoid when: casting the expensive draw mode is slower than answering a visible threat or preventing lethal pressure.
- Instructions: Treat `Lorien Revealed` first as mana consistency until land drops are stable; use draw mode only when survival and shields are acceptable.
- Pilot skill floor: Basic.
- No-API allowed: yes.
- Light-model allowed: yes.

### Policy: Counterspell Discipline
- Priority: High.
- Decision families: interaction, priority.
- Cards: Counterspell, Island, Sea Gate, Heap Gate, Red Elemental Blast, Blue Elemental Blast.
- Phase windows: opponent spell on stack, own protected development windows.
- Runtime cues: action:cast Counterspell, action:cast Red Elemental Blast, action:cast Blue Elemental Blast, visible stack spell.
- Use when: counter a threat, answer, combo piece, sweeper, or tempo play that materially changes the next turn cycle.
- Avoid when: target is low-impact and mana is needed for stronger legal development or a more likely follow-up.
- Instructions: Preserve double-blue for high-impact stack fights; use blasts after sideboard when color and target are legally confirmed.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Removal Target Quality
- Priority: High.
- Decision families: interaction, priority.
- Cards: Journey to Nowhere, Thraben Charm, Dust to Dust, Breath Weapon.
- Phase windows: main phases, opponent attacks, stack/priority windows with legal removal actions.
- Runtime cues: action:cast Journey to Nowhere, action:cast Thraben Charm, action:cast Dust to Dust, action:cast Breath Weapon, visible target list.
- Use when: remove a threat that beats blocking, enables a combo, races Gate pressure, or invalidates `Guardian of the Guildpact` and flyers.
- Avoid when: small creatures can be blocked profitably or a narrow answer should be saved for a public graveyard, artifact, enchantment, or swarm problem.
- Instructions: Confirm mode and target from legal actions; Card text check required for `Thraben Charm`, `Outlaw Medic`, and exact `Breath Weapon` damage rules before relying on non-obvious outcomes.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Prismatic Strands Survival Window
- Priority: Critical.
- Decision families: interaction, combat, priority.
- Cards: Prismatic Strands, Sacred Cat, Squadron Hawk, Outlaw Medic, Guardian of the Guildpact, Standard Bearer.
- Phase windows: declare attackers, declare blockers, before combat damage, lethal burn stack windows.
- Runtime cues: action:cast Prismatic Strands, action:flashback Prismatic Strands, action:choose color, visible attackers or damage source color.
- Use when: a legal prevention choice stops lethal damage, saves key creatures, or creates a swing-back Gate kill.
- Avoid when: the damage is trivial, color choice is uncertain, or tapping a creature for flashback loses a better block.
- Instructions: Choose the color from visible sources only; value flashback highly when a white creature is available and the prevention changes the race.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Gate Pump Combat Math
- Priority: High.
- Decision families: combat, mana, priority.
- Cards: Basilisk Gate, Sacred Cat, Squadron Hawk, Guardian of the Guildpact, The Modern Age.
- Phase windows: declare attackers, declare blockers, post-block priority, end-step pressure.
- Runtime cues: action:activate Basilisk Gate, action:attack, action:block, visible Gate count and creature list.
- Use when: Gate activation creates lethal, wins combat, gains meaningful lifelink, or forces the opponent to answer a protected attacker.
- Avoid when: pumping into open interaction risks losing the only carrier and a pass preserves `Counterspell` or `Prismatic Strands`.
- Instructions: Count visible Gates through engine state; prioritize evasive or resilient carriers, but keep back blockers when under a short clock.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Guardian Closing Plan
- Priority: Medium.
- Decision families: priority, combat, interaction.
- Cards: Guardian of the Guildpact, Basilisk Gate, Counterspell, Prismatic Strands.
- Phase windows: midgame main phases, combat, protection windows.
- Runtime cues: action:cast Guardian of the Guildpact, action:attack, visible opposing blockers/removal colors.
- Use when: the board is stable enough for a durable Gate-pump clock or the opponent lacks visible profitable blocks.
- Avoid when: four mana shields down loses to an immediate stack threat or swarm board.
- Instructions: Deploy `Guardian of the Guildpact` as a closer, not a panic blocker, unless legal board state shows it is the best survival line.
- Pilot skill floor: Intermediate.
- No-API allowed: yes.
- Light-model allowed: yes.

### Policy: Sideboard Color Blasts
- Priority: High.
- Decision families: sideboard, interaction.
- Cards: Red Elemental Blast, Blue Elemental Blast, Counterspell.
- Phase windows: sideboarding, stack windows, permanent-answer windows after sideboard.
- Runtime cues: action:submit sideboard, action:cast Red Elemental Blast, action:cast Blue Elemental Blast, visible opposing colors and stack target.
- Use when: opponent presents blue or red spells/permanents that matter more than generic slow cards.
- Avoid when: legal targets are absent, opponent color is unconfirmed, or the blast would replace necessary board presence against creature pressure.
- Instructions: Add blasts only for matchups with credible visible or deck-known targets; during play, confirm target color and impact before selecting the action.
- Pilot skill floor: Basic.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Artifact And Swarm Sideboard Roles
- Priority: High.
- Decision families: sideboard, interaction.
- Cards: Dust to Dust, Breath Weapon, Standard Bearer, Outlaw Medic, Journey to Nowhere, Thraben Charm, Prismatic Strands.
- Phase windows: sideboarding, early main phases, combat pressure windows.
- Runtime cues: action:submit sideboard, action:cast Dust to Dust, action:cast Breath Weapon, action:cast Standard Bearer, visible artifacts or creature density.
- Use when: artifacts, go-wide boards, targeted pump/removal patterns, or fast damage make narrow sideboard cards materially better than slow selection or closers.
- Avoid when: the opponent is spell-combo/control with few legal targets or when reducing too much pressure makes the deck unable to close.
- Instructions: Balance sideboard plans so the deck still has carriers for `Basilisk Gate`; Card text check required for exact `Standard Bearer`, `Breath Weapon`, and sideboard `Outlaw Medic` tactical assumptions.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.
