# Strategy Specifications
## Deck Name And Archetype
Tasigur, the Golden Fang is a Brawl singleton combo-control graveyard deck built around command-zone access to Tasigur, the Golden Fang and a Sultai resource engine. The registered configuration is 100 main-deck cards and 0 sideboard cards, and the active format-aware validation passes for Brawl: exactly 100 main-deck cards, singleton outside basic lands, no sideboard, and no 60-card constructed size concern should be reported.

The normalized archetype tags are combo, control, and graveyard. Treat duplicate submitted tags as emphasis rather than separate roles: the deck wants to interact early, fill or leverage the graveyard, convert selection into a decisive spell chain, and use Tasigur, the Golden Fang as a repeatable late-game resource rather than as a generic commander damage plan.

The stock status is hybrid-rogue rather than stock. The deck contains familiar Sultai control and graveyard elements such as Counterspell, Thoughtseize, Fatal Push, Dig Through Time, Treasure Cruise, Reanimate, Neoform, Eldritch Evolution, Emergent Ultimatum, Time Warp, and Griselbrand, but the exact Brawl configuration includes unusual or format-specific cards such as Starting Town, Multiversal Passage, Molt Tender, Rakshasa's Bargain, Midnight Tilling, Grave Expectations, Overlord of the Balemurk, and Vaultborn Tyrant. Card text check required for any unfamiliar or digital-only card before making deterministic tactical claims about its exact modes, timing, or restrictions.

The commander role is strategic but not automatically all-in. Tasigur, the Golden Fang can be a cheap threat when the graveyard is stocked, a command-zone mana sink in attrition games, and sacrifice or evolution material when legal lines expose Neoform, Eldritch Evolution, or Spawning Pod-style development, but Veles must still respect current legal actions, commander tax, graveyard contents, available mana, and visible interaction before committing.

The mana identity and role concerns are real even though validation passes. The deck has many color-intensive one- and two-mana interaction pieces, including Fatal Push, Inquisition of Kozilek, Thoughtseize, Dreams of Steel and Oil, Counterspell, Memory Lapse, Remand, Stubborn Denial, Wash Away, Tale's End, Assassin's Trophy, and Witherbloom Command, plus expensive blue or black finishers and extra-turn spells. Early keeps should be judged on functional access to black and blue first, with green becoming important for Birds of Paradise, Delighted Halfling, Assemble the Team, Grisly Salvage, Cache Grab, Malevolent Rumble, Uro, Titan of Nature's Wrath, Boseiju, Who Endures, Neoform, Eldritch Evolution, and the larger permanent plan.

The legality posture is conservative. Do not infer that every spell is castable just because it is in hand; check land drops, color production, life payments, commander tax, graveyard size for delve or escape-adjacent costs, alternative costs, and whether Veles has exposed a legal action ID. Pact of Negation, Force of Will, Force Spike, Stubborn Denial, Counterspell, Memory Lapse, Remand, Tale's End, Wash Away, and Boseiju, Who Endures should be treated as interaction options only when the rules engine exposes legal timing and targets.

The opponent information status is unspecified. No matchup, opposing commander, metagame profile, known hand, or sideboard context was supplied, so the default pilot model should reason from visible battlefield, public zones, revealed information, stack contents, life totals, hand counts, commander access, and legal actions. Hidden cards must not be guessed as certainties; archetype assumptions may guide risk assessment only when public game context supports them.

The sideboard status is empty. There are no registered sideboard cards, so this guide must not propose executable deck-change plans, and Veles should treat sideboarding as unavailable unless a later registered list changes the zone inventory.

## Thesis
Tasigur, the Golden Fang assembles a Sultai control shell that turns graveyard volume, cheap interaction, and high-quality selection into a protected late-game spell chain. The deck wants to survive the first turns with discard, removal, counters, and mana development, stock the graveyard with fetch lands, cantrips, self-mill, cycling or land-search bodies, and traded resources, then convert that stocked graveyard into cheap Tasigur, the Golden Fang, delve spells, Reanimate lines, tutor chains, extra turns, or a large resolving threat.

The primary win pattern is not commander damage; it is resource compression. Use Tasigur, the Golden Fang as a cheap stabilizing body, repeatable command-zone card engine, and sometimes legal sacrifice/evolution material, but do not force commander recasts through tax when Dig Through Time, Treasure Cruise, Reanimate, Griselbrand, Scholar of the Lost Trove, Time Warp, Temporal Manipulation, Karn's Temporal Sundering, Emergent Ultimatum, or a planeswalker line is the cleaner legal commitment.

The deck is not trying to curve away as fair midrange or spend early turns on low-impact value while exposed. Prioritize functional black and blue mana, one-mana interaction, discard before commitment turns, card selection before fragile all-ins, and legal stack protection when the line depends on resolving a payoff. Treat unfamiliar or digital-only cards such as Starting Town, Multiversal Passage, Molt Tender, Rakshasa's Bargain, Midnight Tilling, Grave Expectations, Overlord of the Balemurk, and Vaultborn Tyrant with conditional use only until Veles has current rules-engine text; Card text check required for exact tactical claims about those cards.

The highest-value pilot habit is delaying irreversible graveyard or tutor commitments until the visible state justifies them. Spend Counterspell, Force of Will, Pact of Negation, Stubborn Denial, Tale's End, Wash Away, Memory Lapse, Remand, Force Spike, Assassin's Trophy, Boseiju, Who Endures, Bitter Triumph, Sheoldred's Edict, Toxic Deluge, Fatal Push, Dismember, and Witherbloom Command according to the stack, board, and clock, not by generic card quality.

## Role Package
- Threats: Tasigur, the Golden Fang is the default resilient body and command-zone engine; Griselbrand is the highest ceiling reanimation or hard-cast payoff when legal; Uro, Titan of Nature's Wrath is a stabilizing graveyard payoff when escape or cast lines are exposed; Psychic Frog pressures planeswalkers and rewards protected interactive games; Jace, the Mind Sculptor can win by sustained control if defended; Vaultborn Tyrant and Overlord of the Balemurk are threat modules with Card text check required before exact sequencing; Generous Ent and Troll of Khazad-dum are mana-fixing bodies first and late threats second.

- Payoffs: Emergent Ultimatum is the major tap-away commitment and should normally wait for discard, counter backup, or a window where waiting is worse; Time Warp, Temporal Manipulation, and Karn's Temporal Sundering convert a stable threat or planeswalker board into a decisive tempo chain; Sea Gate Restoration is a late-game refill or land-use decision depending on legal action text; Scholar of the Lost Trove can convert graveyard spells into a payoff line only when the rules engine exposes the castable target; Reanimate turns graveyard setup into pressure or recovery but should respect life total and opposing graveyard interaction.

- Engines: Tasigur, the Golden Fang, Jace, Vryn's Prodigy, Jace, the Mind Sculptor, Up the Beanstalk, Deathrite Shaman, Uro, Titan of Nature's Wrath, Spawning Pod, Neoform, Eldritch Evolution, and Assemble the Team are the main long-game engines or chain enablers. Use Neoform, Eldritch Evolution, and Spawning Pod only with legal sacrifice material and a clear visible target range; do not sacrifice Tasigur, the Golden Fang or Psychic Frog just because the action exists.

- Velocity: Brainstorm, Consider, Brainsurge, Cache Grab, Grisly Salvage, Malevolent Rumble, Mishra's Bauble, Dig Through Time, Treasure Cruise, Lorien Revealed, Waterlogged Teachings, Solve the Equation, Mystical Tutor, Assemble the Team, and Grave Expectations shape draws, stock graveyard, or locate commitments. Card text check required for Brainsurge, Cache Grab, Malevolent Rumble, Waterlogged Teachings, and Grave Expectations when exact selection windows matter.

- Interaction: Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike, Counterspell, Memory Lapse, Remand, Force Spike, Force of Will, Pact of Negation, Stubborn Denial, Tale's End, Wash Away, Fatal Push, Fatal Push, Dismember, Bitter Triumph, Assassin's Trophy, Sheoldred's Edict, Toxic Deluge, Witherbloom Command, Boseiju, Who Endures, Otawara, Soaring City, Sink into Stupor, and Fell the Profane are the control package. Spend discard to clear payoff turns, removal to protect life and planeswalkers, and counters on stack actions that beat the current plan.

- Protection: Force of Will, Pact of Negation, Counterspell, Stubborn Denial, Tale's End, Wash Away, Memory Lapse, Remand, Force Spike, discard spells, and cheap removal protect commitment turns. Pact of Negation requires special caution because the next upkeep payment can lose the game if Veles cannot pay.

- Recursion: Reanimate, Uro, Titan of Nature's Wrath, Jace, Vryn's Prodigy, Scholar of the Lost Trove, Deathrite Shaman, Tasigur, the Golden Fang, Midnight Tilling, and Rakshasa's Bargain are graveyard-conversion tools, with Card text check required for Midnight Tilling and Rakshasa's Bargain. Preserve graveyard diversity when Tasigur activation, delve, escape, and reanimation are all live.

- Mana: Command Tower, Mana Confluence, Breeding Pool, Watery Grave, Overgrown Tomb, Zagoth Triome, Undercity Sewers, Underground Mortuary, Hedge Maze, Gloomlake Verge, Wastewood Verge, Willowrush Verge, Underground River, Llanowar Wastes, Yavimaya Coast, fetch lands, Snow-Covered Island, Snow-Covered Swamp, Snow-Covered Forest, Birds of Paradise, Delighted Halfling, Arcane Signet, Mox Amber, Dark Ritual, Deathrite Shaman, Molt Tender, Generous Ent, Troll of Khazad-dum, Lorien Revealed, and land-faced spells form the fixing and acceleration suite. Prioritize black and blue access before green unless the legal hand needs early Birds of Paradise, Delighted Halfling, Assemble the Team, Grisly Salvage, or Neoform.

- Extra-card modules: There is no registered sideboard, so no extra-card module exists. Do not create outside-card or card-removal plans unless the registered zone inventory changes.

## Primary Win Conditions
- Graveyard payoff line: Set up Tasigur, the Golden Fang, Reanimate, Uro, Titan of Nature's Wrath, Dig Through Time, Treasure Cruise, or Scholar of the Lost Trove by using Consider, Brainstorm, Cache Grab, Grisly Salvage, Malevolent Rumble, Mishra's Bauble, fetch lands, and normal trading to stock the graveyard without losing essential interaction. Execute only when the legal action exposes a real payoff: Reanimate on Griselbrand or another high-impact creature, escape or cast Uro, Titan of Nature's Wrath, delve a cheap Tasigur, the Golden Fang while preserving future delve resources, or use Scholar of the Lost Trove on a legal graveyard spell target. Disruption to watch for is graveyard exile, removal on the reanimated threat, and stack interaction on Reanimate; prioritize this line when life is stable enough to pay Reanimate costs and the graveyard contains a payoff worth protecting.

- Extra-turn threat line: Build a board where Tasigur, the Golden Fang, Psychic Frog, Griselbrand, Uro, Titan of Nature's Wrath, Jace, the Mind Sculptor, Vaultborn Tyrant, or another legal threat can convert Time Warp, Temporal Manipulation, or Karn's Temporal Sundering into more than a cantrip. Execute by clearing the way with Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike, or counter backup, then use the extra turn to attack, activate engines, replay a commander, or set up another payoff. Prioritize this line when one more turn materially changes the race or protects a planeswalker; do not spend an extra-turn spell into an empty board unless it fixes mana, unlocks a decisive follow-up, or prevents immediate death.

- Emergent Ultimatum commitment line: Treat Emergent Ultimatum as the deck's largest tap-away gate, not a routine value spell. Set up with discard, Mystical Tutor, Solve the Equation, Assemble the Team, Dig Through Time, Treasure Cruise, or Jace, the Mind Sculptor while protecting mana and life. Execute only when the visible stack and board make waiting worse or when protection from Counterspell, Force of Will, Pact of Negation, Stubborn Denial, Tale's End, Wash Away, Memory Lapse, Remand, or Force Spike is available. Prioritize piles that produce immediate board swing, extra turns, graveyard conversion, or overwhelming cards; Card text check required for exact pile construction if Veles cannot confirm all chosen cards and legality.

- Control-engine line: Win long games by turning one-for-one interaction into repeated cards from Tasigur, the Golden Fang, Jace, Vryn's Prodigy, Jace, the Mind Sculptor, Up the Beanstalk, Deathrite Shaman, Uro, Titan of Nature's Wrath, Dig Through Time, Treasure Cruise, and Griselbrand. Execute by answering only threats that beat the current plan, preserving life with Fatal Push, Fatal Push, Dismember, Bitter Triumph, Assassin's Trophy, Sheoldred's Edict, Toxic Deluge, Witherbloom Command, Boseiju, Who Endures, Otawara, Soaring City, Sink into Stupor, and Fell the Profane. Prioritize this path when the opponent is low on cards, when Tasigur can safely activate, or when your hand contains more interaction than pressure.

## Secondary Win Conditions
- Backup combat pressure matters when combo windows are closed. Attack with Tasigur, the Golden Fang as a cheap large body, Psychic Frog as a scaling pressure piece when legal, Uro, Titan of Nature's Wrath after legal escape or cast lines, and late creatures such as Generous Ent, Troll of Khazad-dum, Griselbrand, Vaultborn Tyrant, and Overlord of the Balemurk when the board permits; Card text check required for exact tactical claims about Vaultborn Tyrant and Overlord of the Balemurk.

- Creature-conversion lines are fallback engines, not automatic sacrifices. Use Neoform, Eldritch Evolution, or Spawning Pod only when Veles exposes legal sacrifice and search choices that improve the current board or find a specific missing role. Tasigur, the Golden Fang, Psychic Frog, Birds of Paradise, Delighted Halfling, Deathrite Shaman, Jace, Vryn's Prodigy, Generous Ent, Troll of Khazad-dum, Uro, Titan of Nature's Wrath, Griselbrand, Scholar of the Lost Trove, and other creatures can be material, but do not sacrifice a functioning engine just because a chain action exists.

- Incremental life and graveyard pressure can finish games that no longer support a clean combo. Deathrite Shaman can convert graveyard resources into mana, life pressure, or life gain only when the rules engine exposes the legal activation. Witherbloom Command, Rakshasa's Bargain, Midnight Tilling, Grave Expectations, Molt Tender, Starting Town, and Multiversal Passage need Card text check required before assigning exact win-condition duties.

- Planeswalker and card-advantage inevitability is a real fallback. Defend Jace, the Mind Sculptor with removal and counters, use Jace, Vryn's Prodigy when looting or graveyard spell access is legal, and let Up the Beanstalk turn expensive legal spells into a card-flow advantage when the trigger or action is visible.

## Emergency Lines
- When behind on life, stop paying life for speculative velocity unless it prevents a larger loss. Reanimate, Thoughtseize, Dismember, Toxic Deluge, Mana Confluence, shock lands, and Griselbrand activations must be evaluated against the visible clock; stabilize first with removal, blockers, Uro, Titan of Nature's Wrath, Deathrite Shaman life actions if legal, or a decisive extra-turn line.

- When behind on board, trade resources before protecting slow engines. Use Toxic Deluge for reset points, Sheoldred's Edict against single protected threats, Fatal Push, Fatal Push, Dismember, Bitter Triumph, Assassin's Trophy, Witherbloom Command, Boseiju, Who Endures, Otawara, Soaring City, Sink into Stupor, and Fell the Profane according to legal targets and visible danger.

- When behind on cards, stop forcing one-for-one exchanges unless they protect survival. Prioritize Dig Through Time, Treasure Cruise, Jace, the Mind Sculptor, Tasigur, the Golden Fang activations, Griselbrand, Sea Gate Restoration, Lorien Revealed, Waterlogged Teachings, Brainsurge, Brainstorm, Consider, and legal tutor lines that find a stabilizer.

- When behind on mana, choose land and fixing actions over flashy setup. Use fetch lands, Command Tower, Zagoth Triome, Breeding Pool, Watery Grave, Overgrown Tomb, Undercity Sewers, Underground Mortuary, Hedge Maze, verges, pain lands, Arcane Signet, Mox Amber, Birds of Paradise, Delighted Halfling, Deathrite Shaman, Generous Ent, Troll of Khazad-dum, Lorien Revealed, Sink into Stupor, Fell the Profane, and Sea Gate Restoration according to visible legal actions and color needs.

- When graveyard access is disrupted, pivot to hand-cast control and board threats. Preserve Tasigur command-zone recasts, Jace, the Mind Sculptor, Psychic Frog, Uro hard-cast or legal escape only if available, extra-turn spells, Emergent Ultimatum, and normal removal-counter gameplay rather than spending delve and recursion into exile effects.

- When primary win conditions are removed, win by denying the opponent's decisive turns. Use discard proactively, hold counters for stack actions that beat your remaining route, convert every threat into a clock, and accept slow Tasigur, the Golden Fang or planeswalker inevitability when no faster legal line exists.

## Resource Model
- Life is a spendable buffer only when the exchange protects a decisive line. Pay life for Thoughtseize, Dismember, Toxic Deluge, Reanimate, shock lands, pain lands, Mana Confluence, or Griselbrand only after checking the visible clock, likely crack-back, and whether the action stabilizes, wins, or prevents a higher-damage threat.

- Hand size is the deck's control fuel and combo insulation. Preserve interaction density when already ahead, convert excess cards into velocity through Brainstorm, Brainsurge, Consider, Dig Through Time, Treasure Cruise, Jace, the Mind Sculptor, Jace, Vryn's Prodigy, Sea Gate Restoration, Lorien Revealed, and Waterlogged Teachings when legal, and avoid discarding unique answers unless the graveyard plan can actually reuse them.

- Mana is the main bottleneck for double-spell turns and protection turns. Value early Arcane Signet, Birds of Paradise, Delighted Halfling, Deathrite Shaman, Mox Amber with Tasigur, the Golden Fang, and land-cycling or modal-land choices because the deck often wants to cast a threat or tutor while still representing Counterspell, Stubborn Denial, Wash Away, Memory Lapse, Remand, Tale's End, Force Spike, Pact of Negation, or Force of Will.

- Board material is both defense and conversion stock. Treat Tasigur, the Golden Fang, Psychic Frog, Uro, Titan of Nature's Wrath, Jace, Vryn's Prodigy, Birds of Paradise, Deathrite Shaman, Delighted Halfling, Generous Ent, Troll of Khazad-dum, Griselbrand, Scholar of the Lost Trove, Overlord of the Balemurk, Vaultborn Tyrant, and small permanents as resources for blocking, pressure, Neoform, Eldritch Evolution, and Spawning Pod only when the visible legal action advances a clear role.

- Graveyard count is a primary engine resource, not a free trash zone. Fuel Tasigur, the Golden Fang, Dig Through Time, Treasure Cruise, Reanimate, Uro, Titan of Nature's Wrath, Deathrite Shaman, Jace, Vryn's Prodigy, Scholar of the Lost Trove, Cache Grab, Grisly Salvage, Malevolent Rumble, and possible Overlord of the Balemurk lines while tracking which cards must remain available for recursion, escape, delve, or commander discount.

- Exile is usually a cost ledger and disruption signal. Track cards exiled to delve, opposing graveyard hate, Deathrite Shaman activations, Force of Will, Pact of Negation aftermath, and escaped Uro, Titan of Nature's Wrath; do not assume exiled resources remain usable unless Veles exposes a legal action.

- Lands are color sources, spell slots, utility actions, and graveyard fodder. Fetch lands fix colors and pair with Brainstorm; Boseiju, Who Endures, Otawara, Soaring City, Sink into Stupor, Fell the Profane, Sea Gate Restoration, Waterlogged Teachings, Lorien Revealed, Generous Ent, and Troll of Khazad-dum may be lands or spell-like resources depending on visible need and legal actions.

- Information is a tactical resource created before commitment. Use Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike, discard-reveal logs, Mishra's Bauble, and public stack behavior to decide whether to commit Emergent Ultimatum, extra-turn spells, Reanimate, Neoform, Eldritch Evolution, Spawning Pod, or a protected commander line.

- Extra-card bullets are absent because the registered sideboard has zero cards. Treat every game as the same registered 100-card configuration and never request sideboarding, extra-card bullets, or later-game decklist changes.

## Mana Guide
- Keep hands that produce early black or green plus a route to blue. Black enables discard, removal, Dark Ritual, Reanimate, Tasigur, the Golden Fang, and Toxic Deluge; green enables Birds of Paradise, Delighted Halfling, Deathrite Shaman, Assemble the Team, Cache Grab, Grisly Salvage, Witherbloom Command, Neoform, Eldritch Evolution, and Boseiju, Who Endures; blue enables Brainstorm, Consider, Counterspell, Remand, Memory Lapse, Dig Through Time, Treasure Cruise, Jace cards, and extra turns.

- Mulligan hands that cannot cast a relevant spell by turn two without a visible fixing plan. A one-land hand needs Mishra's Bauble plus selection, a fetchable land plan, Birds of Paradise, Deathrite Shaman with food, Delighted Halfling, Arcane Signet, Dark Ritual with payoff, or a modal-land/cycling route; otherwise it is too fragile for Brawl singleton control.

- Sequence fetch lands around color pressure and card selection. Prefer fetching untapped Breeding Pool, Watery Grave, Overgrown Tomb, Zagoth Triome, Undercity Sewers, Underground Mortuary, Hedge Maze, or basics according to immediate legal spells, but hold a fetch when Brainstorm or Jace, the Mind Sculptor can turn it into a shuffle effect and the life/tempo cost is acceptable.

- Play tapped lands early when the hand already has a turn-one or turn-two path. Zagoth Triome, Undercity Sewers, Underground Mortuary, Hedge Maze, Gloomlake Verge, Wastewood Verge, Willowrush Verge, and other conditional or tapped sources should enter before counterspell turns unless Veles shows an urgent interaction window.

- Prioritize untapped colored mana before holding utility lands. Command Tower, Mana Confluence, Underground River, Llanowar Wastes, Yavimaya Coast, Breeding Pool, Watery Grave, Overgrown Tomb, and fetch lands are often worth life when they enable discard plus interaction, removal plus selection, or a protected Tasigur, the Golden Fang turn.

- Delay land drops before selection when the card draw can change which land is correct. Cast Brainstorm, Consider, Brainsurge, Mishra's Bauble timing lines, Cache Grab, Grisly Salvage, Malevolent Rumble, or Jace activations before playing a land if the hand has multiple lands, needs a specific color, or may find a fetch; play the land first when you need mana to cast the selection spell or must represent interaction.

- Treat modal and channel cards as lands only when mana is the bottleneck. Sea Gate Restoration, Sink into Stupor, Fell the Profane, Waterlogged Teachings, Lorien Revealed, Generous Ent, Troll of Khazad-dum, Boseiju, Who Endures, and Otawara, Soaring City should become mana sources when a keep depends on them, but should remain spell-like when colors are stable and their effect is likely to matter.

- Preserve blue mana on opponent turns when interaction is the plan. Leave Counterspell, Stubborn Denial, Wash Away, Tale's End, Memory Lapse, Remand, Force Spike, Pact of Negation, or Force of Will available according to legal action text before spending mana on Tasigur activation, Dig Through Time, Treasure Cruise, or speculative graveyard setup.

- Require rules-engine confirmation for unusual digital cards or unclear lands. Starting Town, Multiversal Passage, Molt Tender, Rakshasa's Bargain, Midnight Tilling, Grave Expectations, and Overlord of the Balemurk need Card text check required before the pilot treats them as fixing, ramp, recursion, or payoff mana resources.

## Mulligan Guide
- Strong keep: keep two or three lands with black plus green or blue, then one early accelerator or selection spell and one interaction spell. Examples include Command Tower plus Polluted Delta with Birds of Paradise, Thoughtseize, Brainstorm, and Counterspell; or Watery Grave plus Overgrown Tomb with Deathrite Shaman, Consider, Fatal Push, and Tasigur, the Golden Fang.

- Strong graveyard keep: keep mana plus self-mill or cheap selection when it already supports Tasigur, the Golden Fang, Uro, Titan of Nature's Wrath, Dig Through Time, Treasure Cruise, or Reanimate. Cache Grab, Grisly Salvage, Malevolent Rumble, Consider, Mishra's Bauble, and fetch lands are keepable when the hand also casts removal, discard, or a turn-three commander.

- Medium keep: keep slower three-land hands when they have live interaction and a bridge to card advantage. A hand with Snow-Covered Swamp, Breeding Pool, Zagoth Triome, Inquisition of Kozilek, Remand, Witherbloom Command, and Treasure Cruise is acceptable if the opponent is not visibly faster than your removal and discard.

- Risky keep: keep one-land hands only when the visible spell chain can find mana without guessing. One fetch land plus Brainstorm or Consider plus Mishra's Bauble can be acceptable on the draw, but one land plus Griselbrand, Emergent Ultimatum, Karn's Temporal Sundering, Temporal Manipulation, Time Warp, and Pact of Negation is an automatic ship.

- Automatic ship: mulligan hands that cannot cast a relevant spell by turn two and do not have a legal land-cycling, modal-land, selection, or mana-creature plan. Also ship hands with only payoff cards such as Griselbrand, Vaultborn Tyrant, Scholar of the Lost Trove, Sea Gate Restoration, Dig Through Time, and Treasure Cruise unless the rest of the hand already enables mana and graveyard volume.

- Matchup-dependent keep: against fast creature starts, prioritize Fatal Push, Dismember, Sheoldred's Edict, Bitter Triumph, Assassin's Trophy, Witherbloom Command, Toxic Deluge, and cheap blockers over speculative tutors. Against slower control or combo, prioritize Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Counterspell, Stubborn Denial, Wash Away, Tale's End, Memory Lapse, Remand, Force Spike, Force of Will, and protected setup.

- Play/draw rule: on the play, favor proactive one-mana discard, Birds of Paradise, Delighted Halfling, Deathrite Shaman, or Mishra's Bauble into selection because tempo snowballs. On the draw, require more immediate interaction or card selection because falling behind makes Tasigur, the Golden Fang and delve spells stabilize later.

- Trap hand: do not keep a hand just because it has Dark Ritual unless the payoff is legal, colored, and strategically worth the card disadvantage. Dark Ritual into early Tasigur, the Golden Fang, Jace, Vryn's Prodigy, or discard-plus-threat can be strong; Dark Ritual with only counterspells, expensive extra-turn spells, or unclear cards is not a plan.

- Text-risk rule: treat Starting Town, Multiversal Passage, Molt Tender, Grave Expectations, Rakshasa's Bargain, Midnight Tilling, and Overlord of the Balemurk as Card text check required before keeping a hand that depends on their exact function.

## Turn Arc
- Turn 1 priority: establish mana, information, or graveyard velocity. Lead with Birds of Paradise, Delighted Halfling, Deathrite Shaman, Mishra's Bauble, Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Consider, Brainstorm with a shuffle plan, or a tapped fixing land when the hand already has turn-two action.

- Turn 1 deviation: hold Brainstorm if a fetch land is available later and the hand is not color-screwed. Spend Fatal Push, Force Spike, or Force of Will only when Veles shows a legal threat or stack object that materially disrupts your first three turns.

- Turn 2 priority: develop Arcane Signet, Jace, Vryn's Prodigy, Psychic Frog, Cache Grab, Grisly Salvage, Malevolent Rumble, Witherbloom Command, or discard plus removal while preserving blue interaction when the opponent can present a must-answer spell. If Tasigur, the Golden Fang is already discounted, consider casting him only when removal exposure is acceptable or protection is available.

- Turn 2 deviation: use Remand, Memory Lapse, Counterspell, Wash Away, Tale's End, Stubborn Denial, or Force Spike over setup when the opponent's legal action threatens a faster kill, graveyard hate, commander snowball, or a resolved engine you cannot cleanly answer.

- Turn 3 priority: convert setup into a durable engine or protected pressure. Preferred plays are Tasigur, the Golden Fang with mana held up, Uro, Titan of Nature's Wrath when legal, Jace, the Mind Sculptor if the board is stable, Solve the Equation for a needed instant or sorcery, Assemble the Team if Card text check required is satisfied by engine output, or removal plus selection.

- Turn 3 deviation: cast Neoform, Eldritch Evolution, or Spawning Pod only when the sacrificed or converted creature is visible, expendable, and the expected target advances the current role. Do not start a fragile tutor chain into open interaction without discard knowledge, counter backup, or pressure forcing action.

- Turns 4-5 priority: pivot from survival to decisive advantage. Use Dig Through Time, Treasure Cruise, Jace, the Mind Sculptor, Tasigur, the Golden Fang activation, Reanimate, Uro, Titan of Nature's Wrath, Toxic Deluge, or extra-turn spells to seize control, but keep Counterspell, Force of Will, Pact of Negation, or Stubborn Denial available before committing Emergent Ultimatum, Griselbrand, Scholar of the Lost Trove, or Vaultborn Tyrant.

- Turns 4-5 deviation: choose Toxic Deluge, Sheoldred's Edict, Assassin's Trophy, Bitter Triumph, Dismember, Fell the Profane, Sink into Stupor, Boseiju, Who Endures, or Otawara, Soaring City over card advantage when visible attackers or a must-answer permanent will end the game before your engine matters.

- Late game priority: lock the game with repeated commander pressure, graveyard recursion, delve refuel, planeswalker advantage, and extra turns. Prefer lines that keep at least one answer available after Time Warp, Temporal Manipulation, Karn's Temporal Sundering, Emergent Ultimatum, Griselbrand, or Sea Gate Restoration because losing to the next visible stack object is the main late-game failure mode.

## Card Roles
- Tasigur, the Golden Fang is the central pressure, mana sink, and graveyard-conversion card. Cast him early when delve does not exile the exact resources needed for Dig Through Time, Treasure Cruise, Uro, Titan of Nature's Wrath, or Reanimate; hold him when commander tax plus removal would strand the game plan.

- Birds of Paradise, Deathrite Shaman, Delighted Halfling, Arcane Signet, Mox Amber, and Dark Ritual are acceleration with different risk profiles. Lead on durable mana early, use Deathrite Shaman as graveyard interaction when legal, use Mox Amber only after confirming a legendary permanent makes it functional, and treat Dark Ritual as a burst for protected commander, discard-plus-threat, or a decisive tutor turn rather than routine ramp.

- Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, and Mind Spike are information and disruption. Fire discard before fragile combo or tap-away turns, prioritize cards that beat Tasigur, the Golden Fang or graveyard recursion, and avoid spending discard into an empty or low-impact hand unless clearing the path matters immediately.

- Counterspell, Force of Will, Pact of Negation, Stubborn Denial, Wash Away, Tale's End, Memory Lapse, Remand, and Force Spike protect the setup and stop opposing engines. Spend hard permission on threats you cannot remove, use tempo counters to buy a turn for delve or planeswalker advantage, and reserve Pact of Negation for winning, surviving, or protecting an irreversible commitment.

- Fatal Push, Dismember, Bitter Triumph, Sheoldred's Edict, Assassin's Trophy, Fell the Profane, Sink into Stupor, Boseiju, Who Endures, Otawara, Soaring City, Witherbloom Command, and Toxic Deluge are the stabilization suite. Use cheap removal before life totals collapse, prefer edicts against protected or single large threats, keep Assassin's Trophy and utility channel effects for permanents that other answers cannot handle, and use Toxic Deluge only after valuing your own mana creatures, Tasigur, the Golden Fang, Psychic Frog, and planeswalkers.

- Brainstorm, Consider, Mishra's Bauble, Cache Grab, Grisly Salvage, Malevolent Rumble, Dig Through Time, Treasure Cruise, Lorien Revealed, Waterlogged Teachings, Brainsurge, and Sea Gate Restoration are card selection or refuel. Pair Brainstorm with shuffle effects when possible, use graveyard-filling selection to enable delve and recursion, and cast big draw only when mana remains for interaction or the board is stable enough to survive the shields-down turn. Brainsurge and Waterlogged Teachings require card text awareness at runtime if the engine presents unfamiliar modes.

- Assemble the Team, Mystical Tutor, Solve the Equation, Eldritch Evolution, Neoform, Spawning Pod, and Emergent Ultimatum are commitment tools, not casual value spells. Use Mystical Tutor and Solve the Equation to find the exact interaction, extra turn, sweeper, or recursion spell needed; use creature-conversion cards only when the sacrifice is expendable and the visible legal target improves the board or combo line; cast Emergent Ultimatum only when the opponent's known resources and open mana make resolving a pile plausible. Assemble the Team is Card text check required before treating it as a tutor or selection spell.

- Reanimate, Uro, Titan of Nature's Wrath, Griselbrand, Scholar of the Lost Trove, Vaultborn Tyrant, Troll of Khazad-dum, Generous Ent, and Overlord of the Balemurk are graveyard and payoff cards. Reanimate should target a game-swinging creature or value engine, not the first legal body; Uro, Titan of Nature's Wrath stabilizes life, mana, and cards when legal; Griselbrand is the premier life-for-cards payoff when life total permits; Scholar of the Lost Trove is strongest when the graveyard already contains a decisive instant or sorcery. Overlord of the Balemurk is Card text check required; do not build a line around its exact role without engine-confirmed text.

- Jace, Vryn's Prodigy and Jace, the Mind Sculptor are advantage engines that demand board respect. Cast Jace, Vryn's Prodigy when it can loot safely and stock the graveyard; protect Jace, the Mind Sculptor with removal or blockers before using it as a repeated selection engine; avoid tapping away for either when visible attackers kill them immediately and no defensive exchange follows.

- Psychic Frog and Up the Beanstalk are incremental engines. Deploy Psychic Frog when card flow, discard synergies, or combat pressure matter, but avoid discarding key interaction just to grow it; use Up the Beanstalk when the hand contains or can find expensive spells, delve cards, modal spells, or large payoffs that will convert it into sustained advantage.

- Time Warp, Temporal Manipulation, and Karn's Temporal Sundering are advantage-conversion spells. Cast an extra turn when it converts a board, planeswalker, commander, or large draw spell into a lock; avoid using one as an expensive Explore unless the extra land drop and attack step are necessary for survival. Karn's Temporal Sundering requires a legal legendary condition if its text is enforced by the rules engine.

- Grave Expectations, Rakshasa's Bargain, Midnight Tilling, Molt Tender, Starting Town, and Multiversal Passage are Card text check required. Treat them as conditional role cards until the engine exposes legal actions, costs, and targets; never keep or commit a line that depends on an assumed effect from these cards.

- Bloodstained Mire, Flooded Strand, Marsh Flats, Misty Rainforest, Polluted Delta, Scalding Tarn, Verdant Catacombs, Windswept Heath, and Wooded Foothills are shuffle, fixing, and graveyard-count tools. Sequence them to fix the colors needed for discard, counters, removal, and Tasigur, the Golden Fang, and preserve a fetch when Brainstorm or top-deck setup makes the shuffle valuable.

- Command Tower, Breeding Pool, Overgrown Tomb, Watery Grave, Zagoth Triome, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Swamp, Undercity Sewers, Underground Mortuary, Hedge Maze, Mana Confluence, Underground River, Llanowar Wastes, Yavimaya Coast, Gloomlake Verge, Wastewood Verge, Willowrush Verge, and Boseiju, Who Endures form the color base. Prioritize untapped blue and black in interactive hands, green for mana creatures and graveyard setup, and life-preserving lands when Toxic Deluge, Reanimate, Thoughtseize, Dismember, and shock lands already tax life totals.

## Interaction Priorities

- Discard first to clear the exact turn you intend to commit. Use Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, and Mind Spike before Tasigur, the Golden Fang, Eldritch Evolution, Neoform, Spawning Pod, Emergent Ultimatum, Griselbrand, Scholar of the Lost Trove, or an extra-turn chain when the opponent has cards in hand and the legal action reveals a meaningful choice.

- Take the card that invalidates your next line, not the card with the highest raw mana value. Prioritize revealed graveyard hate, exile removal for Tasigur, the Golden Fang or Reanimate targets, cheap permission, sweepers that beat mana creatures plus Psychic Frog, and fast threats that force you to spend Toxic Deluge under pressure.

- Counter irreversible engines before removable creatures. Counterspell, Force of Will, Pact of Negation, Stubborn Denial, Wash Away, Tale's End, Memory Lapse, Remand, and Force Spike should stop opposing commanders, planeswalkers, graveyard locks, combo pieces, must-answer enchantments or artifacts, and spells that win or make your graveyard plan illegal; use removal on ordinary battlefield threats when removal is already available.

- Spend Pact of Negation only for survival, a protected win turn, or a commitment that will recover the upkeep cost. Do not use Pact of Negation as routine tempo interaction unless the visible board or stack shows that losing the counter fight loses the game.

- Remove creatures by clock and role. Fatal Push, Dismember, Bitter Triumph, Sheoldred's Edict, Assassin's Trophy, Fell the Profane, Witherbloom Command, and Toxic Deluge should answer mana snowballs, hate creatures, combat threats that shorten the clock, and protected single threats before they answer low-impact utility bodies.

- Use edicts against one-threat boards or protected creatures. Sheoldred's Edict is strongest when the opponent cannot sacrifice a disposable body; avoid firing it into token clutter or mana creatures unless the legal choice still removes the threat that matters.

- Preserve flexible answers for permanent types your cheap cards cannot touch. Assassin's Trophy, Boseiju, Who Endures, Otawara, Soaring City, Sink into Stupor, and Fell the Profane are premium outs to resolved engines, commander threats, lock pieces, or planeswalkers; do not spend them on creatures already covered by Fatal Push, Fatal Push, or Dismember unless life or tempo forces it.

- Use bounce as tempo when the recast window matters. Otawara, Soaring City and Sink into Stupor can clear a blocker, reset a commander-tax turn, interrupt an aura/equipment style board, or protect a decisive attack, but they are weaker as permanent answers unless the follow-up turn wins or counters the replay.

- Bait permission with replaceable engines before committing irreplaceable payoff. Up the Beanstalk, Psychic Frog, Jace, Vryn's Prodigy, Arcane Signet, or a midgame Tasigur, the Golden Fang can draw interaction; do not expose Emergent Ultimatum, Reanimate on Griselbrand, or an extra-turn spell until discard, counter backup, or visible shields-down timing supports it.

- Ignore low-impact permanents when your life total and engines are safe. Do not spend Assassin's Trophy, Force of Will, or Toxic Deluge on small attackers, redundant mana, or cosmetic value pieces if Tasigur, the Golden Fang activation, Dig Through Time, Treasure Cruise, or Jace, the Mind Sculptor can overtake them.

- Change interaction posture by archetype. Against aggro, trade cards for life early and sweep before burn or combat math closes the window; against control, fight over card advantage, commander access, and graveyard denial; against combo, discard and counters outrank creature removal; against graveyard decks, Deathrite Shaman exile actions and timing around Reanimate matter more than generic value.

## Combat And Trading Rules

- Treat combat as stabilization until the graveyard engine is online. Tasigur, the Golden Fang is a large blocker and pressure source, but the deck usually wins by surviving into selection, recursion, extra turns, or a protected payoff rather than by racing from turn one.

- Preserve mana creatures when they unlock a decisive turn. Birds of Paradise, Deathrite Shaman, Delighted Halfling, and Molt Tender should not block expendable damage if they enable Tasigur, the Golden Fang, Counterspell plus removal, Eldritch Evolution, Neoform, Spawning Pod, or Emergent Ultimatum on the next turn; trade them only when life total, commander damage, or planeswalker protection demands it. Molt Tender is Card text check required, so follow only visible legal actions for its combat value.

- Block aggressively below roughly ten life when the opponent can present haste, burn, or commander pressure. Life is a resource for Thoughtseize, Reanimate, Dismember, Toxic Deluge, shock lands, fetch lands, and Griselbrand, so do not take avoidable damage that turns those cards off.

- Protect engines over chip damage. Keep Psychic Frog, Jace, Vryn's Prodigy, Jace, the Mind Sculptor, Up the Beanstalk, and Deathrite Shaman alive when they are producing cards, graveyard control, or selection; attack with them only when the board state shows they survive blocks or the damage changes a race.

- Trade Tasigur, the Golden Fang only when the exchange preserves the game. A commander-zone recast may be acceptable, but losing delve fuel, mana, and a key blocker is costly; prefer trading Tasigur, the Golden Fang for a larger threat, a lethal attacker, or a creature that otherwise requires premium removal.

- Use Psychic Frog as a threat only with discipline. Do not discard Counterspell, Force of Will, Pact of Negation, Toxic Deluge, Reanimate, or payoff creatures merely to win combat unless the legal combat outcome protects lethal, saves a key permanent, or prevents a worse exchange.

- Convert extra turns into attacks when the battlefield is already stable. Time Warp, Temporal Manipulation, and Karn's Temporal Sundering should create attack steps with Tasigur, the Golden Fang, Griselbrand, Vaultborn Tyrant, Uro, Titan of Nature's Wrath, Psychic Frog, or Scholar of the Lost Trove when possible; avoid attacking planeswalker shields or needed blockers away before the extra turn is secured.

- Use Toxic Deluge math before declaring blocks when possible. If the next main phase likely sweeps, take blocks that preserve the best post-sweeper permanent and avoid sacrificing creatures that would survive the planned life payment.

- Against aggro, trade down to buy turns for Toxic Deluge, Uro, Titan of Nature's Wrath, Reanimate, and large blockers. Against control, avoid offering free trades with Tasigur, the Golden Fang or Psychic Frog unless combat pressure forces action. Against combo, pressure life totals only after keeping mana for discard or counters; a two-turn faster clock is not worth losing the stack fight.

## Selection And Tutor Rules

- Sequence selection before land drops only when the selection can change the land decision. Use Mishra's Bauble, Consider, Brainstorm, Cache Grab, Grisly Salvage, Malevolent Rumble, Assemble the Team, Waterlogged Teachings, or Mystical Tutor before playing a land when the hand needs a specific color, an untapped source, a fetchable land, or a shuffle effect; otherwise make the land drop first to preserve mana clarity.

- Treat Brainstorm as a setup spell, not a random cantrip. Prefer Brainstorm with Bloodstained Mire, Flooded Strand, Marsh Flats, Misty Rainforest, Polluted Delta, Scalding Tarn, Verdant Catacombs, Windswept Heath, Wooded Foothills, Boseiju, Who Endures search timing, or another shuffle/tutor line available; put back expensive payoffs, redundant lands, or dead interaction, then shuffle when the legal actions allow it.

- Use graveyard selection to build both mana and payoff access. Consider, Cache Grab, Grisly Salvage, Malevolent Rumble, and Jace, Vryn's Prodigy should favor lines that stock delve for Tasigur, the Golden Fang, Dig Through Time, Treasure Cruise, and Reanimate while still keeping enough lands and colored sources to cast the next two turns of spells.

- Find the missing axis with tutors. Mystical Tutor and Solve the Equation should prioritize Emergent Ultimatum, Time Warp, Temporal Manipulation, Karn's Temporal Sundering, Toxic Deluge, Counterspell, Pact of Negation, Force of Will, Reanimate, or interaction according to the visible problem; do not tutor a payoff if the hand cannot protect it, cast it, or survive to use it.

- Use creature-conversion tutors as commitment gates. Eldritch Evolution, Neoform, and Spawning Pod should be delayed until the sacrificed creature, available mana, and visible opponent shields make the target worth the material loss; common goals are mana acceleration into Tasigur, the Golden Fang, graveyard engines, Scholar of the Lost Trove, Griselbrand, Vaultborn Tyrant, or Uro, Titan of Nature's Wrath when legal target text confirms the chain.

- Treat Emergent Ultimatum as a decisive selection spell. Cast it only when the pile can produce a win, overwhelming card advantage, or a protected extra-turn/reanimation sequence from legal named options; account for the opponent choosing the weakest legal pair and do not assume hidden-library contents beyond the engine output.

- Use Dig Through Time for precision and Treasure Cruise for volume. Dig Through Time should find a missing answer, protection spell, tutor, reanimation target, or payoff; Treasure Cruise is better when any three cards are likely to improve a stable game. Preserve graveyard cards needed for Tasigur, the Golden Fang, Uro, Titan of Nature's Wrath, Deathrite Shaman, Reanimate, or Jace, Vryn's Prodigy before delving.

- Bottom or decline low-impact cards when under pressure. Selection should move away from slow value, redundant lands, and expensive spells if the board demands Fatal Push, Dismember, Bitter Triumph, Sheoldred's Edict, Assassin's Trophy, Toxic Deluge, or a blocker; keep engines only when the visible clock allows them.

- Use modal lands and landcyclers as mana tools first. Sea Gate Restoration, Sink into Stupor, Fell the Profane, Waterlogged Teachings, Lorien Revealed, Troll of Khazad-dum, and Generous Ent should become lands or land-finding actions when missing early colors or land drops; cast them as spells only when mana is already stable and the effect matters.

- Mark uncertain digital or new-card choices as conditional. Brainsurge, Grave Expectations, Midnight Tilling, Rakshasa's Bargain, Molt Tender, Starting Town, Multiversal Passage, and Waterlogged Teachings require Card text check required where their exact selection mode is not visible; follow legal action text and prefer the option that fixes mana, answers the current threat, or advances the graveyard plan.

## Priority And Stack Rules

- Hold priority mana when interaction is live. Counterspell, Memory Lapse, Remand, Force Spike, Stubborn Denial, Tale's End, Wash Away, Force of Will, and Pact of Negation are strongest when they stop commanders, combo pieces, graveyard hate, planeswalkers, sweepers, or spells that beat the current line; pass on low-impact spells when removal or later selection can answer them.

- Let harmless spells resolve to protect decisive windows. Do not counter routine cantrips, small creatures, or mana rocks if the opponent is not threatening lethal, a lock, or a combo; this deck wins many games by saving permission for the stack fight over Reanimate, Emergent Ultimatum, extra turns, Tasigur, the Golden Fang activation turns, or opposing payoff spells.

- Use discard before commitment when available. Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, and Mind Spike should clear counterspells, graveyard hate, removal for Tasigur, the Golden Fang, or combo pieces before casting Reanimate, Eldritch Evolution, Neoform, Spawning Pod, Emergent Ultimatum, Time Warp, Temporal Manipulation, or Karn's Temporal Sundering.

- Activate graveyard abilities at information-rich times. Deathrite Shaman should exile opposing graveyard resources before they can be used and preserve your own best fuel unless life, mana, or denial matters immediately; Tasigur, the Golden Fang activation is best at opponent end step or when leaving mana open no longer changes stack interaction.

- Pay optional costs only when they preserve the main plan. Pact of Negation upkeep must be paid if legal unless the game is already over; shock lands, Dismember life payment, Toxic Deluge life payment, Thoughtseize, Reanimate, and Griselbrand draw decisions must consider current life, visible attacks, and whether the action wins or stabilizes.

- Use instant-speed removal before damage when it changes combat. Fatal Push, Dismember, Bitter Triumph, Assassin's Trophy, Sheoldred's Edict, Fell the Profane, Sink into Stupor, Otawara, Soaring City, and Boseiju, Who Endures should be used in attack/block windows when removing or bouncing a threat saves life, protects a planeswalker, breaks a lethal line, or clears a decisive attack.

- Respect graveyard timing against hate. If opponent actions or public permanents threaten exile, prioritize casting Dig Through Time, Treasure Cruise, Uro, Titan of Nature's Wrath, Reanimate, or Tasigur, the Golden Fang while the graveyard is still usable; do not spend delve fuel casually into visible graveyard denial.

- Stack extra turns only with protection or a strong board. Time Warp, Temporal Manipulation, and Karn's Temporal Sundering should usually be cast when they immediately create mana, attacks, planeswalker activations, or a second main-phase setup; avoid tapping away for an extra turn that merely cycles if the opponent can untap and win through the exposed window.

## Sideboard Map

- No-sideboard status: no registered sideboard cards exist for this Tasigur, the Golden Fang Brawl list, so Veles must not propose, request, or execute any between-game configuration change. The legal sideboard inventory is `none`, and every post-game plan must keep the registered 100 unchanged.

- Executable plans: no balanced deck-change plan is legal because there are zero registered sideboard cards. Do not synthesize wish-board, companion, lesson, commander-package, format-staple, or metagame cards; if the runtime exposes a sideboard decision, the correct strategic posture is to preserve the submitted deck configuration and continue with play-pattern adjustments only.

- Role-change method: change roles through mulligans, sequencing, tutor targets, threat timing, and interaction allocation rather than sideboarding. Against fast pressure, increase early respect for Fatal Push, Dismember, Bitter Triumph, Sheoldred's Edict, Toxic Deluge, Deathrite Shaman, Birds of Paradise, Delighted Halfling, Uro, Titan of Nature's Wrath, and cheap blockers; against slow decks, increase patience around discard, permission, Emergent Ultimatum, extra-turn spells, Griselbrand, Vaultborn Tyrant, and Tasigur, the Golden Fang activation loops.

- Graveyard-hate adjustment: preserve redundancy and avoid overcommitting if the opponent reveals graveyard denial. Raise priority for registered main-deck cards: Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike, Counterspell, Memory Lapse, Remand, Force Spike, Stubborn Denial, Tale's End, Wash Away, Force of Will, Pact of Negation, Assassin's Trophy, Boseiju, Who Endures, Otawara, Soaring City. Lower priority within the registered main deck: early all-in Reanimate, maximum delve, unsupported Uro, Titan of Nature's Wrath escape, and Tasigur, the Golden Fang lines that leave no backup graveyard resource.

- Fast aggro adjustment: prioritize survival and mana stability over sculpting. Raise priority for registered main-deck cards: Fatal Push, Dismember, Bitter Triumph, Sheoldred's Edict, Toxic Deluge, Witherbloom Command, Deathrite Shaman, Birds of Paradise, Delighted Halfling, Uro, Titan of Nature's Wrath, Vaultborn Tyrant. Lower priority within the registered main deck: slow tutor chains, unprotected Emergent Ultimatum, speculative Griselbrand setup, greedy Sea Gate Restoration spell mode, and extra-turn spells that do not stabilize the battlefield.

- Control adjustment: force action on the axis of information and mana advantage. Raise priority for registered main-deck cards: Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike, Mystical Tutor, Solve the Equation, Dig Through Time, Treasure Cruise, Brainstorm, Jace, the Mind Sculptor, Jace, Vryn's Prodigy, Counterspell, Force of Will, Pact of Negation, Stubborn Denial, Tale's End, Wash Away. Lower priority within the registered main deck: creature removal with no visible targets, Toxic Deluge without pressure, and Reanimate lines that expose one payoff into known exile or permission.

- Combo adjustment: become a disruption deck before becoming a combo deck. Raise priority for registered main-deck cards: Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike, Counterspell, Memory Lapse, Remand, Force Spike, Stubborn Denial, Tale's End, Wash Away, Force of Will, Pact of Negation, Mystical Tutor, Solve the Equation. Lower priority within the registered main deck: tap-away value engines, slow Tasigur, the Golden Fang activations, and creature-conversion tutors unless Eldritch Evolution, Neoform, or Spawning Pod immediately creates a faster protected line than the opponent's visible plan.

- Midrange adjustment: trade resources until graveyard and card-advantage engines dominate. Raise priority for registered main-deck cards: Tasigur, the Golden Fang, Deathrite Shaman, Psychic Frog, Jace, Vryn's Prodigy, Jace, the Mind Sculptor, Uro, Titan of Nature's Wrath, Up the Beanstalk, Dig Through Time, Treasure Cruise, Reanimate, Assassin's Trophy, Sheoldred's Edict, Bitter Triumph, Toxic Deluge. Lower priority within the registered main deck: Force Spike once the opponent has excess mana, narrow discard after hands are empty, and all-in Griselbrand lines when a smaller durable engine is enough.

- Creature-combat adjustment: preserve life total until the large threats take over. Raise priority for registered main-deck cards: Fatal Push, Dismember, Bitter Triumph, Sheoldred's Edict, Assassin's Trophy, Toxic Deluge, Fell the Profane, Sink into Stupor, Otawara, Soaring City, Boseiju, Who Endures, Uro, Titan of Nature's Wrath, Vaultborn Tyrant, Troll of Khazad-dum, Generous Ent. Lower priority within the registered main deck: permission for low-impact noncreature spells, cantrip turns that ignore lethal pressure, and commander activation turns that cannot also affect combat.

- Ramp or big-mana adjustment: attack mana development and reserve permission for payoffs. Raise priority for registered main-deck cards: Assassin's Trophy, Boseiju, Who Endures, Counterspell, Memory Lapse, Remand, Force Spike, Stubborn Denial, Tale's End, Wash Away, Force of Will, Pact of Negation, Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike. Lower priority within the registered main deck: one-for-one creature removal without a visible threat, early Toxic Deluge, and small creature combat unless it pressures planeswalkers or life total meaningfully.

- Reanimator or graveyard-mirror adjustment: protect your graveyard while contesting theirs. Raise priority for registered main-deck cards: Deathrite Shaman, Dreams of Steel and Oil, Thoughtseize, Inquisition of Kozilek, Grief, Mind Spike, Counterspell, Force of Will, Pact of Negation, Remand, Memory Lapse, Tale's End, Wash Away, Assassin's Trophy, Boseiju, Who Endures. Lower priority within the registered main deck: using Deathrite Shaman only for mana when an opposing graveyard card is about to matter, delving away future recursion resources, and casting Reanimate into visible removal without protection.

- Commander-centric adjustment: answer or delay the opposing commander when it defines the game. Raise priority for registered main-deck cards: Tale's End, Wash Away, Counterspell, Memory Lapse, Remand, Force Spike, Stubborn Denial, Force of Will, Pact of Negation, Sheoldred's Edict, Assassin's Trophy, Bitter Triumph, Dismember, Otawara, Soaring City. Lower priority within the registered main deck: generic card draw before commander containment, removal pointed at support creatures when the commander is the actual engine, and Tasigur, the Golden Fang deployment into clean opposing removal if commander tax will become punishing.

- Post-game reflection: record matchup pressure points without changing the registered list. Track whether losses came from mana, graveyard hate, fast creature damage, permission fights, commander tax, failed tutor targets, or overcommitment; those notes should guide future mulligans and sequencing, not illegal sideboard actions.

- Runtime guardrail: accept only legal sideboard states returned by the rules engine and deck validator. If any API, worker, or model response names a deck-change card, a deck-change card, or an unregistered card for this list, reject that response as invalid for the current zero-sideboard registration.

## Matchup Guidance
- Aggro: become a survival-control deck first, then win with larger graveyard threats after the first rush is contained. Keep hands with early black or green interaction, playable mana, and at least one stabilizer such as Fatal Push, Dismember, Bitter Triumph, Sheoldred's Edict, Witherbloom Command, Toxic Deluge, Deathrite Shaman, Birds of Paradise, Delighted Halfling, Uro, Titan of Nature's Wrath, or Vaultborn Tyrant. Spend removal before sculpting if visible damage threatens to make Reanimate, fetch lands, Dismember, Toxic Deluge, or Griselbrand life payments unsafe. Lower priority within the registered main deck: slow Emergent Ultimatum setup, speculative extra-turn spells, Tasigur, the Golden Fang activations that pass through combat without affecting the board, and Sea Gate Restoration spell mode unless the battlefield is already stable.

- Control: use information, cheap permission, and recursive threats to force the opponent to answer on awkward turns. Prioritize Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike, Counterspell, Memory Lapse, Remand, Stubborn Denial, Tale's End, Wash Away, Force of Will, Pact of Negation, Mystical Tutor, Solve the Equation, Dig Through Time, Treasure Cruise, Jace, the Mind Sculptor, and Jace, Vryn's Prodigy. Do not jam Emergent Ultimatum, Griselbrand, Scholar of the Lost Trove, or a key Reanimate line into open mana when the visible hand or recent decisions imply permission unless waiting lets them gain a better lock. Commander pressure matters: Tasigur, the Golden Fang is useful when cheap delve makes commander tax acceptable and the graveyard still contains cards you are happy to rebuy.

- Combo: become a disruption deck before racing. Use Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike, Force Spike, Remand, Memory Lapse, Counterspell, Stubborn Denial, Tale's End, Wash Away, Force of Will, and Pact of Negation to break the first decisive setup or payoff. Hold Mystical Tutor and Solve the Equation for permission, interaction, or a winning extra-turn/tutor chain only after checking whether the opponent can win first. Eldritch Evolution, Neoform, and Spawning Pod are commitment cards here: use them when the visible board and hand support a protected conversion into Griselbrand, Scholar of the Lost Trove, Vaultborn Tyrant, or another decisive threat, not as casual value through unknown interaction.

- Tempo: trade mana efficiently and deny the opponent's turn structure. Cheap counters are strongest early, so use Force Spike, Remand, Memory Lapse, Stubborn Denial, Wash Away, and Tale's End on plays that would create pressure plus protection, not on low-impact cantrips unless the opponent is stuck on resources. Removal should answer creatures that carry the clock or enable snowball turns; Fatal Push, Dismember, Bitter Triumph, Sheoldred's Edict, Sink into Stupor, Otawara, Soaring City, and Assassin's Trophy are better when they reset tempo before combat. Avoid tapping away for Up the Beanstalk, Jace, the Mind Sculptor, or expensive selection if a single protected threat can punish the window.

- Midrange: win the resource loop by making every exchange feed delve, recursion, or card draw. Tasigur, the Golden Fang, Psychic Frog, Deathrite Shaman, Jace, Vryn's Prodigy, Up the Beanstalk, Uro, Titan of Nature's Wrath, Dig Through Time, Treasure Cruise, Reanimate, Griselbrand, and Vaultborn Tyrant are the cards that turn parity into inevitability. Use Thoughtseize and Inquisition of Kozilek to clear the one answer that beats your next engine, then force them to answer multiple zones. Lower priority within the registered main deck: Force Spike after the opponent has spare mana, one-for-one discard after both hands are low, and Toxic Deluge when your board already wins a fair fight.

- Big mana: attack development only when the target is materially enabling a payoff, then save permission for the payoff itself. Assassin's Trophy and Boseiju, Who Endures can answer key permanents, while Counterspell, Memory Lapse, Remand, Force Spike, Stubborn Denial, Tale's End, Wash Away, Force of Will, and Pact of Negation should be conserved for expensive threats, commanders, sweepers, or engine spells. Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, and Mind Spike are strongest before the opponent has redundant top-end. Do not spend early turns on small creature removal unless the creature visibly accelerates mana or threatens planeswalkers.

- Graveyard decks: contest the graveyard without disabling your own engine. Deathrite Shaman should exile the opposing card that matters next, not just make mana, when a visible graveyard line is forming. Dreams of Steel and Oil, Thoughtseize, Inquisition of Kozilek, Grief, Mind Spike, Counterspell, Tale's End, Wash Away, Force of Will, Pact of Negation, Assassin's Trophy, and Boseiju, Who Endures help stop enablers, payoffs, and hate pieces. Preserve enough graveyard texture for Tasigur, the Golden Fang, Dig Through Time, Treasure Cruise, Uro, Titan of Nature's Wrath, Reanimate, and Jace, Vryn's Prodigy; do not delve away all future recursion just to save one mana.

- Artifact/enchantment decks: identify whether the permanent is mana, lock, threat, or combo engine before spending flexible answers. Boseiju, Who Endures, Assassin's Trophy, Witherbloom Command, Otawara, Soaring City, Counterspell, Memory Lapse, Remand, Force of Will, Pact of Negation, Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, and Grief are the main tools. Use removal on the permanent that changes legal actions or damage math, not the first visible artifact or enchantment by default. Card text check required for Starting Town, Multiversal Passage, Rakshasa's Bargain, Grave Expectations, Midnight Tilling, Molt Tender, and other digital-only or unfamiliar cards before assigning them matchup-specific artifact/enchantment jobs.

- Go-wide creature decks: value sweepers and scalable life preservation over one-for-one elegance. Toxic Deluge is the clean reset when life total permits; Witherbloom Command, Fatal Push, Dismember, Bitter Triumph, Sheoldred's Edict, Assassin's Trophy, Fell the Profane, Sink into Stupor, and Otawara, Soaring City buy time when the opponent has one key anthem, token maker, or attack engine. Preserve blockers that reduce the most damage, especially Birds of Paradise, Delighted Halfling, Deathrite Shaman, Psychic Frog, Uro, Titan of Nature's Wrath, Troll of Khazad-dum, Generous Ent, and Vaultborn Tyrant when their bodies matter. Extra-turn spells are defensive only when the extra turn produces a wipe, lethal, or a stabilizing permanent.

- Single-threat decks: answer the one object that matters and avoid diluting removal into support pieces. Sheoldred's Edict, Bitter Triumph, Dismember, Assassin's Trophy, Otawara, Soaring City, Sink into Stupor, Counterspell, Memory Lapse, Remand, Stubborn Denial, Tale's End, Wash Away, Force of Will, and Pact of Negation are high-value when the opponent's plan depends on a commander, hexproof-like protection, a planeswalker, or one oversized attacker. Save discard for protection or recursion when the threat is already visible. If the single threat is a commander, weigh commander tax and timing before using bounce versus permanent removal.

- Burn: protect life total as a hard resource, not just a buffer for card advantage. Fetch and shock sequencing should minimize unnecessary damage unless the untapped color is required for Fatal Push, Counterspell, Thoughtseize, or a stabilizing play that prevents more damage. Be cautious with Thoughtseize, Dismember, Toxic Deluge, Reanimate, Griselbrand, Mana Confluence, Watery Grave, Overgrown Tomb, and Breeding Pool when life is low. Uro, Titan of Nature's Wrath, Deathrite Shaman, Witherbloom Command, Vaultborn Tyrant, and efficient blockers are priority stabilizers. Counter burn that points at lethal, protects a lethal attack, or prevents life-gain stabilization.

- Removal-heavy decks: diversify threats across command zone, graveyard, hand, and planeswalkers. Do not expose Griselbrand, Vaultborn Tyrant, Scholar of the Lost Trove, or a Reanimate target without checking visible mana, known cards, and whether Tasigur, the Golden Fang or Jace, Vryn's Prodigy can bait removal first. Up the Beanstalk, Dig Through Time, Treasure Cruise, Brainstorm, Brainsurge, Consider, Cache Grab, Grisly Salvage, Malevolent Rumble, Assemble the Team, and Mystical Tutor help reload, but selection should seek threat density or protection rather than more air. Preserve Pact of Negation, Force of Will, Counterspell, and Stubborn Denial for removal that would break the only active win condition.

## Specific Matchup Notes
- General/archetype-only notes: exact opponents are absent, so revealed cards, commander identity, public zones, and legal actions override every matchup assumption here. Sideboarding is unavailable because the registered sideboard has 0 cards; keep the same 100-card configuration and adjust only play patterns, mulligans, tutor targets, and interaction timing.

- Fast creature pressure: prioritize survival turns over graveyard greed. Keep hands with early colored mana plus Fatal Push, Dismember, Bitter Triumph, Sheoldred's Edict, Witherbloom Command, Toxic Deluge, or a blocker such as Birds of Paradise, Deathrite Shaman, Delighted Halfling, Psychic Frog, Uro, Titan of Nature's Wrath, Troll of Khazad-dum, Generous Ent, or Vaultborn Tyrant. Priority targets are creatures that increase damage this combat, protect the team, generate repeated material, or make Toxic Deluge too costly later.

- Control and permission: force the opponent to answer threats from hand, graveyard, and command zone instead of committing one fragile closer into open mana. Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike, Counterspell, Memory Lapse, Remand, Tale's End, Wash Away, Force of Will, Pact of Negation, and Stubborn Denial should fight over opposing card advantage, sweepers, commander engines, and answers to Tasigur, the Golden Fang, Psychic Frog, Jace, Vryn's Prodigy, Griselbrand, or Vaultborn Tyrant. Priority targets are visible permission, exile removal, graveyard hate, and planeswalkers that outdraw Jace, the Mind Sculptor.

- Combo and engine decks: spend discard early to expose the line, then hold counters for the spell or activated ability that actually converts resources. Assemble the Team, Mystical Tutor, Solve the Equation, Dig Through Time, Treasure Cruise, Brainstorm, Brainsurge, Consider, Grisly Salvage, Cache Grab, Malevolent Rumble, and Jace, the Mind Sculptor should find disruption before acceleration if the opponent can win before your next turn. Priority targets are tutors, deterministic payoffs, graveyard enablers, and protection spells; Card text check required for unfamiliar opposing digital cards before assuming the axis.

- Graveyard mirrors: win by timing graveyard access, not by emptying every graveyard immediately. Deathrite Shaman should answer the opposing card that unlocks the next legal play while preserving your own delve, Reanimate, Tasigur, the Golden Fang, Uro, Titan of Nature's Wrath, Jace, Vryn's Prodigy, Dig Through Time, and Treasure Cruise resources. Priority targets are opposing reanimation targets, escape-like threats, flashback spells, and hate permanents such as opponent: Rest in Peace if revealed.

- Big mana and tap-away threats: pressure development only when the permanent is the bridge to a payoff. Assassin's Trophy, Boseiju, Who Endures, Otawara, Soaring City, Sink into Stupor, Counterspell, Memory Lapse, Remand, Force Spike, Tale's End, Force of Will, and Pact of Negation should be saved for commanders, sweepers, extra-turn fights, and large engines unless a mana permanent is visibly enabling them. Priority targets are mana doublers, command-zone engines, and spells that invalidate Tasigur recursion.

## Risk Summary
- Mana risk: the deck is three colors with fetchlands, shocklands, painlands, modal lands, and unfamiliar digital lands, so keep decisions must check actual available colors before assuming double blue, black removal, or green setup. Mana Confluence, Underground River, Llanowar Wastes, Yavimaya Coast, Breeding Pool, Watery Grave, and Overgrown Tomb can cost life; fetch-shock lines are unsafe against burn or short clocks unless the untapped color prevents more damage.

- Draw risk: selection-heavy hands can spin without affecting the board. Brainstorm, Brainsurge, Consider, Cache Grab, Grisly Salvage, Malevolent Rumble, Mishra's Bauble, Dig Through Time, Treasure Cruise, Assemble the Team, Mystical Tutor, Solve the Equation, and Jace, the Mind Sculptor should convert into mana, interaction, or a closer before the opponent's public board becomes lethal.

- Graveyard risk: the deck needs the graveyard for Tasigur, the Golden Fang, delve spells, Reanimate, Uro, Titan of Nature's Wrath, Jace, Vryn's Prodigy, Deathrite Shaman, and large recursion lines. Do not delve away all premium spells or creatures when a later Reanimate, Tasigur activation, Scholar of the Lost Trove line, or escape-like Uro turn is likely.

- Sweeper/removal risk: Toxic Deluge, Dismember, Bitter Triumph, Thoughtseize, Reanimate, Griselbrand, and painful lands can make stabilization mathematically fail. Use life-payment cards only after checking visible damage, likely attack power, burn reach, and whether Uro, Titan of Nature's Wrath, Deathrite Shaman, Witherbloom Command, or Vaultborn Tyrant can recover life.

- Closer risk: expensive finishers can strand in hand or die without value if deployed into open interaction. Griselbrand, Vaultborn Tyrant, Scholar of the Lost Trove, Emergent Ultimatum, Karn's Temporal Sundering, Temporal Manipulation, Time Warp, and Sea Gate Restoration need a commitment check against visible mana, known cards, stack state, and whether Pact of Negation or Force of Will is needed afterward.

- Interaction risk: cheap counters expire as the game grows. Force Spike, Memory Lapse, Remand, Stubborn Denial, Wash Away, Tale's End, Counterspell, Force of Will, and Pact of Negation should be assigned to the opponent's decisive spell, not the first legal target, unless tempo is the only path to survive.

- Sequencing risk: tutors and setup can expose the plan before protection is ready. Mystical Tutor, Assemble the Team, Solve the Equation, Eldritch Evolution, Neoform, Spawning Pod, Dark Ritual, and Reanimate should be sequenced after checking whether the chosen line needs a creature, graveyard card, commander access, blue card for Force of Will, or mana left for interaction.

- Card-text risk: Starting Town, Multiversal Passage, Molt Tender, Midnight Tilling, Grave Expectations, Rakshasa's Bargain, Cache Grab, Brainsurge, and Overlord of the Balemurk need Card text check required before assigning deterministic roles. Treat legal actions from the rules engine as authoritative when these cards appear.

## Test Feedback Checklist
- Deciding factor: identify the turn cycle where the game became favored or lost, then record whether the cause was mana, graveyard access, interaction timing, commander pressure, a resolved engine, or failure to close after stabilizing.
- Mulligans: mark each opener as keep or ship with the visible reason: colored mana, early interaction, acceleration, graveyard velocity, Tasigur, the Golden Fang access, or stranded expensive cards such as Griselbrand, Scholar of the Lost Trove, Vaultborn Tyrant, Emergent Ultimatum, Karn's Temporal Sundering, Temporal Manipulation, Time Warp, or Sea Gate Restoration.
- Mana: record whether fetchlands and painful sources produced the required colors on time without causing lethal life loss. Note every game where Mana Confluence, Underground River, Llanowar Wastes, Yavimaya Coast, Breeding Pool, Watery Grave, Overgrown Tomb, Thoughtseize, Dismember, Bitter Triumph, Toxic Deluge, Reanimate, or Griselbrand changed the life-total math.
- Velocity: record whether Brainstorm, Brainsurge, Consider, Mishra's Bauble, Cache Grab, Grisly Salvage, Malevolent Rumble, Dig Through Time, Treasure Cruise, Assemble the Team, Mystical Tutor, Solve the Equation, or Jace, the Mind Sculptor found a real next step or only consumed mana without changing the board.
- Engine access: track whether Tasigur, the Golden Fang, Deathrite Shaman, Psychic Frog, Jace, Vryn's Prodigy, Up the Beanstalk, Uro, Titan of Nature's Wrath, Spawning Pod, Eldritch Evolution, Neoform, or Reanimate converted resources into a winning position, and record what public pressure or interaction stopped them.
- Removal: note whether Fatal Push, Dismember, Bitter Triumph, Assassin's Trophy, Sheoldred's Edict, Witherbloom Command, Boseiju, Who Endures, Otawara, Soaring City, Sink into Stupor, Fell the Profane, or Toxic Deluge answered the correct threat. Record any removal spell held too long, spent too early, or mismatched against the opponent's visible permanent type.
- Permission and discard: record whether Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike, Counterspell, Memory Lapse, Remand, Force Spike, Stubborn Denial, Tale's End, Wash Away, Force of Will, or Pact of Negation fought over the decisive spell. Flag passes where interaction was legal and the opponent's next public action won the exchange.
- Closing: record whether the deck won by commander pressure, graveyard recursion, extra turns, Griselbrand, Vaultborn Tyrant, Scholar of the Lost Trove, Psychic Frog, Uro, Titan of Nature's Wrath, or incremental control. Flag games where stabilization happened but no closer arrived before the opponent rebuilt.
- Role accuracy: write whether the pilot correctly chose control, combo setup, tempo, or emergency survival. Note every turn where the pilot spent mana on selection while visible attackers, lethal pressure, or a protected opposing engine demanded interaction.
- Mistakes: log legal-action mistakes separately from strategy mistakes. A legal-action mistake is choosing an action whose text contradicted the intended line; a strategy mistake is choosing a legal line that ignored visible damage, known cards, graveyard needs, stack state, or commander tax.
- Stranded cards: list cards stuck in hand or graveyard and the reason: color screw, no creature for Eldritch Evolution or Neoform, no safe target for Reanimate, no protection for Emergent Ultimatum, no blue card for Force of Will, insufficient graveyard for delve, or life too low for Griselbrand or Toxic Deluge.
- Overperformers and underperformers: name exact cards and the board states where they mattered. Separate cards that were weak because of matchup context from cards that were weak because the pilot sequenced them poorly.
- Sideboard/no-sideboard: confirm that Sideboard (0) was respected. If post-game adjustments are desired, record them as future main-deck tuning ideas rather than illegal sideboard actions.

## First Tuning Questions
- Quantity pressure: because Brawl singleton limits nonbasic duplicates, which functional package needed more effective copies: one-mana interaction, discard, graveyard enablers, blue permission, mana acceleration, sweepers, tutors, or finishers?
- Mana base: did the deck lose more games to missing colors, entering tapped, or life paid for fixing? Identify whether the most painful tension was black interaction, double-blue permission and extra turns, green setup, or casting Tasigur, the Golden Fang while preserving counter mana.
- Aggro plan: did early creatures and removal buy enough time against fast pressure, or does the deck need more cheap stabilization around Fatal Push, Dismember, Sheoldred's Edict, Witherbloom Command, Toxic Deluge, Uro, Titan of Nature's Wrath, and Deathrite Shaman?
- Control plan: did discard and permission line up against opposing engines, or were Force Spike, Remand, Memory Lapse, Stubborn Denial, Wash Away, Tale's End, Force of Will, and Pact of Negation too narrow, too late, or too costly in the tested field?
- Graveyard plan: did Tasigur, the Golden Fang, Dig Through Time, Treasure Cruise, Reanimate, Jace, Vryn's Prodigy, Uro, Titan of Nature's Wrath, and Deathrite Shaman compete for the same graveyard resources too often?
- Combo commitment: did Dark Ritual, Reanimate, Eldritch Evolution, Neoform, Spawning Pod, Mystical Tutor, Solve the Equation, Assemble the Team, and Emergent Ultimatum create decisive turns, or did they expose fragile lines without enough protection?
- Closers: did Griselbrand, Vaultborn Tyrant, Scholar of the Lost Trove, Karn's Temporal Sundering, Temporal Manipulation, Time Warp, Sea Gate Restoration, Psychic Frog, and Tasigur, the Golden Fang actually end games after stabilization?
- Role conflict: did the list stumble because control cards, graveyard value, tutor chains, and expensive finishers asked for different sequencing priorities in the same opening hands?
- Digital-card uncertainty: did Starting Town, Multiversal Passage, Molt Tender, Midnight Tilling, Grave Expectations, Rakshasa's Bargain, Cache Grab, Brainsurge, or Overlord of the Balemurk require Card text check required during real games, and should any be reclassified after rules-engine observation?
- Sideboard structure: did the absence of a sideboard make matchup-specific testing noisy, or is main-deck flexibility enough for the intended Brawl queue?
- Main-deck slots: which exact cards were repeatedly stranded, low impact, or redundant, and which missing role should replace them: faster interaction, cleaner mana, graveyard protection, cheaper card velocity, resilient threats, or anti-engine answers?

## Veles Tactical Policy

### Policy: Opening Hand Role Gate
Priority: High
Decision families: mulligan
Cards: Tasigur, the Golden Fang; Birds of Paradise; Delighted Halfling; Deathrite Shaman; Arcane Signet; Thoughtseize; Inquisition of Kozilek; Fatal Push; Counterspell
Phase windows: pregame, mulligan
Runtime cues: opening hand, land count, commander available, known opponent archetype if supplied
Use when: choosing keep or mulligan for any opening hand.
Avoid when: runtime has already forced a keep or no mulligan action remains.
Instructions: Keep hands with two to four lands or one land plus Mishra's Bauble/Consider/Brainstorm and a mana creature only when colors cast early plays. Prioritize black interaction plus blue or green development over expensive-only hands. Mulligan hands that cannot affect the game before turn three unless they contain exact fast mana into Tasigur, the Golden Fang or protected discard into selection.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Early Setup Permanent
Priority: Medium
Decision families: mana; priority
Cards: Birds of Paradise; Delighted Halfling; Deathrite Shaman; Arcane Signet; Mox Amber; Up the Beanstalk; Jace, Vryn's Prodigy
Phase windows: turns 1-3 main phases
Runtime cues: legal cast action for a setup permanent, untapped mana available, no immediate survival threat
Use when: selecting the first enabling permanent.
Avoid when: visible lethal setup, must-answer engine, or required discard/removal is legal now.
Instructions: Lead with color-fixing mana creatures or Arcane Signet before slower engines when colors are constrained. Prefer Deathrite Shaman when graveyards already contain lands or life pressure matters. Deploy Up the Beanstalk only when hand or commander plan can trigger it soon; do not spend turn two on it while a cheap opposing threat will snowball unanswered.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Fetch And Color Discipline
Priority: Medium
Decision families: mana; selection
Cards: Bloodstained Mire; Flooded Strand; Marsh Flats; Misty Rainforest; Polluted Delta; Scalding Tarn; Verdant Catacombs; Windswept Heath; Wooded Foothills; Zagoth Triome; Breeding Pool; Watery Grave; Overgrown Tomb
Phase windows: all main phases, opponent end step if fetch action is legal
Runtime cues: action:search library, fetch land activation, current hand color requirements
Use when: a fetch land activation or land-search choice is legal.
Avoid when: life loss from shock/fetch creates visible lethal or prevents required Toxic Deluge math.
Instructions: Fetch black first for discard/removal and Tasigur, the Golden Fang, blue second for permission/selection, and green when acceleration, Neoform, Eldritch Evolution, or Uro, Titan of Nature's Wrath is active. Prefer tapped triome or surveil-style fixing when no same-turn interaction is needed. Preserve untapped blue when Counterspell, Remand, Memory Lapse, Tale's End, Stubborn Denial, Wash Away, Force of Will, or Pact of Negation can matter.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Tasigur Commitment Gate
Priority: High
Decision families: priority; mana
Cards: Tasigur, the Golden Fang; Dark Ritual; Mox Amber; Stubborn Denial; Counterspell; Pact of Negation; Force of Will
Phase windows: main phases, post-interaction windows
Runtime cues: legal cast action for Tasigur, the Golden Fang, graveyard size, available protection
Use when: deciding whether to commit commander to battlefield.
Avoid when: casting Tasigur exiles needed delve fuel for Dig Through Time/Treasure Cruise or walks into visible exile/removal with no follow-up.
Instructions: Cast Tasigur when he stabilizes combat, turns on Mox Amber or Stubborn Denial, pressures planeswalkers, or uses graveyard cards that are no longer needed. Delay when the graveyard is reserved for Dig Through Time, Treasure Cruise, Uro, Titan of Nature's Wrath, or Reanimate and the opponent is not forcing action.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard Resource Allocation
Priority: Medium
Decision families: selection; mana; priority
Cards: Tasigur, the Golden Fang; Dig Through Time; Treasure Cruise; Uro, Titan of Nature's Wrath; Deathrite Shaman; Reanimate; Jace, Vryn's Prodigy
Phase windows: main phases, priority windows with delve or graveyard actions
Runtime cues: graveyard contents, legal delve/cast/escape/activation actions
Use when: multiple legal actions consume graveyard cards.
Avoid when: only one legal graveyard action exists and no meaningful graveyard choice is exposed.
Instructions: Preserve high-impact creature targets for Reanimate and preserve spell density for Jace, Vryn's Prodigy when a flashback line is likely. Spend fetch lands, spent discard, dead selection, and redundant interaction as delve fuel before exiling threats, extra-turn spells, or recursion targets. Treat Deathrite Shaman activations as interaction or reach only when they do not shrink a stronger near-term delve or escape line.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Hand Attack Targeting
Priority: High
Decision families: interaction; selection
Cards: Thoughtseize; Inquisition of Kozilek; Dreams of Steel and Oil; Grief; Mind Spike
Phase windows: precombat main, early turns, pre-combo turns
Runtime cues: revealed opponent hand, discard target prompt
Use when: choosing a card from revealed opponent hand.
Avoid when: no opponent card is revealed or the only legal action is decline/pass.
Instructions: Take the card that stops the current role plan: cheap pressure when life is under attack, counter/removal before Reanimate/Emergent Ultimatum/extra-turn commitment, graveyard hate before delve or reanimation, and opposing engine before a slow control game. Prefer taking one-card answers over expensive threats when your hand already contains a closer.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Removal Priority
Priority: Medium
Decision families: interaction; priority
Cards: Fatal Push; Dismember; Bitter Triumph; Assassin's Trophy; Sheoldred's Edict; Witherbloom Command; Boseiju, Who Endures; Otawara, Soaring City; Sink into Stupor; Fell the Profane; Toxic Deluge
Phase windows: all priority windows, combat, opponent end step
Runtime cues: legal removal action, visible threat, combat damage projection
Use when: choosing whether to spend removal.
Avoid when: the opposing permanent is low-impact and mana is needed for a decisive stack fight.
Instructions: Kill mana engines before they enable a larger turn, kill damage sources before they force bad Toxic Deluge life payments, and save flexible answers for permanents that narrow removal cannot touch. Use edict effects when the opponent has one major creature or protection from targeted removal; avoid edicts into expendable tokens unless survival requires it.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Permission Commitment Gate
Priority: High
Decision families: interaction; priority
Cards: Counterspell; Memory Lapse; Remand; Force Spike; Stubborn Denial; Tale's End; Wash Away; Force of Will; Pact of Negation
Phase windows: opponent casts spell, triggered/activated ability on stack, own combo turn protection
Runtime cues: stack contains opposing spell or ability, legal counter action
Use when: deciding whether to counter.
Avoid when: the stack object is replaceable and a known or visible stronger threat is likely before next untap.
Instructions: Counter cards that beat the current plan: graveyard hate, lethal pressure, planeswalkers/engines that outdraw Tasigur, sweepers against committed threats, and interaction aimed at Reanimate, Emergent Ultimatum, Griselbrand, or extra turns. Use free counters to protect a decisive turn, not routine tempo, unless losing the exchange ends the game.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Reanimate Commitment And Target
Priority: High
Decision families: priority; selection; interaction
Cards: Reanimate; Griselbrand; Vaultborn Tyrant; Scholar of the Lost Trove; Uro, Titan of Nature's Wrath; Troll of Khazad-dum; Generous Ent
Phase windows: main phases after graveyard setup or discard
Runtime cues: legal cast Reanimate, visible graveyards, life total
Use when: choosing whether to cast Reanimate or selecting its target.
Avoid when: life payment creates visible lethal or target is likely to be removed with no card advantage.
Instructions: Reanimate Griselbrand only when life total supports the loss and the draw engine can immediately protect or win. Choose Vaultborn Tyrant or Uro, Titan of Nature's Wrath for stabilization, Scholar of the Lost Trove for spell recursion, and landcyclers as emergency bodies only when survival or mana pressure demands it.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Tasigur Opponent Target
Priority: Low
Decision families: selection
Cards: Tasigur, the Golden Fang
Phase windows: activated ability target prompt
Runtime cues: action:target opponent Tasigur, the Golden Fang
Use when: exactly one legal action targets an opponent for Tasigur, the Golden Fang and no teammate or alternate opponent target exists.
Avoid when: multiple opponent targets or political choices are legal.
Instructions: Choose the visible legal opponent target for Tasigur, the Golden Fang activation when the target prompt contains only that opponent-target action.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Tutor And Selection Commitment
Priority: Medium
Decision families: selection; priority
Cards: Assemble the Team; Mystical Tutor; Solve the Equation; Eldritch Evolution; Neoform; Spawning Pod; Brainstorm; Brainsurge; Consider; Cache Grab; Grisly Salvage; Malevolent Rumble; Dig Through Time; Treasure Cruise; Jace, the Mind Sculptor
Phase windows: main phases, opponent end step for instant selection
Runtime cues: tutor/search/look prompt, card selection prompt
Use when: choosing a card or line from library/top cards.
Avoid when: board survival requires spending mana on removal or counter backup instead.
Instructions: Search for the missing piece of the current plan: interaction under pressure, discard/counter before combo, Reanimate target or payoff after graveyard setup, extra-turn spell when a threat is active, and mana fixing when colors block all relevant plays. Brainstorm effects should protect weak cards from discard or combine with fetches when available.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Creature Conversion Gate
Priority: Medium
Decision families: selection; priority
Cards: Eldritch Evolution; Neoform; Spawning Pod; Birds of Paradise; Delighted Halfling; Deathrite Shaman; Jace, Vryn's Prodigy; Psychic Frog; Uro, Titan of Nature's Wrath; Tasigur, the Golden Fang; Overlord of the Balemurk; Vaultborn Tyrant; Griselbrand; Scholar of the Lost Trove
Phase windows: main phases with sacrifice or activation prompt
Runtime cues: legal Eldritch Evolution, legal Neoform, legal Spawning Pod activation, creature sacrifice prompt
Use when: converting a creature into another creature.
Avoid when: sacrificing the only blocker or mana source exposes visible lethal or breaks a protected interaction turn.
Instructions: Treat conversion as a commitment gate. Sacrifice expendable acceleration after it has fixed mana, Jace, Vryn's Prodigy only after value is exhausted, and Tasigur only for a game-ending upgrade. Pick targets by board role: stabilization, card engine, recursion, or lethal pressure.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Emergent Ultimatum Gate
Priority: High
Decision families: priority; selection; interaction
Cards: Emergent Ultimatum; Griselbrand; Scholar of the Lost Trove; Time Warp; Temporal Manipulation; Karn's Temporal Sundering; Sea Gate Restoration; Dig Through Time
Phase windows: main phase with sufficient mana
Runtime cues: legal cast Emergent Ultimatum, search/select three cards prompt
Use when: deciding whether to cast Emergent Ultimatum or choose its package.
Avoid when: opponent has visible counter mana or revealed interaction and no protection is available, unless waiting is worse.
Instructions: Cast only when the package threatens a decisive turn through either extra turns, card refill, or a reanimation/spell-recursion chain. Select piles where any two cards still advance the same plan; avoid piles where one opponent choice leaves only expensive cards without mana or board impact.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Extra Turn Conversion
Priority: Medium
Decision families: priority; combat
Cards: Time Warp; Temporal Manipulation; Karn's Temporal Sundering; Scholar of the Lost Trove; Tasigur, the Golden Fang; Griselbrand; Vaultborn Tyrant; Psychic Frog
Phase windows: main phase before combat or after establishing a threat
Runtime cues: legal cast extra-turn spell, active threat on battlefield
Use when: deciding whether an extra turn advances a clock or engine.
Avoid when: the extra turn is only an expensive Explore and interaction is needed to survive.
Instructions: Cast extra turns when a threat, planeswalker, Griselbrand draw, Tasigur activation, or lethal setup converts the turn into material advantage. Hold extra turns when no permanent or hand sequence benefits from the extra untap.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Stabilization
Priority: Medium
Decision families: combat; interaction
Cards: Tasigur, the Golden Fang; Psychic Frog; Uro, Titan of Nature's Wrath; Vaultborn Tyrant; Griselbrand; Deathrite Shaman; Birds of Paradise; Delighted Halfling
Phase windows: declare attackers, declare blockers, combat trick windows
Runtime cues: legal attack or block actions, visible attackers, life total
Use when: choosing attacks, blocks, or combat-speed interaction.
Avoid when: combat prompt has exactly one forced legal action.
Instructions: Attack only when pressure does not trade away needed mana, graveyard engine, or combo material. Block to preserve life against short clocks, especially before Toxic Deluge or Reanimate life costs matter. Keep Tasigur untapped as a stabilizer when opponent crack-back exceeds safe life margins.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Pay Life Gate
Priority: High
Decision families: mana; interaction; selection
Cards: Thoughtseize; Dismember; Bitter Triumph; Toxic Deluge; Reanimate; Griselbrand; Mana Confluence; Underground River; Llanowar Wastes; Yavimaya Coast; Breeding Pool; Watery Grave; Overgrown Tomb
Phase windows: all life-payment prompts and shock/pain land choices
Runtime cues: pay life prompt, shock land choice, Griselbrand activation, Toxic Deluge value
Use when: legal action requires or offers life payment.
Avoid when: life payment is mandatory and no alternative legal action exists.
Instructions: Spend life for cards or tempo only when it prevents more damage, wins a stack fight, enables a decisive Reanimate/Griselbrand turn, or fixes colors for an immediate action. Refuse optional life payments that put the pilot dead to visible attackers, known burn-like effects, or commander damage math.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Forced Pact Follow-Through
Priority: High
Decision families: mana; priority
Cards: Pact of Negation
Phase windows: upkeep Pact payment prompt
Runtime cues: action:pay Pact of Negation
Use when: the legal action text requires paying for Pact of Negation and the mana payment is available.
Avoid when: no legal payment action exists.
Instructions: Pay the Pact of Negation upkeep cost when the rules engine offers the payment action; do not choose a losing nonpayment action if payment is legal.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: No-Sideboard Compliance
Priority: Medium
Decision families: sideboard; pregame
Cards: none
Phase windows: between games, match setup
Runtime cues: sideboard request, registered sideboard count zero
Use when: any sideboard action or post-game adjustment request appears.
Avoid when: runtime is not in a sideboard or pregame configuration step.
Instructions: Submit no card changes because Sideboard (0) is registered. Treat matchup adaptation as mulligan, sequencing, and role selection only; do not name any outside-card or card-removal action.
Pilot skill floor: low
No-API allowed: no
Light-model allowed: yes
