# Strategy Specifications
## Deck Name And Archetype
Rakdos Midrange is an Explorer red-black midrange deck registered as 60 main-deck cards and 15 sideboard cards, and the active format-aware validation result passes the supplied Explorer deck-count contract. Treat the deck as a legal registered configuration at guide-generation time, while still obeying runtime legality from the rules engine for every cast, activation, attack, block, target, discard, sideboard, and mana-payment decision.

- Format validation: Active format is Explorer, main deck count is 60, sideboard count is 15, and the main/sideboard size rule is satisfied.
- Archetype tags: Use `midrange` and `discard` as the normalized tags; the repeated supplied tags do not create a separate strategic identity.
- Stock status: Classify this as a hybrid-stock Rakdos Midrange shell, not a rogue deck and not a fully generic stock list. The strategic base is familiar red-black discard, removal, creature-lands, and recursive pressure, but the exact guide must account for this registered configuration with Fear of Missing Out, Unholy Annex // Ritual Chamber, Fable of the Mirror-Breaker, Bloodtithe Harvester, Graveyard Trespasser, Sheoldred, the Apocalypse, Mutavault, and a single Liliana of the Veil.
- Deck identity: Play as a resource-denial midrange deck that converts early discard and removal into stable battlefield pressure, then wins through layered threats, creature-land damage, card-advantage permanents, and life-total pressure from Sheoldred, the Apocalypse.
- Primary color identity: Black is the default early interaction color because Thoughtseize, Fatal Push, Go for the Throat, Graveyard Trespasser, Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Liliana of the Veil, Takenuma, Abandoned Mire, and most sideboard disruption require black mana.
- Secondary color identity: Red supports Torch the Tower, Bloodtithe Harvester, Fable of the Mirror-Breaker, Fear of Missing Out, Anger of the Gods, and red-side mana sequencing, so red sources must be preserved when early red plays or sideboard sweepers are visible in hand.
- Mana concern: Mutavault is a major threat and pressure source but does not cast colored spells, so opening hands with Mutavault plus only one colored land need scrutiny before keeping if the hand depends on Thoughtseize, Fatal Push, Bloodtithe Harvester, or Torch the Tower on the first two turns.
- Mana concern: Urborg, Tomb of Yawgmoth can improve black access for Mutavault-heavy draws, but decisions must not assume it is available unless it is visible in hand or on the battlefield.
- Role concern: The deck is not a pure control deck; do not spend all early turns trading one-for-one if a legal threat can be deployed safely enough to pressure planeswalkers, combo setup, or opposing card advantage.
- Role concern: The deck is not a pure aggro deck; do not cash in removal, discard, creature-land activations, or combat trades just to push small damage when preserving resources protects Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Fable of the Mirror-Breaker, or a stabilized board.
- Card-text caution: Card text check required for any unfamiliar or newly printed object when runtime action labels do not expose the relevant mode, trigger, room, combat permission, or cost. This especially matters for Fear of Missing Out and Unholy Annex // Ritual Chamber because their exact tactical use depends on current Oracle text and rules-engine prompts.
- Opponent information status: No specific opponent deck is supplied for this guide batch, so decisions must use visible board state, public information, known revealed cards, matchup label if later provided, and broad archetype inference only. Do not infer hidden cards, exact sideboard plans, or unavailable interaction unless Veles exposes that information.
- Runtime authority: Legal actions from Veles and Forge override this guide. If a recommended play is not present in the legal action list, choose among legal actions using the same strategic priorities instead of inventing an action.

## Thesis
Rakdos Midrange assembles early discard, cheap removal, resilient threats, and card-advantage permanents into a game where the opponent is forced to answer one meaningful object per turn while losing access to their best card. Prioritize hands that cast Thoughtseize or Fatal Push early, deploy Bloodtithe Harvester, Fear of Missing Out, Graveyard Trespasser, Fable of the Mirror-Breaker, or Unholy Annex // Ritual Chamber on curve, and still leave a path to Sheoldred, the Apocalypse or Mutavault pressure after the first exchange.

Win by converting one-for-one trades into a board or hand-quality advantage, then pressuring with layered permanent types that punish narrow answers. Bloodtithe Harvester and Fatal Push control early creatures, Thoughtseize strips the card that beats the current hand, Fable of the Mirror-Breaker and Unholy Annex // Ritual Chamber pull ahead if the game slows, and Sheoldred, the Apocalypse closes races while punishing opposing draw steps and your own card-flow engines.

Do not play this deck as pure removal control unless the matchup or board demands survival first. The deck has limited hard inevitability compared with dedicated control, so avoid emptying the hand on low-impact answers when a legal threat, engine, or Mutavault attack would force the opponent to react.

Do not play this deck as pure aggro unless the opponent is stumbling or defenseless. Preserve premium interaction when it protects Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Fable of the Mirror-Breaker, or a lethal Mutavault line; do not spend Go for the Throat or Torch the Tower on a small creature if Fatal Push, combat, or Bloodtithe Harvester can cover the same visible threat.

Prioritize black mana, early sequencing, and resource asymmetry over maximum damage in the first turns. Mutavault, Blazemire Verge, Blightstep Pathway, Blackcleave Cliffs, Blood Crypt, Swamp, Mountain, Urborg, Tomb of Yawgmoth, and Takenuma, Abandoned Mire should be sequenced to cast black interaction on time while preserving red for Bloodtithe Harvester, Fable of the Mirror-Breaker, Fear of Missing Out, Torch the Tower, and Anger of the Gods after sideboarding.

Card text check required when runtime labels do not clearly expose the exact room, trigger, delirium, attack, token, discard-draw, or transformation behavior for Fear of Missing Out and Unholy Annex // Ritual Chamber. Use those cards tactically only through visible legal actions and exposed prompts, not remembered text certainty.

## Role Package
- Threats: Bloodtithe Harvester is the early body that pressures planeswalkers and later turns into interaction when blood or sacrifice lines are legal. Fear of Missing Out is an aggressive midgame threat and possible velocity/combat engine only when the legal action text confirms its current mode or trigger. Graveyard Trespasser is the stabilizing threat against graveyards, small attackers, and removal-heavy decks. Sheoldred, the Apocalypse is the highest-priority finisher when life totals, cards drawn, or opposing removal status make a four-mana commitment acceptable. Mutavault is the post-sweeper and mana-flood threat, but it competes with colored spell mana.

- Payoffs: Sheoldred, the Apocalypse rewards surviving into repeated draw steps and makes your own Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, blood-token filtering, and topdeck exchanges more punishing. Unholy Annex // Ritual Chamber is the main registered grind payoff when the board can support spending mana on a non-immediate removal play. Fable of the Mirror-Breaker is a multi-turn payoff that improves hand quality, threatens mana or token value, and demands planning around future chapters only when Veles exposes the legal choices.

- Engines: Fable of the Mirror-Breaker and Unholy Annex // Ritual Chamber are the core card-advantage engines. Bloodtithe Harvester supplies blood-based filtering and a removable body. Fear of Missing Out may bridge velocity and combat pressure, but use only confirmed runtime prompts for discard, draw, attack, untap, or extra-combat implications.

- Velocity: Thoughtseize is not card velocity but is hand-quality control because it trades one card for the opponent's most relevant visible/revealed card. Bloodtithe Harvester, Fable of the Mirror-Breaker, Fear of Missing Out, and Unholy Annex // Ritual Chamber are the primary ways to turn excess lands, dead removal, or matchup-weak cards into stronger future decisions when legal action text supports that exchange.

- Interaction: Fatal Push and Torch the Tower handle early creatures and tempo-sensitive threats. Go for the Throat answers larger nonartifact creatures when legal. Bloodtithe Harvester provides delayed creature interaction. Liliana of the Veil is the single main-deck edict and discard-pressure tool, best when both players are low on resources or the opponent relies on one visible creature.

- Protection: Thoughtseize is the main proactive protection for Sheoldred, the Apocalypse, Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, and key removal windows. Graveyard Trespasser also protects itself indirectly through its ward-like discard pressure only when the rules engine exposes the relevant trigger or cost. Sideboard Duress, Thought Distortion, Go Blank, Damping Sphere, Leyline of the Void, Ray of Enfeeblement, Withering Torment, Anger of the Gods, Invoke Despair, and Go Blank shift protection toward specific matchup axes.

- Recursion: Takenuma, Abandoned Mire is the registered recursion channel and should be conserved when a visible graveyard contains a high-impact creature or planeswalker target and mana development does not require playing it as a land. Graveyard Trespasser also interacts with graveyards as a threat, but do not treat it as recursion.

- Mana: Blackcleave Cliffs, Blood Crypt, Blightstep Pathway, Blazemire Verge, Swamp, Mountain, Urborg, Tomb of Yawgmoth, Takenuma, Abandoned Mire, and Mutavault form a mana base that must balance early black interaction, red two- and three-drops, creature-land pressure, and four-mana finishers. Avoid keep or play patterns where Mutavault strands Thoughtseize, Fatal Push, Bloodtithe Harvester, or Fable of the Mirror-Breaker.

- Sideboard modules: Leyline of the Void and Go Blank attack graveyards; Duress and Thought Distortion attack spell-heavy hands; Damping Sphere attacks mana or spell-chain engines; Anger of the Gods and Ray of Enfeeblement attack creature pressure; Withering Torment answers specific problem permanents when legal; Invoke Despair adds a high-end attrition threat for slow matchups.

## Primary Win Conditions
- Sheoldred finish: Prioritize Sheoldred, the Apocalypse when the board is stable enough that a four-mana threat will survive the next visible attack or force the opponent to spend their turn answering it. Set up with Thoughtseize against open removal, Fatal Push, Torch the Tower, Go for the Throat, Bloodtithe Harvester, or Liliana of the Veil to clear attackers, then let Sheoldred, the Apocalypse convert draw steps, blood filtering, Fable of the Mirror-Breaker selection, and Unholy Annex // Ritual Chamber card flow into a life-total swing. Do not tap out for Sheoldred, the Apocalypse into a visible lethal attack unless the legal line also stabilizes combat or gains enough life through exposed triggers.

- Engine snowball: Prioritize Fable of the Mirror-Breaker or Unholy Annex // Ritual Chamber when neither player is ending the game immediately and the hand needs sustained card quality. Use Thoughtseize first if the opponent has a revealed answer that trades efficiently with the engine, and use early removal to protect the time needed for chapters, room actions, or end-step draw triggers. Card text check required for exact Unholy Annex // Ritual Chamber room and trigger behavior; choose only legal engine actions exposed by Veles, and treat life payment, Demon creation, or draw modes as conditional on runtime text.

- Discard-plus-threat pressure: Prioritize Thoughtseize into Bloodtithe Harvester, Fear of Missing Out, Graveyard Trespasser, Fable of the Mirror-Breaker, or Sheoldred, the Apocalypse when the opponent’s hand contains one card that breaks the current curve. Take the card that stops the next two turns of pressure, then commit the threat that best attacks their visible weakness: Bloodtithe Harvester for early pressure and later removal, Graveyard Trespasser against graveyard decks or removal-light hands, Fable of the Mirror-Breaker against slow hands, and Sheoldred, the Apocalypse when the opponent cannot remove it profitably.

- Removal-backed combat: Prioritize creature combat when the opponent is low on life, tapped low, or forced to block. Bloodtithe Harvester, Fear of Missing Out, Graveyard Trespasser, Sheoldred, the Apocalypse, token bodies from Fable of the Mirror-Breaker, and Mutavault should attack when the visible board makes blocks poor or removal can clear the best blocker. Card text check required for Fear of Missing Out combat or untap behavior; use only exposed legal attack, target, discard, draw, or extra-combat actions.

## Secondary Win Conditions
- Mutavault closure: Use Mutavault as the main fallback threat after sweepers, discard-heavy games, and mana flood. Animate it when colored mana is not needed for Fatal Push, Go for the Throat, Torch the Tower, Thoughtseize, Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, or Sheoldred, the Apocalypse in the same turn cycle. Prioritize Mutavault attacks over holding up dead removal when the opponent has no visible profitable block or instant-speed answer.

- Bloodtithe Harvester utility pressure: Use Bloodtithe Harvester as both damage and delayed removal. Attack early when the opponent’s life total matters, but preserve it when its sacrifice/removal action is the cleanest answer to a visible creature that Fatal Push, Torch the Tower, or Go for the Throat cannot cover efficiently. Use blood filtering to turn extra lands, redundant legends, or weak removal into live cards when the board is not about to punish the mana spend.

- Graveyard Trespasser attrition: Use Graveyard Trespasser to punish graveyard reliance, tax removal, and stabilize races. Prioritize it when the opponent’s graveyard contains relevant cards, when life totals make small drain-like swings matter if exposed by the engine, or when a resilient three-drop is better than tapping out for a four-mana threat. Do not assume exact ward, daybound, nightbound, or exile-trigger outcomes unless Veles exposes the prompt or effect.

- Takenuma recursion: Use Takenuma, Abandoned Mire as a late-game recovery tool when the graveyard contains Sheoldred, the Apocalypse, Graveyard Trespasser, Bloodtithe Harvester, Fear of Missing Out, or Liliana of the Veil and the mana base can function without playing Takenuma, Abandoned Mire as a land. Prefer recurring Sheoldred, the Apocalypse or Liliana of the Veil in stalled games, and prefer cheaper creatures when immediate board presence is required.

## Emergency Lines
- Behind on life: Stop the bleeding before adding slow engines. Use Fatal Push, Torch the Tower, Go for the Throat, Bloodtithe Harvester, Liliana of the Veil, and blockers to reduce incoming damage, then stabilize with Sheoldred, the Apocalypse or Graveyard Trespasser if legal actions expose life-relevant triggers. Avoid Thoughtseize unless the life payment removes a card that would deal more damage or prevents a combo kill.

- Behind on board: Trade resources aggressively and rebuild with Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sheoldred, the Apocalypse, or Mutavault. Preserve Anger of the Gods only after sideboarding and only when the visible board justifies sweeping more opposing material than your own critical threats.

- Behind on cards or engines: Make every discard and removal spell answer the highest-impact visible or revealed card. Use blood filtering, Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, and Takenuma, Abandoned Mire to recover, but do not spend mana on selection while a lethal board, active combo, or must-answer permanent is visible.

- Behind on mana: Keep plays cheap and do not strand colored requirements with Mutavault activations. Use Thoughtseize, Fatal Push, Torch the Tower, Bloodtithe Harvester, and Go for the Throat to trade down on mana while waiting to cast Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, or Sheoldred, the Apocalypse.

- Behind against graveyard recursion or combo: Shift from generic pressure to disruption. Main deck, use Thoughtseize, Graveyard Trespasser, fast pressure, and removal on enablers; after sideboarding, prioritize Leyline of the Void, Go Blank, Duress, Damping Sphere, Thought Distortion, and Withering Torment according to the visible axis. Do not assume a lock is complete unless the rules engine confirms the opponent’s legal actions are constrained.

- Win conditions removed: Pivot to Mutavault, Bloodtithe Harvester, Fear of Missing Out, Graveyard Trespasser, Fable of the Mirror-Breaker token pressure, Takenuma, Abandoned Mire recursion, and Unholy Annex // Ritual Chamber card flow. If Sheoldred, the Apocalypse is gone, win by forcing repeated small exchanges where every topdeck, blood activation, creature-land attack, and discard spell advances the board or life total.

## Resource Model
- Life is a spendable resource only when the exchange prevents more damage, protects the clock, or unlocks a decisive engine. Pay life for Blood Crypt or Thoughtseize when the next play removes a higher-damage threat, breaks up a combo turn, clears the way for Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, or Sheoldred, the Apocalypse, or keeps a one- or two-mana interaction window open. Avoid casual life payments when racing visible attackers, because this deck often stabilizes by making one-for-one trades before a large threat or Mutavault closes.

- Cards in hand are pressure, interaction, and discard fuel, not sacred objects. Use Thoughtseize to convert one card and two life into information plus tempo, use Fatal Push, Torch the Tower, Go for the Throat, and Bloodtithe Harvester to convert cards into board parity, and use Fable of the Mirror-Breaker, blood filtering, Takenuma, Abandoned Mire, and Unholy Annex // Ritual Chamber to recover from low-hand games. Card text check required for exact Unholy Annex // Ritual Chamber modes; treat every room or draw action as conditional on Veles exposing legal text.

- Mana is the deck's bottleneck in games with Mutavault, double-black threats, and red setup cards. Spend early turns on one clean exchange plus one board piece whenever possible: Thoughtseize or Fatal Push into Bloodtithe Harvester or Fear of Missing Out, then Graveyard Trespasser, Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, or Sheoldred, the Apocalypse. Do not animate Mutavault or activate blood if it prevents casting the highest-impact legal spell this turn cycle.

- Board presence converts removal into damage. Bloodtithe Harvester, Fear of Missing Out, Graveyard Trespasser, token bodies from Fable of the Mirror-Breaker, Sheoldred, the Apocalypse, and Mutavault force opponents to answer while discard and removal strip their best stabilizers. Trade creatures when the trade preserves life or unlocks a planeswalker/engine turn; decline trades when the creature is your only clock against a hand already disrupted by Thoughtseize.

- Graveyard value is conditional and visible-state driven. Graveyard Trespasser can pressure graveyard resources when legal triggers or choices appear, and Takenuma, Abandoned Mire can convert a land into a returned creature or planeswalker when the graveyard has a meaningful target. Do not plan around exact graveyard exile, ward, daybound, nightbound, or channel outcomes unless Veles shows the legal prompt or resolved effect.

- Exile is mostly a denial zone for this deck. Torch the Tower, Leyline of the Void, Anger of the Gods, Go Blank, and Graveyard Trespasser can matter against recursion, Phoenix-style threats, graveyard combo, or sticky creatures, but use exile effects according to visible opponent dependence rather than as generic value.

- Sacrifice fodder is scarce, so do not spend Bloodtithe Harvester lightly. Preserve it when its sacrifice/removal action is the only clean answer to a visible creature; cash it in when the opposing creature threatens more damage, protects an engine, or blocks your winning attack. Token bodies from Fable of the Mirror-Breaker can be traded more freely, but keep them when they enable pressure or mana per visible text.

- Sideboard bullets convert narrow cards into matchup-defining resources. Leyline of the Void, Damping Sphere, Duress, Thought Distortion, Go Blank, Ray of Enfeeblement, Anger of the Gods, Invoke Despair, and Withering Torment should replace low-impact main-deck roles only after the opponent's axis is identified; never treat a sideboard permanent as a lock unless the rules engine confirms constrained legal actions.

## Mana Guide
- Keep mana that casts interaction early and a threat on curve. A strong opener normally has black for Thoughtseize or Fatal Push, red for Bloodtithe Harvester, Torch the Tower, Fear of Missing Out, or Fable of the Mirror-Breaker, and a path to four mana for Unholy Annex // Ritual Chamber or Sheoldred, the Apocalypse. Mulligan hands where Mutavault plus color-light lands strand two or more early spells.

- Sequence lands to protect turn-one black and turn-two red-black. Blackcleave Cliffs is strongest early before it risks entering tapped; Blood Crypt should enter untapped when it enables a turn-one Thoughtseize/Fatal Push or turn-two Bloodtithe Harvester/Fear of Missing Out; Blightstep Pathway should be placed on the color the hand lacks over the next two turns, not the color that looks most elegant long term. Card text check required for exact Blazemire Verge mana and entry conditions; choose it only when Veles confirms it supplies the needed color.

- Treat Mutavault as a spell that occupies a land slot. Keep one-Mutavault hands when the other lands cast the early black and red cards; be skeptical of double-Mutavault hands with Thoughtseize, Fatal Push, Bloodtithe Harvester, Fear of Missing Out, Fable of the Mirror-Breaker, or Graveyard Trespasser stranded. Animate Mutavault only after checking whether colored mana is needed for instant-speed Fatal Push, Torch the Tower, Go for the Throat, or a postcombat play.

- Preserve double-black access for Sheoldred, the Apocalypse and black-heavy sideboard cards. Urborg, Tomb of Yawgmoth can turn Mutavault and red lands into black sources if Veles shows the effect; Takenuma, Abandoned Mire is usually a black land early and a recursion spell late. Do not hold Takenuma, Abandoned Mire for channel if the current hand cannot function without its black mana.

- Play lands before draw or rummage when the legal action needs immediate mana or landfall-like revolt certainty is relevant, and wait when selection quality matters more. Before activating blood, resolving Fable of the Mirror-Breaker rummage, or choosing any draw/discard action, usually hold an unneeded land if the action can turn it into a better card. Play the land first when you must cast the drawn card this turn, must represent removal, must animate Mutavault, or need the fourth land for Unholy Annex // Ritual Chamber or Sheoldred, the Apocalypse.

- Sideboard mana discipline changes by bullet. Duress and Ray of Enfeeblement demand early black, Damping Sphere asks for any two mana on time, Anger of the Gods needs reliable red by turn three, Invoke Despair and Thought Distortion require planning several turns ahead, and Leyline of the Void is strongest when it begins the game rather than being cast late. Mulligan sideboarded hands that contain the right bullet but cannot deploy it before the matchup axis matters.

## Mulligan Guide
- Strong keep: Keep two or three lands with untapped black, red by turn two, and at least two early actions such as Thoughtseize, Fatal Push, Torch the Tower, Bloodtithe Harvester, or Fear of Missing Out. A premium seven is Blackcleave Cliffs plus Blood Crypt or Blightstep Pathway with Thoughtseize, Fatal Push, Bloodtithe Harvester, Fable of the Mirror-Breaker, and any fourth-land path.

- Medium keep: Keep three- or four-land hands when they contain a real exchange plus a snowball card. Examples include Thoughtseize plus Fable of the Mirror-Breaker, Fatal Push plus Graveyard Trespasser, or Bloodtithe Harvester plus Unholy Annex // Ritual Chamber, provided Mutavault does not strand colored costs.

- Risky keep: Keep one-land hands only when the land casts at least one turn-one spell and the hand has multiple live cheap plays if the second land appears. Ship one-land hands with Mutavault as the only land, or with Bloodtithe Harvester, Fable of the Mirror-Breaker, Graveyard Trespasser, Sheoldred, the Apocalypse, and no castable action.

- Automatic ship: Ship colorless-heavy hands that cannot cast Thoughtseize, Fatal Push, Bloodtithe Harvester, Fear of Missing Out, or Fable of the Mirror-Breaker by turn two. Ship slow hands that start at three or more expensive cards such as Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Invoke Despair after sideboard, or Thought Distortion after sideboard without early disruption.

- Trap hand: Do not keep a hand just because it has Sheoldred, the Apocalypse plus lands if the early turns do nothing. Do not keep double Mutavault plus Blazemire Verge or uncertain color access unless Veles confirms the colors needed for the hand's first two spells.

- Matchup-dependent keep: Against creature pressure, prioritize Fatal Push, Torch the Tower, Bloodtithe Harvester, and Go for the Throat over slow discard-heavy hands. Against control, combo, or spell engines, prioritize Thoughtseize, Duress after sideboard, Go Blank, Damping Sphere, Leyline of the Void when relevant, and sticky threats over creature removal.

- Play/draw adjustment: On the play, keep proactive hands with Thoughtseize into Bloodtithe Harvester, Fear of Missing Out, or Fable of the Mirror-Breaker because tempo matters. On the draw, require either cheap removal against unknown creature decks or a clean discard-plus-threat curve; avoid hands that spend the first relevant turn casting only a tapped land or passing.

- Sideboard mulligans: Mulligan more aggressively for Leyline of the Void only when the opponent's visible or known strategy is graveyard-dependent. Keep Damping Sphere only when the matchup uses burst mana or repeated spell chains; otherwise treat it as a low-pressure two-mana card.

## Turn Arc
- Turn 1: Lead with untapped black when Thoughtseize or Fatal Push is legal and relevant. Cast Thoughtseize against unknown, combo, control, or a hand that needs to clear the way for Bloodtithe Harvester or Fable of the Mirror-Breaker; hold Thoughtseize only when life total is pressured and Fatal Push must answer an immediate creature. Use Blood Crypt untapped when the spell matters now, and prefer Blackcleave Cliffs early before it can enter tapped.

- Turn 2: Deploy Bloodtithe Harvester or Fear of Missing Out when the board is not demanding removal. Kill the opponent's best tempo creature with Fatal Push, Torch the Tower, or Go for the Throat if taking a full attack would force later defensive Sheoldred, the Apocalypse lines. Do not sacrifice Bloodtithe Harvester for marginal value when it is your only pressure or the only future answer to a larger visible creature.

- Turn 3: Prefer Fable of the Mirror-Breaker when you can survive the next attack and the opponent has not presented a must-kill threat. Choose Graveyard Trespasser when graveyard pressure, life padding, or a resilient attacker matters. Use Liliana of the Veil when both hands are low, the opponent has one key creature, or your discard outlets can convert extra lands and late removal into advantage.

- Turns 4-5: Commit Sheoldred, the Apocalypse or Unholy Annex // Ritual Chamber when the opponent's board and hand are sufficiently checked by discard/removal. Sequence Thoughtseize before tapping out if the opponent may have a sweeper, counter, exile answer, or combo piece. Animate Mutavault only after preserving colored mana for Fatal Push, Torch the Tower, Go for the Throat, Bloodtithe Harvester activation, or a second spell.

- Late game: Convert excess lands into pressure and selection through Mutavault, blood tokens, Fable of the Mirror-Breaker filtering, Takenuma, Abandoned Mire, and any legal Unholy Annex // Ritual Chamber action. Favor lines that leave removal available while attacking with Mutavault or creatures. In topdeck games, discard effects lose value unless they clear a known card, trigger a visible synergy, or protect a finishing threat.

- Deviation rule: Break the curve when the visible board demands it. Removal before threat is correct against lethal clocks, snowball creatures, or creatures blocking your only meaningful attacks; threat before removal is correct when the opponent is stumbling, their creature is low-impact, or your hand needs pressure to make Thoughtseize and removal matter.

## Card Roles
- Thoughtseize: Use Thoughtseize as the cleanest way to choose the game’s axis before spending mana on threats. Cast it early against unknown, control, combo, or hands that need protection for Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, or Sheoldred, the Apocalypse; delay it only when life total is under immediate pressure and a visible creature must be answered first. Take the card that invalidates your current hand, not automatically the most expensive card: remove sweepers before overcommitting, combo engines before clocking, exile removal before relying on Graveyard Trespasser, and cheap pressure before your removal falls behind.

- Fatal Push: Treat Fatal Push as the deck’s premium tempo stabilizer, not a spell to spend on the first legal creature. Use it early on creatures that snowball, enable convoke or sacrifice engines, attack planeswalkers, or make Sheoldred, the Apocalypse too late. Preserve revolt lines when Bloodtithe Harvester, blood tokens, Fable of the Mirror-Breaker tokens, treasure, or combat trades can make a larger visible target legal; do not assume revolt is available unless Veles exposes it as legal.

- Torch the Tower: Use Torch the Tower as flexible cheap interaction when exile or low-mana sequencing matters. Card text check required for exact bargain and exile handling, so choose bargain or target modes only from visible legal actions. Prefer it over Fatal Push when exiling the target matters, when Fatal Push should be saved for a larger revolt target, or when one mana lets you double-spell with Thoughtseize, Bloodtithe Harvester, or a Mutavault activation.

- Go for the Throat: Hold Go for the Throat for creatures that Fatal Push cannot reliably answer. Do not spend it on a small creature if the opponent’s deck is likely to present a larger nonartifact threat and your life total can absorb the attack. Because it cannot kill artifact creatures, verify the visible target line before selecting it; against artifact-heavy boards, prioritize Fatal Push, Torch the Tower, Bloodtithe Harvester activation, Liliana of the Veil, or sideboard cards instead.

- Bloodtithe Harvester: Deploy Bloodtithe Harvester early when you need board presence, blood selection, or a future removal body. Keep it alive when its activated ability is your best answer to a larger creature; attack or trade it when pressure matters more than the delayed removal. Use blood tokens to discard excess lands, redundant discard, dead removal, or expensive cards stranded by mana, but keep lands when Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Mutavault pressure, or Takenuma, Abandoned Mire requires future mana.

- Fear of Missing Out: Use Fear of Missing Out as an early pressure and filtering piece when it is castable on curve. Card text check required for exact triggered ability, delirium, or combat text, so follow only visible legal actions for any attack, discard, or extra-combat-like option. It is strongest when the hand contains expendable cards, blood tokens, or Fable of the Mirror-Breaker filtering; it is weaker when you cannot afford to discard, when blocking is required, or when removal must be held up.

- Fable of the Mirror-Breaker: Cast Fable of the Mirror-Breaker when you can survive the next turn and want a threat, mana pressure, and card quality in one card. Chapter two should discard dead removal, late Thoughtseize, duplicate legends, extra lands beyond the fourth or fifth, or sideboard cards with no current target; keep removal when the opponent can punish you before Reflection of Kiki-Jiki matters. If Reflection of Kiki-Jiki is active, copy Bloodtithe Harvester for removal pressure, Graveyard Trespasser for graveyard pressure and drain, or Sheoldred, the Apocalypse only when the legal line is exposed and the board rewards it.

- Graveyard Trespasser: Choose Graveyard Trespasser when a sticky threat, life buffer, or graveyard pressure matters more than raw card flow. Its ward tax punishes targeted removal, so it is a good follow-up to Thoughtseize when the opponent’s hand is light on expendable cards. Exile visible graveyard cards that enable recursion, delve, escape, reanimation, or spell chains before taking low-impact cards for incidental drain; when under pressure, prioritize creature cards if the visible legal target produces life swing.

- Liliana of the Veil: Use Liliana of the Veil as a board and hand compression tool, not as a default turn-three play. Her sacrifice line is best against one large creature, hexproof-like protection, or boards with a single must-answer threat; her discard line is best when your hand has spare lands, blood-token fodder, redundant removal, or recursive value from Takenuma, Abandoned Mire. Avoid plus abilities that discard your only stabilizer, only fourth land, or only answer to a visible threat.

- Sheoldred, the Apocalypse: Commit Sheoldred, the Apocalypse when the opponent’s board is checked or when her life swing is the only stabilizing line. Sequence discard before Sheoldred when a known counterspell, exile removal, or sweeper can be taken; sequence removal before Sheoldred when an existing attack would still race her. She is especially punishing with both players drawing naturally and with your filtering engines, but do not rely on that synergy if Veles shows lethal pressure, open removal, or an unanswered go-wide board.

- Unholy Annex // Ritual Chamber: Treat Unholy Annex // Ritual Chamber as a major advantage engine that must be timed around pressure and life total. Card text check required for exact room sides, unlock timing, demon-making, and life-loss/draw details, so only choose legal unlock or room actions exposed by Veles. Cast or unlock it when you have stabilized or can use the extra cards to take over; delay it when spending four mana without affecting the board would expose you to lethal, planeswalker pressure, or a protected combat step.

- Mutavault: Use Mutavault as late-game pressure, planeswalker pressure, and a way to convert excess lands into damage. Do not animate it if doing so strands black or red mana for Fatal Push, Torch the Tower, Go for the Throat, Bloodtithe Harvester activation, Thoughtseize, or sideboard interaction. In combat, trade Mutavault only when the trade preserves life total, finishes a planeswalker, enables a decisive race, or makes your removal line better.

- Takenuma, Abandoned Mire: Treat Takenuma, Abandoned Mire as a land first and a late-game recursion spell only when mana is already secure. Channel it for Sheoldred, the Apocalypse, Graveyard Trespasser, Bloodtithe Harvester, Fear of Missing Out, or Reflection of Kiki-Jiki only when the graveyard and legal action text expose a useful return. Do not hold it so long that you miss early black mana.

- Lands: Sequence Blackcleave Cliffs early before it enters tapped, use Blood Crypt untapped when the current spell matters more than two life, and choose Blightstep Pathway color based on the hand’s first two turns. Use Blazemire Verge and Urborg, Tomb of Yawgmoth to smooth colors when Veles shows they support the needed spell; do not assume any special mana text beyond legal mana actions. Basic Swamp and Mountain matter for stable colors and life conservation, especially when Blood Crypt shocks would put you in burn or creature-combat range.

## Interaction Priorities
- Priority: Remove the card that changes the next combat step before removing the card that merely improves the opponent's long game. Fatal Push and Torch the Tower should answer early attackers, mana creatures, convoke enablers, sacrifice engines, or planeswalker pressure when those permanents convert immediately into damage or tempo.

- Priority: Use Thoughtseize to clear the card your current hand cannot beat, not the card with the highest abstract power. Take removal or permission before committing Sheoldred, the Apocalypse, Fable of the Mirror-Breaker, or Unholy Annex // Ritual Chamber; take a sweeper or payoff before extending multiple creatures; take a combo piece when the opponent's board is still manageable by removal.

- Priority: Save Go for the Throat for large nonartifact creatures that Fatal Push, Torch the Tower, and Bloodtithe Harvester cannot cleanly answer. Against artifact-heavy boards, verify the legal target text before relying on Go for the Throat, and shift priority toward Fatal Push, Torch the Tower, Bloodtithe Harvester, Liliana of the Veil, Invoke Despair, or Withering Torment if sideboarded.

- Priority: Use Torch the Tower when exile or one-mana efficiency matters. Card text check required for every bargain or exile line, so choose bargain only from visible legal actions; prefer it against recursive threats, small creatures that must not reach graveyard value, and planeswalkers close to a key activation.

- Priority: Preserve Bloodtithe Harvester when its activated ability is the only visible answer to a larger creature. Trade or attack with it when the opponent has no exposed must-kill creature, when Fable of the Mirror-Breaker can replace resources, or when forcing damage matters more than holding a delayed removal body.

- Priority: Use Liliana of the Veil sacrifice effects against a single protected, oversized, or otherwise hard-to-target threat. Do not use discard mode if it costs your only removal spell, fourth land, or stabilizing Sheoldred, the Apocalypse unless the opponent's known hand is more dangerous than the visible battlefield.

- Priority: Exile graveyard resources with Graveyard Trespasser before incidental drain targets. Take visible recursion, escape, reanimation, flashback, delve, or spell-chain fuel first; when racing, choose creature cards if the visible legal action produces life swing and no higher-value graveyard card is exposed.

- Priority: Ignore low-impact permanents when the opponent's next turn is defined by a larger threat, planeswalker, combo piece, or lethal attack. Rakdos Midrange wins by trading the correct answer for the correct threat, so do not spend Fatal Push, Torch the Tower, or Thoughtseize on cards already blanked by Sheoldred, the Apocalypse, Graveyard Trespasser, Mutavault pressure, or an active card engine.

- Priority: Against go-wide creature decks, removal priority shifts from single premium threats to damage prevention and sweeper setup. Sideboarded Anger of the Gods is the clean reset if legal and survivable; use spot removal before combat only when it prevents lethal, removes a key pump/enabler, or lets Anger of the Gods clean up the rest.

- Priority: Against graveyard decks, Leyline of the Void and Go Blank change interaction from trading cards to denying zones. Keep Graveyard Trespasser triggers pointed at the highest-impact visible graveyard cards, and do not overuse spot removal on creatures that are already contained by graveyard hate unless combat math requires it.

- Priority: Against spell-heavy control or combo, discard becomes the primary interaction and creature removal becomes narrow. Duress, Thought Distortion, Go Blank, Thoughtseize, and Damping Sphere should protect the clock or disrupt the engine; leave Fatal Push, Torch the Tower, and Go for the Throat for visible creatures that actually pressure life total or planeswalkers.

## Combat And Trading Rules
- Priority: Attack when the exchange advances a race, pressures a planeswalker, or turns excess lands into damage through Mutavault. Do not attack with Bloodtithe Harvester, Graveyard Trespasser, Fear of Missing Out, or Mutavault if holding it back prevents a larger crack-back that your removal cannot cover.

- Priority: Block to preserve life total once the opponent can put you below a safe Sheoldred, the Apocalypse or Unholy Annex // Ritual Chamber setup range. Life is a resource early, but after Thoughtseize, Blood Crypt, room unlocks, or repeated attacks, trade creatures aggressively to keep the next draw step from becoming lethal.

- Priority: Trade Bloodtithe Harvester only after checking whether its activated ability answers a more important visible creature. If the opponent's board contains a large threat that Go for the Throat cannot hit or Fatal Push cannot currently kill, preserving Harvester is often worth taking a small hit.

- Priority: Trade Graveyard Trespasser less freely when its ward tax, graveyard pressure, and life swing are controlling the game. Trade it when the block stops lethal, removes an attacker your spells cannot answer, or protects Liliana of the Veil, Sheoldred, the Apocalypse, or an active Unholy Annex // Ritual Chamber.

- Priority: Treat Fear of Missing Out as an early pressure piece first and a blocker only when the board demands it. Card text check required for exact combat and filtering text, so follow visible legal actions; if its attack trigger or discard line is exposed, choose it only when the hand can afford the discard and the attack is not exposing you to lethal.

- Priority: Protect Sheoldred, the Apocalypse by removing evasive, trampling, or high-power attackers before combat when possible. Do not rely on Sheoldred to stabilize if the opponent can attack around her, remove her after blocks, or kill you through direct damage shown by public information.

- Priority: Use Mutavault as a threat when mana is otherwise unused, but do not animate it into open combat that strands removal or loses a needed land. Blocking with Mutavault is correct when it prevents lethal, preserves a planeswalker or Sheoldred, the Apocalypse, or trades for a creature that would otherwise demand a premium removal spell.

- Priority: Against aggressive decks, favor blocks and removal that reduce total incoming damage over preserving small value engines. Fable of the Mirror-Breaker and Unholy Annex // Ritual Chamber are powerful, but they are too slow if the visible board makes the next two combat steps decisive.

- Priority: Against control, attack with every safe recurring or resilient source of damage, especially Mutavault and ward-taxing Graveyard Trespasser. Avoid overcommitting multiple creatures into a likely sweeper when one creature plus Mutavault already forces action.

- Priority: Against midrange mirrors, trade creatures when your remaining hand or engine is stronger, and preserve creatures when the opponent is empty-handed or removal-light after Thoughtseize. Sheoldred, the Apocalypse and Unholy Annex // Ritual Chamber reward longer games, so combat should either protect those engines or force the opponent to spend answers inefficiently.

## Selection And Tutor Rules
- Priority: Treat this list as a pseudo-selection deck, not a tutor deck. There is no main-deck card that reliably searches for any card you want, so selection decisions are about preserving land drops, converting dead interaction, and choosing which threat or answer to buy back with visible legal actions.

- Priority: Use Fable of the Mirror-Breaker filtering to fix the next two turns, not to chase abstract card quality. Discard excess lands after the fourth land unless Mutavault activation, Takenuma, Abandoned Mire channel, double-spell turns, or Sheoldred, the Apocalypse mana still matter; discard creature removal first against control or combo; discard Thoughtseize first when life is pressured and the opponent's hand is already known or empty.

- Priority: Keep lands through the third land drop unless the hand already has stable black and red access and a clear curve. Rakdos Midrange loses many good hands by missing the third land for Graveyard Trespasser, Fable of the Mirror-Breaker, and Unholy Annex // Ritual Chamber, or the fourth land for Sheoldred, the Apocalypse and multiple-spell turns.

- Priority: Sequence discard-driven selection before committing threats when the hand needs matchup information. Thoughtseize should often precede Fable of the Mirror-Breaker or Unholy Annex // Ritual Chamber if it can reveal whether the opponent is holding removal, a sweeper, a combo piece, or a planeswalker that changes the threat choice.

- Priority: Use Takenuma, Abandoned Mire as a late-game selection and recursion land when mana is already sufficient. Card text check required for exact channel cost reductions and milling behavior, so choose the recursion target from visible legal actions only; prioritize Sheoldred, the Apocalypse, Graveyard Trespasser, Bloodtithe Harvester, or Fable of the Mirror-Breaker when that permanent immediately stabilizes, pressures, or answers the board.

- Priority: Treat Fear of Missing Out as conditional filtering, not automatic velocity. Card text check required for exact trigger and delirium text, so discard or surveil only when visible legal actions show the choice and the hand can afford the card loss; keep removal, fourth land, and a stabilizing threat over speculative graveyard setup.

- Priority: Choose Graveyard Trespasser graveyard targets as selection denial. Exile the opponent's visible card that enables recursion, escape, reanimation, flashback, delve, or future value before taking a low-impact card for incidental life swing; exile your own card only when the legal action makes that clearly better for survival or racing.

- Priority: Use Bloodtithe Harvester blood-token style filtering only when the exchanged card is currently worse than a random draw. Card text check required for exact token availability and activation costs; do not spend a removal spell, fourth land, or unique threat to dig unless the visible board or known hand demands an answer immediately.

## Priority And Stack Rules
- Priority: Spend instant-speed removal at the latest safe window unless damage, triggers, crew/animation, sacrifice value, or a combat trick makes waiting worse. Fatal Push, Go for the Throat, Torch the Tower, and Bloodtithe Harvester can punish attacks and end-step commitments, but remove a creature before combat if it has an attack trigger, threatens lethal, protects a planeswalker attack, or would make blocks impossible.

- Priority: Let low-impact spells resolve when the current answer is needed for a more dangerous permanent. Rakdos Midrange should not answer every stack object; preserve Fatal Push, Go for the Throat, Torch the Tower, Thoughtseize follow-up information, and Bloodtithe Harvester activations for cards that change combat, engine output, or lethal timing.

- Priority: Cast Thoughtseize during the main phase before choosing a threat when hand information changes sequencing. Against open mana, use Thoughtseize to clear the path for Sheoldred, the Apocalypse, Fable of the Mirror-Breaker, or Unholy Annex // Ritual Chamber; against fast boards, do not spend two life and mana on Thoughtseize if visible combat damage already demands removal.

- Priority: Use Torch the Tower on stack or battlefield windows where exile or one-mana efficiency is decisive. Card text check required for exact bargain and exile handling, so bargain only from visible legal choices; prefer Torch the Tower for recursive creatures, small must-answer threats, and planeswalkers near a relevant activation when the legal action supports that target.

- Priority: Activate Bloodtithe Harvester before losing it to combat or removal when its target is already exposed. Do not wait for a theoretical larger creature if the current visible threat will dominate combat, kill Liliana of the Veil, or force an unfavorable block next turn.

- Priority: Use Liliana of the Veil activations only after checking hand texture and stack risk. Discard mode is strongest when your remaining card is redundant or recursive and the opponent is resource constrained; sacrifice mode is strongest against a single protected or oversized creature; avoid activating into a board where the opponent can sacrifice a token and attack Liliana down for free.

- Priority: Time Graveyard Trespasser triggers and ward pressure around opponent resources. If the opponent must answer it through ward, force them to spend a card or delay removal when possible; when a trigger offers graveyard targets, choose the card that changes future legal lines rather than the card with the cleanest life-total swing.

- Priority: Commit Sheoldred, the Apocalypse when the stack is clear enough that untapping or one draw step is likely to matter. Do not tap out into known removal if Fable of the Mirror-Breaker, Mutavault pressure, or discard plus removal can force the opponent to act first; do tap out when life total, opposing draw effects, or combat pressure make waiting worse.

- Priority: Unlock or use Unholy Annex // Ritual Chamber only when the life, mana, and board tempo are acceptable. Card text check required for exact room halves and triggers, so follow visible legal actions; prefer the card-advantage side in stable midrange or control games and avoid slow room investment when the opponent's next combat step is the deciding event.

## Sideboard Map
- Core rule: Sideboard to sharpen the role, not to change Rakdos Midrange into a narrow answer deck. Keep enough threats, card advantage, and mana to win after trading resources; avoid loading the deck with reactive cards that do not pressure life totals, planeswalkers, hands, or graveyards.

- Duress role: Add Duress against control, combo, ramp, spell-heavy midrange, and decks where the key exchange is on the stack or in hand. It should clear the path for Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, Sheoldred, the Apocalypse, Thought Distortion, or Invoke Despair, and it should take sweepers, planeswalkers, combo enablers, card draw, or protection before damage-based creatures. Duress is weak against creature-saturation aggro when the opponent can empty their hand quickly; in those games Thoughtseize is still flexible, but too many one-mana discard effects can cost tempo and life-equity.

- Leyline of the Void role: Add Leyline of the Void against graveyard combo, recursive creature decks, self-mill, reanimation, escape-style threats, and decks where graveyard size is a major resource. It changes the role from incremental graveyard pressure with Graveyard Trespasser to hard denial from the opening hand; mulligan decisions may improve when Leyline of the Void is present and the matchup truly depends on graveyards. Leyline of the Void is weak against fair creature decks that can win from battlefield tempo alone, and it is especially risky when drawn late without affecting the current board.

- Damping Sphere role: Add Damping Sphere against spell-chain combo, high-mana engines, and decks that rely on producing unusually large mana or casting many spells in one turn. It is a tempo lock piece, so pair it with pressure from Bloodtithe Harvester, Graveyard Trespasser, Mutavault, Fable of the Mirror-Breaker, or Sheoldred, the Apocalypse rather than keeping passive hands. Damping Sphere is weak when the opponent plays one efficient spell per turn or when your own double-spell turns are the cleaner path to stabilize.

- Anger of the Gods role: Add Anger of the Gods against wide creature decks, recursive small creatures, and boards where a single sweeper resets pressure better than one-for-one removal. Card text check required for exact exile handling in the current rules engine, so treat exile value as conditional on visible legal resolution; the tactical baseline is that Anger of the Gods buys time for Unholy Annex // Ritual Chamber and Sheoldred, the Apocalypse. Anger of the Gods is weak when your own battlefield is already the main way to survive or when the opponent presents few creatures.

- Ray of Enfeeblement role: Add Ray of Enfeeblement against white creature decks and small-creature strategies where one cheap answer changes combat or protects Liliana of the Veil. Card text check required for exact color bonus text, so use it according to visible legal target text. Ray of Enfeeblement is weak against nonwhite threats, large creatures, planeswalkers, and spell-based decks.

- Go Blank role: Add Go Blank against slower midrange, control, graveyard recursion, and combo hands that need both cards and graveyard access. It is strongest after Thoughtseize or Duress identifies a resource-light hand and before the opponent can convert cards into battlefield pressure. Go Blank is weak against fast creature decks where spending turn three without affecting the board risks losing to combat.

- Thought Distortion role: Add Thought Distortion against control and spell-combo when the game is expected to reach six mana and the opponent’s hand matters more than their board. It is a commitment card: cast it when the visible board is stable enough and the payoff can effectively end the opponent’s resource plan. Thought Distortion is weak against aggressive decks, low-curve creature decks, and any game where reaching six mana is unlikely.

- Invoke Despair role: Add Invoke Despair against grindy midrange, planeswalker-heavy control, enchantment-heavy engines, and opponents that present multiple permanent types. Card text check required for exact sacrifice/draw/life-loss sequence, so choose it when visible legal action text confirms it hits relevant permanents or pressures an empty board. Invoke Despair is weak when mana is strained, the opponent floods the board with expendable permanents, or the matchup is decided before five mana.

- Withering Torment role: Add Withering Torment when an opposing enchantment, indestructible-style threat, or hard-to-answer permanent class is central to the matchup. Card text check required for exact target restrictions and cost, so use it only from visible legal actions and known matchup need. Withering Torment is weak when the opponent’s threats are ordinary creatures already handled by Fatal Push, Go for the Throat, Torch the Tower, and Bloodtithe Harvester.

Creature Aggro Balanced Plan
Side in: 1 Anger of the Gods; 1 Ray of Enfeeblement
Cut: 1 Liliana of the Veil; 1 Thoughtseize

- Aggro rule: Add role cards that affect the battlefield immediately and reduce main-deck emphasis on life-cost discard and slow attrition. Keep Fatal Push, Torch the Tower, Go for the Throat, Bloodtithe Harvester, and enough cheap red/black mana. Sheoldred, the Apocalypse becomes a stabilizing finisher, not a luxury threat; protect life total and survive to the first draw-step swing.

Graveyard Engine Balanced Plan
Side in: 4 Leyline of the Void; 1 Go Blank
Cut: 2 Torch the Tower; 1 Liliana of the Veil; 1 Unholy Annex // Ritual Chamber; 1 Fear of Missing Out

- Graveyard rule: Add role cards that shut down graveyard scaling before the opponent establishes inevitability. Graveyard Trespasser remains useful because it pressures life and attacks hand resources through ward, but Leyline of the Void should carry the graveyard-denial burden when it appears early. Reduce main-deck emphasis on narrow small-creature removal only when the opponent’s battlefield plan is secondary.

Control Balanced Plan
Side in: 3 Duress; 1 Thought Distortion; 1 Invoke Despair; 1 Go Blank
Cut: 4 Fatal Push; 2 Torch the Tower

- Control rule: Add role cards that attack hand, sweepers, planeswalkers, and late-game engines while reducing main-deck emphasis on creature-only removal. Thoughtseize and Duress should often precede the threat that matters most, especially Sheoldred, the Apocalypse, Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, Invoke Despair, or Thought Distortion. Mutavault is important after sweepers, so preserve land drops and avoid discarding creature lands too early to Fable of the Mirror-Breaker.

Spell Combo Or Big Mana Balanced Plan
Side in: 3 Duress; 2 Damping Sphere; 1 Thought Distortion; 1 Go Blank
Cut: 4 Fatal Push; 2 Torch the Tower; 1 Go for the Throat

- Combo rule: Add role cards that delay the critical turn and strip the payoff before committing a slow threat. Damping Sphere should be backed by a clock; a hand with Damping Sphere but no pressure may still lose after the opponent answers it. Thought Distortion is a late lock only after the game is slowed; do not keep a hand that relies on casting it without early interaction.

Grindy Midrange Balanced Plan
Side in: 1 Go Blank; 1 Invoke Despair; 1 Withering Torment
Cut: 2 Torch the Tower; 1 Fatal Push

- Midrange rule: Add role cards that punish resource buildup and awkward permanent types while preserving enough removal for real creatures. Unholy Annex // Ritual Chamber, Fable of the Mirror-Breaker, Graveyard Trespasser, Sheoldred, the Apocalypse, and Mutavault are central to winning after trades; avoid overloading on discard if both players are top-decking quickly.

- Role-change rule: On the play, lean slightly more proactive with Bloodtithe Harvester, Fear of Missing Out, Fable of the Mirror-Breaker, and Mutavault pressure after a discard spell. On the draw, value cheap removal and stabilizing life-total decisions more highly, especially before investing mana into Unholy Annex // Ritual Chamber or a five/six-mana sideboard card.

## Matchup Guidance

- Aggro: Prioritize immediate board control over pure hand pressure, especially on the draw. Keep hands with Fatal Push, Torch the Tower, Bloodtithe Harvester, Go for the Throat, and two functional lands more often than hands that only contain Thoughtseize plus slow engines. Preserve life total when the opponent already has pressure; Thoughtseize should take the card that makes the next two turns impossible, not a distant value card. Add role cards: Anger of the Gods and Ray of Enfeeblement when the opposing creatures are small, numerous, or white. Reduce main-deck emphasis: Liliana of the Veil, some life-cost discard, and the slowest attrition card when survival to turn four is not assured.

- Go-wide decks: Treat sweepers and tempo-negative attacks as the key decision points. Anger of the Gods is the highest-impact sideboard card when the visible board can be reset by one legal cast; Card text check required for exact exile behavior, so rely on the rules engine for final resolution. Do not expose Sheoldred, the Apocalypse or Graveyard Trespasser to a losing race if holding removal produces a better stabilization turn. Bloodtithe Harvester can trade early or supply later removal, but do not save it for maximum value if blocking preserves enough life to untap into Fable of the Mirror-Breaker or Unholy Annex // Ritual Chamber.

- Burn: Protect life total as a resource, but do not become passive if the opponent is low on cards. Thoughtseize is worse as life total shrinks, so cast it early only when it removes a lethal burst, a key engine, or a card that beats Sheoldred, the Apocalypse. Sheoldred, the Apocalypse is the cleanest stabilizer when it resolves before lethal range; sequence discard or removal to make that window possible. Add role cards: Duress when burn is spell-dense, Go Blank when the opponent relies on hand size or graveyard recursion, and Ray of Enfeeblement only when visible legal targets justify it. Reduce main-deck emphasis: expensive engines that do not affect life or board before the next attack.

- Tempo: Trade mana efficiently and avoid spending the whole turn into open interaction without a reason. Thoughtseize is strongest before committing Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, or Sheoldred, the Apocalypse; take the counter, bounce, or threat that blocks the next profitable exchange. Fatal Push and Torch the Tower should answer early creatures before they compound damage, while Go for the Throat should be conserved for larger single threats when the opponent presents both small and large creatures. Mutavault is useful after both players trade resources, but do not animate it into obvious open removal unless pressure or lethal math requires it.

- Control: Become the threat-plus-discard deck, not the creature-removal deck. Thoughtseize and Duress should clear sweepers, permission, planeswalkers, or card-advantage engines before committing Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Fable of the Mirror-Breaker, Invoke Despair, or Thought Distortion. Mutavault is a major pressure source because it survives many sorcery-speed answers; keep making land drops and avoid discarding excess lands too casually when creature-land pressure matters. Add role cards: Duress, Thought Distortion, Go Blank, Invoke Despair, and Withering Torment when enchantments or other hard-to-answer permanents are central. Reduce main-deck emphasis: Fatal Push, Torch the Tower, and creature-only removal when legal targets are scarce.

- Combo: Disrupt the hand first, then present a clock before the opponent rebuilds. Thoughtseize and Duress should target the payoff, enabler, protection, or engine piece that the visible hand or public information makes most urgent. Damping Sphere matters only if it delays the actual kill; pair it with Bloodtithe Harvester, Fear of Missing Out, Graveyard Trespasser, Mutavault, Fable of the Mirror-Breaker, or Sheoldred, the Apocalypse pressure. Thought Distortion is a late lock, not a keepable early plan by itself. Add role cards: Duress, Damping Sphere, Thought Distortion, Go Blank, Leyline of the Void when the combo uses the graveyard. Reduce main-deck emphasis: creature removal that has no visible targets.

- Big mana: Attack setup and payoff windows rather than fighting every minor resource. Thoughtseize and Duress should take the payoff if the opponent already has mana, or the acceleration/card-selection piece if the payoff is not visible and the clock is ready. Damping Sphere is strongest before the opponent’s explosive turn and weakest if played after they already have enough mana. Use Bloodtithe Harvester, Fear of Missing Out, Graveyard Trespasser, Fable of the Mirror-Breaker, and Mutavault to shorten the game while disruption buys time. Add role cards: Damping Sphere, Duress, Thought Distortion, Go Blank, Invoke Despair. Reduce main-deck emphasis: Fatal Push and Torch the Tower unless the opponent’s mana plan uses creatures.

- Midrange: Preserve engines, force awkward trades, and avoid spending premium removal on low-impact creatures unless tempo demands it. Unholy Annex // Ritual Chamber, Fable of the Mirror-Breaker, Graveyard Trespasser, Sheoldred, the Apocalypse, Liliana of the Veil, and Mutavault are the core cards after both players trade resources. Thoughtseize is best when it protects a permanent that will dominate several turns or removes the opponent’s only clean answer to Sheoldred, the Apocalypse. Add role cards: Go Blank, Invoke Despair, Withering Torment, and sometimes Duress when the opponent is spell-heavy. Reduce main-deck emphasis: Torch the Tower or Fatal Push only when their creature targets are poor.

- Removal-heavy decks: Make every threat require a different answer and sequence creature lands carefully. Lead with threats that trade acceptably, then use Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, Takenuma, Abandoned Mire, and Mutavault to keep material flowing. Graveyard Trespasser is valuable when its ward taxes removal and its graveyard pressure matters, but do not assume it is protected from all legal answers. Sheoldred, the Apocalypse should be committed when discard has lowered answer density or when waiting gives the opponent too much time. Add role cards: Duress, Go Blank, Invoke Despair, and Thought Distortion against slower spell-heavy removal decks.

- Graveyard decks: Decide whether Leyline of the Void is a primary lock or just a delay, then play accordingly. If Leyline of the Void starts in play, pressure quickly so the opponent cannot draw into answers and restart their engine. Graveyard Trespasser and Go Blank add secondary pressure, but they should not substitute for a faster clock when the opponent can rebuild. Thoughtseize and Duress should take the card that removes the hate piece or the card that wins through it. Add role cards: Leyline of the Void, Go Blank, Duress, Thought Distortion when the graveyard deck is spell-combo or control-adjacent. Reduce main-deck emphasis: narrow creature removal only when battlefield threats are not central.

- Artifact/enchantment decks: Identify whether the permanent is an engine, a threat, or a lock piece before spending interaction. Withering Torment is the dedicated answer when visible legal targets match the matchup need; Card text check required for exact restrictions, so follow engine output. Invoke Despair can punish multiple permanent types or pressure an opponent relying on noncreature permanents, but it is slow if the battlefield is already dangerous. Thoughtseize and Duress should remove the permanent that invalidates your removal or makes your engines too slow. Add role cards: Withering Torment, Duress, Invoke Despair, Thought Distortion for slow spell-based builds. Reduce main-deck emphasis: Go for the Throat, Fatal Push, and Torch the Tower when the opponent has few creature targets.

- Single-threat decks: Save the correct answer for the threat that matters and do not waste Go for the Throat on a creature that Fatal Push or Torch the Tower can handle. Thoughtseize is often strongest before the threat resolves, while Liliana of the Veil is strong when the opponent presents one creature and few expendable permanents. Bloodtithe Harvester can answer mid-sized creatures later, so avoid trading it off early unless life total demands it. Add role cards: Ray of Enfeeblement for white threats, Withering Torment for hard-to-answer permanent types, Duress when protection or permission is the real issue. Reduce main-deck emphasis: sweepers and broad graveyard hate unless public information shows those roles matter.

## Specific Matchup Notes
- General/archetype-only note: Exact opponents are absent, so revealed cards, public zones, legal actions, and rules-engine prompts override these assumptions. Use these notes as matchup priors for Thoughtseize, Duress, removal allocation, sideboard role cards, and threat timing, not as hidden-information claims.

- Against creature aggro: Prioritize survival before card advantage. Fatal Push, Torch the Tower, Go for the Throat, Bloodtithe Harvester, and Anger of the Gods are the likely stabilizing cards; Sheoldred, the Apocalypse becomes the closer after the first attack wave is contained. Add role cards: Anger of the Gods, Ray of Enfeeblement when white creatures are central, and Withering Torment only when visible permanents make it relevant. Reduce main-deck emphasis: Thoughtseize on low life total and slow discard-heavy lines when the opponent is emptying hand quickly. Priority targets: haste threats, snowballing one- or two-mana creatures, protection spells if public information shows them, and any permanent that makes damage-based trading fail.

- Against control: Prioritize discard-backed engines over trading one-for-one with irrelevant answers. Thoughtseize and Duress should take sweepers, hard permission, planeswalkers, or the clean answer to Unholy Annex // Ritual Chamber, Fable of the Mirror-Breaker, Sheoldred, the Apocalypse, Invoke Despair, or Thought Distortion. Add role cards: Duress, Thought Distortion, Go Blank, Invoke Despair, and Withering Torment when visible enchantments or other noncreature permanents matter. Reduce main-deck emphasis: Fatal Push, Torch the Tower, and some Go for the Throat when creature targets are scarce. Priority targets: sweepers before committing multiple creatures, counterspells before a decisive five- or six-mana spell, and card-advantage engines before redundant spot removal.

- Against combo: Prioritize hand disruption plus a fast clock. Thoughtseize and Duress should take the payoff if the opponent can execute soon, or the enabler if the payoff is absent and the clock is already present. Damping Sphere matters when it delays the visible engine; Leyline of the Void matters only when the graveyard is part of the kill or rebuild. Add role cards: Duress, Damping Sphere, Thought Distortion, Go Blank, and Leyline of the Void for graveyard combo. Reduce main-deck emphasis: creature removal with no visible legal targets. Priority targets: payoff, protection, mana engine, then card selection.

- Against graveyard decks: Mulligan and sideboard according to whether Leyline of the Void is a lock piece or a delay. Graveyard Trespasser and Go Blank reinforce pressure, but do not let graveyard hate replace a clock when the opponent can answer it. Add role cards: Leyline of the Void, Go Blank, Duress, and Thought Distortion for slower spell-heavy builds. Reduce main-deck emphasis: narrow removal when battlefield threats are not central. Priority targets: hate removal, graveyard enablers, recursion payoff, then card draw.

- Against midrange mirrors: Preserve engines and diversify threats. Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, Graveyard Trespasser, Liliana of the Veil, Takenuma, Abandoned Mire, Mutavault, and Sheoldred, the Apocalypse are the cards most likely to matter after resources trade down. Add role cards: Go Blank, Invoke Despair, Withering Torment, and Duress when the opposing build is spell-heavy. Reduce main-deck emphasis: Torch the Tower and Fatal Push only when visible targets are weak. Priority targets: opposing engines, clean answers to Sheoldred, the Apocalypse, and cards that break parity after discard.

## Risk Summary
- Mana risk: Keep hands that cast spells on time, not hands with attractive names and no curve. Mutavault, Takenuma, Abandoned Mire, Urborg, Tomb of Yawgmoth, Blood Crypt, Blackcleave Cliffs, Blightstep Pathway, Blazemire Verge, Swamp, and Mountain must be sequenced around early black for Thoughtseize and Fatal Push, early red for Torch the Tower and Bloodtithe Harvester, and double pressure turns involving Fable of the Mirror-Breaker or Unholy Annex // Ritual Chamber.

- Matchup risk: Do not follow archetype priors after revealed cards contradict them. If the opponent shows few creatures, reduce removal emphasis; if the opponent shows fast pressure, delay slow discard or painful Thoughtseize lines unless the target prevents lethal or protects stabilization.

- Draw risk: Unholy Annex // Ritual Chamber and Fable of the Mirror-Breaker can convert resources, but they are slow under a short clock. Sheoldred, the Apocalypse rewards draw-heavy games, yet committing it into open interaction without discard support can trade down.

- Over-sideboarding risk: Do not dilute the main plan with every sideboard card that loosely applies. Leyline of the Void, Damping Sphere, Duress, Thought Distortion, Go Blank, Invoke Despair, Ray of Enfeeblement, Anger of the Gods, and Withering Torment need matchup evidence or a clear role.

- Graveyard risk: Leyline of the Void can be strong but does not win alone. Graveyard Trespasser and Go Blank should support pressure, not justify slow hands with no Bloodtithe Harvester, Fear of Missing Out, Fable of the Mirror-Breaker, Mutavault, or Sheoldred, the Apocalypse.

- Sweeper/removal risk: Anger of the Gods can erase your own Bloodtithe Harvester, Fear of Missing Out, and Graveyard Trespasser if used carelessly. Fatal Push, Torch the Tower, and Go for the Throat should be matched to threats by urgency and legality, not spent automatically.

- Closer risk: Sheoldred, the Apocalypse, Invoke Despair, Unholy Annex // Ritual Chamber, and Mutavault are closing tools, but none should be treated as guaranteed. Protect them with Thoughtseize or Duress when the opponent’s public posture suggests a clean answer.

- Interaction and sequencing risk: Thoughtseize, Duress, Liliana of the Veil, Bloodtithe Harvester activation, and removal timing must respect the current legal action list. Do not assume a discard window, revolt state, target legality, ward/tax outcome, or damage result unless Forge exposes it.

## Test Feedback Checklist
- Deciding factor: After each game, identify whether the result came from battlefield stabilization, discard timing, engine advantage, mana failure, closing speed, sideboard impact, or a single unhandled permanent. Tie the answer to exact cards such as Fatal Push, Thoughtseize, Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, Sheoldred, the Apocalypse, Mutavault, or the relevant sideboard card.

- Mulligans: Record whether the opener had castable early interaction and a coherent first three turns. Flag keeps that leaned on Mutavault, Takenuma, Abandoned Mire, or Urborg, Tomb of Yawgmoth without enough colored mana for Thoughtseize, Fatal Push, Torch the Tower, Bloodtithe Harvester, or Fear of Missing Out.

- Mana: Track every game where a spell was stranded by color, tap timing, or land sequencing. Note whether Blackcleave Cliffs, Blood Crypt, Blightstep Pathway, Blazemire Verge, Swamp, Mountain, Urborg, Tomb of Yawgmoth, Mutavault, or Takenuma, Abandoned Mire caused the bottleneck or solved it.

- Velocity: Ask whether the deck spent mana every turn while still interacting. Mark games where Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, Fear of Missing Out, Bloodtithe Harvester, or Graveyard Trespasser converted early resources into pressure, and mark games where the hand stalled with expensive or reactive cards.

- Engines: Evaluate whether Fable of the Mirror-Breaker and Unholy Annex // Ritual Chamber were played at the right window. If either engine was cast while under a short clock, record whether a removal spell, blocker, or discard spell would have prevented more damage.

- Removal: Review each Fatal Push, Torch the Tower, Go for the Throat, Bloodtithe Harvester activation, Ray of Enfeeblement, Anger of the Gods, and Withering Torment for urgency. Ask whether the chosen target was the current lethal threat, the snowball threat, the only legal target, or merely the first visible target.

- Discard: Review Thoughtseize, Duress, Go Blank, Thought Distortion, and Liliana of the Veil for target quality and timing. Ask whether discard protected Sheoldred, the Apocalypse, Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, Invoke Despair, or a stabilizing removal turn.

- Sideboard: After each post-board game, record which sideboard card actually changed a decision or board state. Separate Leyline of the Void, Damping Sphere, Duress, Thought Distortion, Go Blank, Anger of the Gods, Ray of Enfeeblement, Invoke Despair, and Withering Torment by proven impact, stranded draw, and matchup mismatch.

- Closing: Identify whether the game was closed by Sheoldred, the Apocalypse, Mutavault, Graveyard Trespasser, Bloodtithe Harvester, Fear of Missing Out, Fable of the Mirror-Breaker pressure, Unholy Annex // Ritual Chamber advantage, or Invoke Despair. Flag games where stabilization happened but the opponent had too many draw steps.

- Role: Ask whether Rakdos Midrange correctly acted as control, pressure, or attrition. Mark mistakes where Thoughtseize cost life in a race, removal was held too long against aggro, or engines were delayed too long against control.

- Stranded cards: List cards that remained uncast, unused, or low impact. Pay special attention to Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Liliana of the Veil, Go for the Throat, Leyline of the Void, Damping Sphere, Thought Distortion, Invoke Despair, and Anger of the Gods.

- Overperformers and underperformers: Record which cards repeatedly won exchanges or failed to matter. Use game context, not card reputation, when judging Bloodtithe Harvester, Fear of Missing Out, Graveyard Trespasser, Fable of the Mirror-Breaker, Torch the Tower, and each sideboard card.

## First Tuning Questions
- Card quantities: Are 4 Unholy Annex // Ritual Chamber correct, or are slow engine draws costing games against fast creature decks? Compare games where it stabilized with games where Fatal Push, Torch the Tower, Bloodtithe Harvester, or Anger of the Gods was needed first.

- Card quantities: Is 3 Sheoldred, the Apocalypse the right closer count, or does the deck either flood on four-mana threats or fail to finish after trading resources? Check whether Sheoldred, the Apocalypse is stranded, answered immediately, or consistently forces winning lines.

- Card quantities: Is 4 Fear of Missing Out advancing the deck’s pressure and card-flow plan, or does it underperform when the graveyard, discard, or attack conditions are not aligned? Compare it directly to Bloodtithe Harvester and Graveyard Trespasser in early combat roles.

- Mana: Does the 25-land configuration reliably cast early black and red spells while supporting Mutavault pressure? Track whether Blazemire Verge, Blightstep Pathway, Blood Crypt, Blackcleave Cliffs, Swamp, Mountain, Urborg, Tomb of Yawgmoth, and Takenuma, Abandoned Mire create repeated awkward openings.

- Aggro plan: Is the deck losing before Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, or Sheoldred, the Apocalypse can matter? If yes, question whether the balance among Fatal Push, Torch the Tower, Go for the Throat, Anger of the Gods, and Ray of Enfeeblement is sufficient.

- Control plan: Is the deck presenting enough must-answer threats after discard? If control games go long without pressure, examine whether Duress, Thought Distortion, Go Blank, Invoke Despair, Mutavault, Fable of the Mirror-Breaker, and Unholy Annex // Ritual Chamber are aligned or pulling in different directions.

- Graveyard plan: Are 4 Leyline of the Void necessary, or are too many opening hands weakened by a card that does not affect the battlefield? Compare Leyline of the Void impact with Graveyard Trespasser and Go Blank in actual graveyard matchups.

- Sideboard slots: Are Damping Sphere, Withering Torment, Ray of Enfeeblement, Anger of the Gods, Thought Distortion, Go Blank, and Invoke Despair each solving a distinct matchup problem? Mark any card that is brought in often but rarely changes decisions.

- Role conflicts: Does the deck sometimes overload on discard and engines while lacking immediate board control? Review hands containing Thoughtseize, Duress, Liliana of the Veil, Fable of the Mirror-Breaker, and Unholy Annex // Ritual Chamber without Fatal Push, Torch the Tower, Go for the Throat, or Bloodtithe Harvester.

- Closing speed: Are Mutavault, Graveyard Trespasser, Fear of Missing Out, Bloodtithe Harvester, Sheoldred, the Apocalypse, and Invoke Despair enough to end games after stabilization? If opponents recover from low resources, prioritize testing threat density and post-board pressure plans.

## Veles Tactical Policy

### Policy: Opening Hand Role Gate
Priority: High
Decision families: mulligan
Cards: Thoughtseize; Fatal Push; Torch the Tower; Bloodtithe Harvester; Fear of Missing Out; Graveyard Trespasser; Fable of the Mirror-Breaker; Unholy Annex // Ritual Chamber; Sheoldred, the Apocalypse
Phase windows: opening hand, mulligan decisions, pregame
Runtime cues: prompt:mulligan; visible opening hand; known matchup label
Use when: Choose keep or mulligan from visible hand, known play/draw status, land count, colors, and matchup role.
Avoid when: Do not keep a hand that cannot cast any early spell by turn two unless a free sideboard permanent or matchup-specific reason is visible.
Instructions: Keep hands with two to four lands, black access, and at least one early action against unknown decks. Against pressure, value Fatal Push, Torch the Tower, Bloodtithe Harvester, and cheap blockers over slow engines. Against control or combo, value Thoughtseize plus a threat or engine. Treat one-land hands as high risk unless legal draw smoothing and multiple cheap plays are visible. Treat five-land hands as keepable only with interaction plus a strong engine or creature-land pressure.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Leyline Pregame Placement
Priority: Medium
Decision families: pregame
Cards: Leyline of the Void
Phase windows: pregame replacement effects, opening hand after sideboard
Runtime cues: action:begin the game with Leyline of the Void; prompt:pregame
Use when: A legal action explicitly offers starting Leyline of the Void on the battlefield from the opening hand.
Avoid when: No legal action text explicitly names Leyline of the Void.
Instructions: Put Leyline of the Void onto the battlefield when the rules engine offers the pregame action. This is deterministic execution after sideboarding selected the graveyard plan.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Early Mana Setup
Priority: Medium
Decision families: mana
Cards: Blackcleave Cliffs; Blood Crypt; Blightstep Pathway; Blazemire Verge; Swamp; Mountain; Urborg, Tomb of Yawgmoth; Mutavault; Takenuma, Abandoned Mire
Phase windows: turns one to three, land play prompts, payment prompts
Runtime cues: prompt:play land; prompt:pay mana; visible hand colors
Use when: Select land sequencing or mana payment from visible lands and legal spells.
Avoid when: Do not spend Mutavault activation mana or Takenuma, Abandoned Mire utility mana if it prevents casting visible removal or discard needed this turn.
Instructions: Prioritize untapped black for Thoughtseize, Fatal Push, Graveyard Trespasser, Unholy Annex // Ritual Chamber, Liliana of the Veil, and Sheoldred, the Apocalypse. Preserve red for Bloodtithe Harvester, Torch the Tower, Fear of Missing Out, and Fable of the Mirror-Breaker. Sequence Blightstep Pathway face according to current hand, not speculative draws. Use Mutavault as a spell only when land drops and colored requirements are already satisfied.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: First Threat Or Engine Setup
Priority: Medium
Decision families: priority
Cards: Bloodtithe Harvester; Fear of Missing Out; Graveyard Trespasser; Fable of the Mirror-Breaker; Unholy Annex // Ritual Chamber
Phase windows: main phase, early turns with empty or stable stack
Runtime cues: prompt:priority; action:cast; visible hand contains early permanent
Use when: Choose the first proactive permanent after mana is available.
Avoid when: Opponent has a visible lethal or snowballing threat and a legal removal spell can answer it now.
Instructions: Lead with Bloodtithe Harvester when a body plus future removal matters. Lead with Fear of Missing Out when pressure and card-flow text are relevant; Card text check required for exact trigger and attack implications. Lead with Graveyard Trespasser when graveyard pressure, life-buffering, or discard-tax text matters; Card text check required for exact ward and transform rules. Lead with Fable of the Mirror-Breaker or Unholy Annex // Ritual Chamber when life total and board state allow a slower advantage turn.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Thoughtseize Commitment Gate
Priority: High
Decision families: interaction
Cards: Thoughtseize; Duress; Go Blank; Thought Distortion
Phase windows: main phase before committing threats, post-board disruption turns
Runtime cues: action:cast Thoughtseize; action:cast Duress; action:cast Go Blank; action:cast Thought Distortion
Use when: Decide whether to spend discard before advancing the board.
Avoid when: Do not cast life-loss discard into an immediate race if visible board pressure makes the life payment materially dangerous and removal is legal.
Instructions: Use Thoughtseize to clear interaction before Sheoldred, the Apocalypse, Fable of the Mirror-Breaker, Unholy Annex // Ritual Chamber, or Invoke Despair. Use Duress and Thought Distortion against noncreature-heavy opponents when the goal is to force through engines or prevent sweepers and card draw. Use Go Blank when both hand pressure and graveyard pressure are relevant. Choose discard targets from revealed legal options by current threat, answer, or engine-breaker priority.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Removal Target Gate
Priority: High
Decision families: interaction
Cards: Fatal Push; Torch the Tower; Go for the Throat; Bloodtithe Harvester; Ray of Enfeeblement; Anger of the Gods; Withering Torment
Phase windows: opponent combat, end step, main phase, stack response windows
Runtime cues: action:cast Fatal Push; action:cast Torch the Tower; action:cast Go for the Throat; action:activate Bloodtithe Harvester; action:cast Ray of Enfeeblement; action:cast Anger of the Gods; action:cast Withering Torment
Use when: Select whether to answer a visible permanent or spell-linked threat now.
Avoid when: Do not spend premium removal on a low-pressure creature while a larger visible threat, lethal attacker, or must-answer engine remains legal to answer.
Instructions: Fatal Push and Torch the Tower should protect life total and tempo early. Go for the Throat should be reserved for creatures outside cheap-damage range when legal. Bloodtithe Harvester activation is a resource conversion, so account for losing the body. Anger of the Gods is a commitment gate; cast it when visible board damage or graveyard-recursion implications justify sweeping your own small creatures. Withering Torment requires Card text check required; use only when legal text matches the permanent or effect to answer.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sheoldred Tap-Out Gate
Priority: High
Decision families: priority
Cards: Sheoldred, the Apocalypse; Thoughtseize; Duress; Fable of the Mirror-Breaker; Unholy Annex // Ritual Chamber
Phase windows: main phase with four mana, post-discard windows, stabilized boards
Runtime cues: action:cast Sheoldred, the Apocalypse
Use when: Decide whether to tap out for Sheoldred, the Apocalypse.
Avoid when: Do not cast Sheoldred, the Apocalypse into visible lethal crack-back if a legal removal spell or blocker line prevents death.
Instructions: Cast Sheoldred, the Apocalypse when it stabilizes life, punishes draw steps, or demands an answer after discard. Delay it when holding up removal is required to survive. Prefer discard first if mana permits and opponent interaction is unknown but legally revealable. Against control, Sheoldred is a clock; against aggro, it is a stabilizer only if the turn cycle is survivable.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Fable And Annex Commitment Gate
Priority: Medium
Decision families: priority
Cards: Fable of the Mirror-Breaker; Unholy Annex // Ritual Chamber; Bloodtithe Harvester; Fear of Missing Out
Phase windows: main phase turns three to five, stable board, post-removal turns
Runtime cues: action:cast Fable of the Mirror-Breaker; action:cast Unholy Annex // Ritual Chamber
Use when: Decide whether to spend the turn on a value engine instead of immediate interaction.
Avoid when: Do not cast a slow engine while a visible attack threatens a short-clock loss and a legal answer exists.
Instructions: Cast Fable of the Mirror-Breaker when the token, filtering, or later transformation can compound resources; Card text check required for exact chapter timing. Cast Unholy Annex // Ritual Chamber when the expected game length rewards repeat advantage; Card text check required for exact Room modes and loss-of-life terms. Prefer removal first when under pressure, then engine on the next safe window.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Bloodtithe Harvester Deterministic Activation Target
Priority: Low
Decision families: interaction
Cards: Bloodtithe Harvester
Phase windows: priority with Bloodtithe Harvester activation on stack or legal activation prompt
Runtime cues: action:target Bloodtithe Harvester
Use when: A legal target prompt for Bloodtithe Harvester shows exactly one opposing creature target.
Avoid when: More than one legal opposing creature target is visible.
Instructions: Choose the single visible opposing creature target for Bloodtithe Harvester when the target list contains exactly one opposing creature. This policy does not decide whether activating Bloodtithe Harvester was correct.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Attack And Creature-Land Pressure
Priority: Medium
Decision families: combat
Cards: Mutavault; Bloodtithe Harvester; Fear of Missing Out; Graveyard Trespasser; Sheoldred, the Apocalypse
Phase windows: beginning of combat, declare attackers, post-stabilization turns
Runtime cues: prompt:declare attackers; action:attack with Mutavault; action:attack with
Use when: Choose attacks after visible blockers, life totals, and crack-back damage are known.
Avoid when: Do not attack with a needed blocker under a short clock unless the attack creates lethal or forces a visibly decisive trade.
Instructions: Attack when pressure advances a closing clock without exposing stabilization. Mutavault is a strong post-removal threat but should not consume mana needed for instant-speed removal. Sheoldred, the Apocalypse may attack when lifelink is not required; Card text check required if any keyword or static text is uncertain. Fear of Missing Out attack requirements or bonuses need Card text check required before forcing risky combat.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Blocking And Survival Gate
Priority: High
Decision families: combat
Cards: Mutavault; Bloodtithe Harvester; Fear of Missing Out; Graveyard Trespasser; Sheoldred, the Apocalypse
Phase windows: declare blockers, before combat damage, first-strike or regular damage windows
Runtime cues: prompt:declare blockers; action:block with
Use when: Choose blocks from visible attackers, blockers, life totals, and legal instant-speed actions.
Avoid when: Do not preserve a creature over life total if visible damage creates lethal or a one-turn clock that cannot be answered.
Instructions: Block to prevent lethal first, then to preserve Sheoldred, the Apocalypse or an engine clock when life total permits. Trade Bloodtithe Harvester or Mutavault when it buys a full turn or removes a key attacker. Consider removal before blocks if it changes combat math. Do not assume hidden tricks; reason from visible mana, revealed cards, and legal actions.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard And Recursion Pressure
Priority: Medium
Decision families: interaction
Cards: Graveyard Trespasser; Leyline of the Void; Go Blank; Takenuma, Abandoned Mire
Phase windows: main phase, attack triggers, discard spells, channel or graveyard prompts
Runtime cues: action:cast Go Blank; action:activate Takenuma, Abandoned Mire; prompt:choose card from graveyard; visible graveyard
Use when: Decide graveyard interaction, recursion, or graveyard-dependent target choices.
Avoid when: Do not spend graveyard hate that does not affect the visible matchup plan while losing to battlefield pressure.
Instructions: Use Leyline of the Void and Go Blank when opposing graveyard resources are central or visibly accumulating. Use Graveyard Trespasser graveyard choices to reduce recursion, escape, delve, or flashback resources when the trigger allows it; Card text check required for exact trigger terms. Use Takenuma, Abandoned Mire only when the returned card or mill effect is worth the land and mana opportunity cost.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Discard Target From Revealed Hand
Priority: Medium
Decision families: selection
Cards: Thoughtseize; Duress; Go Blank; Liliana of the Veil
Phase windows: discard resolution, hand-reveal prompts, planeswalker ability prompts
Runtime cues: prompt:choose card from opponent hand; action:target opponent Thoughtseize; action:target opponent Duress
Use when: A discard spell or ability presents visible legal card choices from opponent hand.
Avoid when: Do not choose a card outside the legal candidate list, and do not infer hidden duplicates.
Instructions: Take the card that most directly beats the current plan: removal for Sheoldred or engines, sweeper against multiple threats, combo piece against combo, draw engine against control, or lethal threat against aggro. If two cards are comparable, prefer the one the opponent can cast soonest from visible mana. Liliana of the Veil choices require Card text check required for exact ability and discard symmetry.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Fable Filtering And Hand Conversion
Priority: Medium
Decision families: selection
Cards: Fable of the Mirror-Breaker; Fear of Missing Out
Phase windows: chapter or triggered selection prompts, draw-discard prompts
Runtime cues: prompt:discard then draw; prompt:choose cards to discard; visible hand
Use when: Resolve filtering from visible hand and current role.
Avoid when: Do not discard the only castable removal spell against a lethal or short-clock board.
Instructions: Discard excess lands after land four unless Mutavault pressure or Sheoldred mana is needed. Discard redundant expensive engines under pressure. Keep Thoughtseize or Duress when it protects the next key permanent. Keep removal when opponent board is ahead. Fear of Missing Out selection requires Card text check required for exact discard/draw and attack interactions.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Plan Selection
Priority: High
Decision families: sideboard
Cards: Duress; Leyline of the Void; Damping Sphere; Thought Distortion; Go Blank; Anger of the Gods; Ray of Enfeeblement; Invoke Despair; Withering Torment; Fatal Push; Torch the Tower; Go for the Throat; Thoughtseize; Fable of the Mirror-Breaker; Unholy Annex // Ritual Chamber; Sheoldred, the Apocalypse
Phase windows: between games, sideboard submission
Runtime cues: prompt:sideboard; match result; known opponent archetype
Use when: Select a legal registered sideboard plan after a game.
Avoid when: Do not submit a plan that changes the registered 75 or brings in a sideboard card without a matchup role.
Instructions: Add Duress, Thought Distortion, Go Blank, Invoke Despair, and Withering Torment against slower noncreature or permanent-based decks when their text is relevant; Card text check required for Withering Torment. Add Leyline of the Void and Go Blank against graveyard reliance. Add Damping Sphere against spell-chain or big-mana strategies. Add Anger of the Gods and Ray of Enfeeblement against creature pressure where their legal targets and sweep text matter. Reduce slow engines or narrow removal according to matchup, never by rote.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Invoke Despair And Top-End Tap-Out Gate
Priority: Medium
Decision families: priority
Cards: Invoke Despair; Sheoldred, the Apocalypse; Unholy Annex // Ritual Chamber
Phase windows: main phase with sufficient mana, post-board attrition games
Runtime cues: action:cast Invoke Despair
Use when: Decide whether to cast Invoke Despair as a top-end swing.
Avoid when: Do not cast Invoke Despair before stabilizing if visible attackers can kill you next combat and removal is legal.
Instructions: Cast Invoke Despair when the opponent has relevant permanents or low resources and the mana commitment advances the closing plan. Against control, treat it as a must-answer pressure spell after discard. Against creature decks, ensure it affects the board enough to matter. Card text check required for exact sacrifice, draw, and life-loss resolution.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Pass Priority With Interaction
Priority: Medium
Decision families: priority
Cards: Fatal Push; Torch the Tower; Go for the Throat; Bloodtithe Harvester; Duress; Thoughtseize
Phase windows: opponent main phase, combat trick windows, end step, stack response
Runtime cues: action:pass; legal actions include instant-speed interaction
Use when: Decide whether to pass while holding legal interaction.
Avoid when: Do not pass through a visible lethal, engine-triggering, or must-answer threat when a legal answer is available.
Instructions: Pass when interaction is better held for combat, a higher-value target, or opponent end step. Act immediately when the current spell or permanent changes the game more than any plausible later target visible from public information. Use discard only on your main phase unless legal text says otherwise. Respect the rules engine legal-action list over strategic desire.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes
