# Strategy Specifications
## Deck Name And Archetype
Domain Zoo is a Modern aggro-midrange strategy built around cheap pressure, five-color domain scaling, and flexible interaction. The registered maindeck is validated at 60 cards, and the registered sideboard is validated at 15 cards. The duplicate supplied tags normalize to `aggro` and `midrange`; the deck should be treated as a proactive pressure deck with enough removal, disruption, and card-quality engines to pivot into a shorter midrange game.

- Format status: Modern is the intended format, but card legality, bans, companion rules, and oracle text must be validated by the runtime rules engine or an up-to-date deck validation pass before official testing. This guide must not override engine legality, visible prompts, or action availability.
- Archetype status: The shell is a stock-to-hybrid Domain Zoo configuration rather than a rogue deck. The stock core is `Leyline of the Guildpact`, `Leyline Binding`, `Scion of Draco`, `Territorial Kavu`, `Ragavan, Nimble Pilferer`, `Lightning Bolt`, and fetch-shock-triome domain mana; the hybrid portion is the heavy `Doorkeeper Thrull`, `Kroxa, Titan of Death's Hunger`, `Consign to Memory`, `Fable of the Mirror-Breaker`, and `Arena of Glory` configuration.
- Role identity: Start most games as the beatdown unless visible battlefield, life totals, or known opposing resources show that racing is worse than trading. The deck wins by converting early mana development into oversized threats, then using `Lightning Bolt`, `Fatal Push`, `Leyline Binding`, `Consign to Memory`, and sideboard cards to prevent the opponent from stabilizing.
- Primary pressure cards: `Ragavan, Nimble Pilferer`, `Territorial Kavu`, `Scion of Draco`, `Kroxa, Titan of Death's Hunger`, and `Fable of the Mirror-Breaker` are the main ways to force action. Runtime decisions should value these cards differently by board texture: `Ragavan, Nimble Pilferer` is highest before blockers, `Territorial Kavu` and `Scion of Draco` are the main domain payoffs, `Kroxa, Titan of Death's Hunger` pressures hands and life totals, and `Fable of the Mirror-Breaker` supports longer games.
- Mana identity: The manabase is powerful but damage-sensitive and sequencing-sensitive. `Wooded Foothills`, `Marsh Flats`, and `Bloodstained Mire` must assemble colors and land types from `Steam Vents`, `Sacred Foundry`, `Overgrown Tomb`, `Godless Shrine`, `Elegant Parlor`, `Zagoth Triome`, `Mountain`, `Swamp`, and `Arena of Glory` while preserving castability for one-mana interaction and domain cards.
- Domain concern: `Leyline of the Guildpact` can accelerate full-domain starts, but hands without it must still sequence real land types carefully for `Leyline Binding`, `Territorial Kavu`, and `Scion of Draco`. Do not assume full domain unless visible lands, visible `Leyline of the Guildpact`, or engine state confirms it.
- Interaction concern: The maindeck has broad answers but not unlimited permission. `Consign to Memory` is narrow without the right opposing card types, `Fatal Push` is efficient but conditional, and `Leyline Binding` depends on domain cost reduction and available mana. Runtime policy should never spend interaction just because it is legal; it must weigh clock, future threat exposure, and whether the target blocks or outraces the current plan.
- Sideboard identity: The sideboard confirms a metagame-aware hybrid plan. `Consign to Memory`, `High Noon`, `Mystical Dispute`, `Obsidian Charmaw`, `Stubborn Denial`, `Wear // Tear`, and `Wrath of the Skies` let the deck shift between protecting pressure, answering artifacts/enchantments, fighting blue or colorless strategies, punishing mana-heavy opponents, and resetting creature-heavy boards.
- Opponent information status: No specific opponent decklists or matchup labels were supplied for this import. Matchup guidance must therefore be archetype-based until runtime reveals public information such as lands, spells cast, battlefield permanents, graveyards, exile, hand-reveal effects, or sideboard-stage context.
- Pilot constraint: The agent must choose only legal action IDs exposed by Veles and must not infer hidden cards from archetype alone. Use this guide as strategic preference after checking legal actions, visible board state, public zones, known reveals, current phase, available mana, stack contents, and engine prompts.

## Thesis
Domain Zoo assembles early pressure, domain-enabled oversized creatures, and cheap interaction into a proactive aggro-midrange clock. The deck wants to start forcing blocks or damage with `Ragavan, Nimble Pilferer`, `Territorial Kavu`, `Scion of Draco`, or `Kroxa, Titan of Death's Hunger`, then use `Lightning Bolt`, `Fatal Push`, `Leyline Binding`, and `Consign to Memory` to keep the opponent from stabilizing long enough for combat damage and reach to finish the game.

- Prioritize mana that turns on domain while still casting the spell in hand this turn. `Leyline of the Guildpact` can make `Scion of Draco`, `Territorial Kavu`, and `Leyline Binding` dramatically stronger, but the pilot must verify actual visible engine state before assuming full domain or reduced costs.
- Prioritize pressure before sculpting when the hand can produce a credible threat on turns one and two. This deck is not trying to sit behind answers forever; it wins by making the opponent answer bodies while their own development is taxed by removal, discard pressure, or stack interaction.
- Prioritize interaction that protects the clock or breaks a stabilizing play. Use `Lightning Bolt` and `Fatal Push` on blockers, must-answer creatures, or lethal race math rather than spending them automatically; use `Leyline Binding` for permanents that cheap removal cannot answer or that immediately invalidate combat.
- Prioritize `Kroxa, Titan of Death's Hunger` as both pressure and recursion when games slow down. Early copies can disrupt resources if legal, while later escape lines can turn spent graveyard cards into a durable threat; do not assume escape is available unless the engine exposes it.
- Do not play as a pure burn deck. `Lightning Bolt` can finish games, but the primary plan is creature damage backed by interaction, with burn pointed at the opponent mainly when it creates lethal, protects an attack, or beats a visible stabilization window.
- Do not play as a pure control deck. `Consign to Memory`, `Doorkeeper Thrull`, `Leyline Binding`, and sideboard permission can create tempo, but the deck lacks the density to trade one-for-one indefinitely without a threat converting those trades into a win.

## Role Package
- Threats: `Ragavan, Nimble Pilferer` is the highest-upside early threat when the opponent has no visible blocker or removal constraint; `Territorial Kavu` is the main scalable two-mana attacker when domain is active; `Scion of Draco` is the large evasive payoff whose cost and combat role depend on verified domain; `Kroxa, Titan of Death's Hunger` converts hand pressure and graveyard resources into late-game inevitability.
- Payoffs: `Leyline of the Guildpact` is the domain enabler that makes the deck's best starts explosive and improves `Leyline Binding`, `Territorial Kavu`, and `Scion of Draco`; `Arena of Glory` can add combat pressure to relevant creature lines when legal action text confirms usable mana and target legality; `Lightning Bolt` becomes reach once creature combat has put the opponent within range.
- Engines: `Fable of the Mirror-Breaker` is the primary grind tool and should be valued in games where immediate racing is worse than building resources. Treat its chapter choices and later permanent state through runtime prompts; do not assume the next chapter or transformed status unless visible state confirms it.
- Velocity: `Territorial Kavu` can function as pressure plus card-flow pressure when its attack or combat-damage triggers are available, but exact trigger options must be chosen from engine output. `Fable of the Mirror-Breaker` can filter weak or redundant cards when the prompt appears, especially excess lands, narrow interaction, or duplicate legends that are worse in the visible game state.
- Interaction: `Lightning Bolt` handles small creatures, planeswalker pressure if legal, and lethal reach; `Fatal Push` handles efficient creature trades when its restrictions are satisfied; `Leyline Binding` answers broad permanent types when mana permits; `Consign to Memory` is reserved for legal stack targets or triggered/activated contexts the engine exposes, with higher value against colorless or high-impact spells.
- Protection: `Consign to Memory`, sideboard `Mystical Dispute`, sideboard `Stubborn Denial`, and sometimes `Doorkeeper Thrull` protect pressure by preventing the opponent's stabilizing turn. `Doorkeeper Thrull` should be treated as conditional disruptive coverage for enter-the-battlefield trigger plans; Card text check required for exact affected object types before relying on a specific shutdown.
- Recursion: `Kroxa, Titan of Death's Hunger` is the only dedicated recursive main-deck threat. Preserve graveyard resources for escape when the game is likely to extend, but spend graveyard cards if the current legal line clearly wins the race, answers a lethal threat, or prevents a worse board state.
- Mana: `Wooded Foothills`, `Marsh Flats`, and `Bloodstained Mire` find the shock, surveil, and triome land mix of `Steam Vents`, `Sacred Foundry`, `Overgrown Tomb`, `Godless Shrine`, `Elegant Parlor`, and `Zagoth Triome`; `Mountain`, `Swamp`, and `Arena of Glory` add utility and damage control but may not supply all domain types alone. Sequence lands for the next two turns, not just this turn's spell.
- Sideboard modules: `Consign to Memory`, `Mystical Dispute`, and `Stubborn Denial` form the stack-interaction package; `Wear // Tear` answers artifact and enchantment permanents; `Wrath of the Skies` is the reset button against wide or low-cost permanent boards; `Obsidian Charmaw` pressures mana-heavy opponents; `High Noon` constrains multi-spell turns when the opponent depends on chaining spells more than this deck does.

## Primary Win Conditions
- Domain creature clock: Set up verified domain with `Leyline of the Guildpact`, fetch lands, shock lands, `Elegant Parlor`, and `Zagoth Triome`, then attack with oversized `Territorial Kavu` and discounted `Scion of Draco`. Execute by spending `Lightning Bolt`, `Fatal Push`, and `Leyline Binding` on blockers or stabilizing permanents that stop attacks; prioritize this line when the opener already has a threat plus castable mana by turn two. Disruption to respect includes visible removal, sweepers, large blockers, and mana denial; do not assume `Scion of Draco` is cheap or `Territorial Kavu` is large until the rules engine confirms domain state.
- Ragavan tempo start: Lead with `Ragavan, Nimble Pilferer` when legal mana and visible board state make an early attack plausible. Execute by clearing the first blocker with `Lightning Bolt`, `Fatal Push`, or `Leyline Binding`, then use any treasure or exile-cast action only when the engine exposes it as legal and it advances pressure or interaction. Prioritize this line on the play, against slow visible starts, or when `Ragavan, Nimble Pilferer` enables a faster `Fable of the Mirror-Breaker`, `Scion of Draco`, or protected double-spell turn; deprioritize it when a visible blocker makes the attack low-impact.
- Kroxa attrition finish: Use `Kroxa, Titan of Death's Hunger` as the win path when combat is stalled or both players are low on cards. Execute early copies as legal hand-pressure and life-pressure actions, then escape only when the engine exposes escape and the graveyard payment does not consume resources needed for a higher-impact line. Prioritize this line against removal-heavy games, empty-hand opponents, or boards where `Territorial Kavu` and `Scion of Draco` are contained; respect graveyard hate, exile removal, and spot removal after escape.
- Reach conversion: Turn creature damage into lethal with `Lightning Bolt` once the opponent is within range or forced to tap low. Execute by counting visible life totals, stack interaction, and legal targets before aiming burn at the opponent; prioritize face damage only when it wins, sets up a forced lethal next turn, or makes blocking math impossible. Use burn on creatures instead when it unlocks more damage than three direct damage would produce.

## Secondary Win Conditions
- Fable value pressure: Use `Fable of the Mirror-Breaker` to recover from one-for-one trades and convert excess or awkward cards into better threat-interaction mixes. Execute chapter and filtering decisions only from visible prompts; Card text check required for exact chapter timing and transformed-permanent details. Prioritize this plan when immediate attacking is weak, when the hand has redundant lands or narrow interaction, or when the opponent is spending removal on early threats.
- Disruption-backed chip damage: Use `Doorkeeper Thrull`, `Consign to Memory`, and `Leyline Binding` to deny the opponent's stabilizing turn while any creature deals incremental damage. Execute by protecting the threat already converting damage, not by answering every spell. Prioritize `Consign to Memory` for legal high-impact stack objects, activated abilities, triggered abilities, or colorless threats the engine exposes; Card text check required for exact `Doorkeeper Thrull` suppression scope before relying on a specific trigger denial.
- Sideboard lock-pressure fallback: After boarding, `High Noon`, extra `Consign to Memory`, `Mystical Dispute`, `Stubborn Denial`, `Wear // Tear`, `Wrath of the Skies`, and `Obsidian Charmaw` can change the win condition from fastest damage to constrained-resource pressure. Execute only through legal sideboard plans and visible actions; prioritize the lock or reset role when it makes the opponent's visible engine slower than a single `Territorial Kavu`, `Scion of Draco`, `Kroxa, Titan of Death's Hunger`, or `Ragavan, Nimble Pilferer` can punish.
- Hard-cast and small-threat cleanup: Win with ordinary attacks from `Doorkeeper Thrull`, `Fable of the Mirror-Breaker` material, or a smaller `Territorial Kavu` when the premium threats are removed. Execute by preserving life total, trading down only when necessary, and using `Lightning Bolt` as either removal or final reach according to visible race math.

## Emergency Lines
- Behind on life: Stabilize before maximizing damage. Use `Fatal Push`, `Lightning Bolt`, and `Leyline Binding` on the attacking creature or permanent most responsible for the current clock, then attack only when the crack-back is survivable or the attack forces lethal pressure.
- Behind on board: Convert interaction into a reset of combat math. Prioritize `Leyline Binding` for permanents cheap removal cannot answer, use `Fatal Push` and `Lightning Bolt` for efficient creature trades, and consider sideboard `Wrath of the Skies` only when the legal action and visible permanents make the reset better for this deck than the opponent.
- Behind on cards: Shift toward `Kroxa, Titan of Death's Hunger` and `Fable of the Mirror-Breaker`. Spend expendable graveyard cards for escape only when the resulting threat is likely to matter immediately, and use filtering prompts to move redundant lands, dead interaction, or extra legendary copies into higher-impact cards.
- Behind on mana: Fetch and sequence for castability over ideal domain. A smaller `Territorial Kavu`, delayed `Scion of Draco`, or full-cost `Leyline Binding` is better than missing a turn; use `Arena of Glory` only when its visible legal action produces a meaningful threat or attack this turn.
- Behind against combo or engine pressure: Stop the enabling action before racing if the visible stack or permanent would invalidate combat. Hold `Consign to Memory` for exposed high-impact legal targets, use `Doorkeeper Thrull` only where its visible/static effect applies, and pressure with the cheapest threat that leaves interaction available.
- Win conditions removed: Rebuild with any remaining threat plus reach. Treat `Lightning Bolt` as lethal setup, use `Kroxa, Titan of Death's Hunger` as the recursive closer if graveyard access remains, and avoid spending the last answer on low-impact targets unless life total or immediate lethal forces it.

## Resource Model
- Life is a spendable setup resource, but fetch-shock decisions must be tied to the visible clock. Pay life with `Wooded Foothills`, `Marsh Flats`, `Bloodstained Mire`, `Steam Vents`, `Sacred Foundry`, `Overgrown Tomb`, `Godless Shrine`, and `Zagoth Triome` access when it enables turn-one `Ragavan, Nimble Pilferer`, turn-two `Territorial Kavu`, cheap `Leyline Binding`, or live `Fatal Push`/`Lightning Bolt`; fetch tapped or preserve life when the hand already casts its next play and the opponent is presenting damage.
- Hand cards convert into pressure first and flexibility second. Keep a threat-plus-interaction mix where `Ragavan, Nimble Pilferer`, `Territorial Kavu`, `Scion of Draco`, `Kroxa, Titan of Death's Hunger`, or `Fable of the Mirror-Breaker` creates a clock while `Lightning Bolt`, `Fatal Push`, `Leyline Binding`, `Consign to Memory`, or `Doorkeeper Thrull` prevents stabilization.
- Mana is the bottleneck for converting premium cards into tempo. Prioritize turns that spend all available mana on a threat plus a cheap answer; avoid holding up `Consign to Memory` when the visible opponent line is not worth delaying `Territorial Kavu`, `Scion of Draco`, or `Fable of the Mirror-Breaker`.
- Board presence is this deck's main exchange rate. A single large `Territorial Kavu` or discounted `Scion of Draco` can justify spending multiple interaction pieces to keep attacks profitable, while `Doorkeeper Thrull` and `Fable of the Mirror-Breaker` support slower games where raw size is not enough.
- Graveyard value belongs primarily to `Kroxa, Titan of Death's Hunger`, with incidental pressure from fetchlands and spent spells. Preserve enough graveyard material for escape when attrition is the active plan; spend graveyard cards only when the engine exposes the escape action and the resulting `Kroxa, Titan of Death's Hunger` matters more than future flexibility.
- Exile is mostly an output zone, not a bank. Treat exiled opponent cards from `Ragavan, Nimble Pilferer` as optional tempo only when the rules engine exposes a legal cast and the spell is better than advancing the registered deck's own threat, removal, or mana plan.
- Lands are both color sources and domain infrastructure. Fetchlands are not interchangeable: each one should be chosen to complete current colors, increase domain for `Territorial Kavu`, `Scion of Draco`, and `Leyline Binding`, or preserve an untapped source for interaction.
- Sacrifice fodder is minimal and conditional. Do not treat creatures as expendable unless combat math, `Fable of the Mirror-Breaker` material, treasure, or a legal opponent effect creates an explicit exchange; there is no main-deck sacrifice engine to protect.
- Tempo is gained by forcing the opponent to answer under pressure. Use `Lightning Bolt`, `Fatal Push`, and `Leyline Binding` on blockers or engine permanents when the removal creates more damage, a safer attack, or a denied stabilizing turn.
- Information should tighten, not replace, legal-action reasoning. Use visible mana, revealed cards, graveyards, sideboarded cards, and stack objects to choose between racing, holding interaction, or developing; never assume hidden sweepers, removal, or combo pieces without public evidence.
- Sideboard bullets convert narrow cards into matchup-specific tempo. Extra `Consign to Memory`, `Mystical Dispute`, `Stubborn Denial`, `High Noon`, `Obsidian Charmaw`, `Wear // Tear`, and `Wrath of the Skies` should change resource priorities only when their legal targets or constraints are visible and better than the main-deck pressure plan.

## Mana Guide
- Build opening mana around the first two turns before optimizing domain. A strong keep usually casts a turn-one `Ragavan, Nimble Pilferer`, `Lightning Bolt`, or `Fatal Push`, then supports `Territorial Kavu`, `Doorkeeper Thrull`, `Kroxa, Titan of Death's Hunger`, `Leyline Binding`, or `Scion of Draco` on curve according to visible legal costs.
- Red is the most urgent early color because it casts `Ragavan, Nimble Pilferer` and `Lightning Bolt`. Black follows for `Fatal Push` and `Kroxa, Titan of Death's Hunger`; white matters for `Doorkeeper Thrull` and `Leyline Binding`; green matters for `Territorial Kavu`; blue is mostly for `Consign to Memory`, `Mystical Dispute`, and some sideboarded interaction.
- Fetch sequencing should create both castability and land-type coverage. Use `Zagoth Triome`, shock lands, and `Elegant Parlor` to assemble domain when speed allows, but choose untapped shock lines when the current turn must cast a threat or answer.
- The registered fetch package includes `Bloodstained Mire`, plus the other fetchlands described elsewhere in the guide. Treat `Bloodstained Mire` as both early black/red access and a delayed domain/revolt/graveyard resource: crack it immediately when it casts `Ragavan, Nimble Pilferer`, `Lightning Bolt`, `Fatal Push`, or `Kroxa, Titan of Death's Hunger`, but preserve it when the current turn is already functional and a future `Fatal Push` revolt, `Territorial Kavu` domain correction, `Leyline Binding` discount, or `Kroxa` escape count matters more.
- `Leyline of the Guildpact` can change domain and color assumptions only when it is actually present through the rules engine. If it starts on the battlefield or is legally cast, reassess `Territorial Kavu`, `Scion of Draco`, and `Leyline Binding` costs from engine output rather than from memory.
- `Arena of Glory` is a utility land, not a default color fixer. Use it when its visible mana or granted combat value matters for `Ragavan, Nimble Pilferer`, `Territorial Kavu`, `Kroxa, Titan of Death's Hunger`, `Scion of Draco`, or another legal creature play; avoid sequencing it early if it strands `Consign to Memory`, `Leyline Binding`, `Doorkeeper Thrull`, or sideboard interaction.
- Tapped-land decisions should be made before spending fetchlands casually. Fetch tapped `Zagoth Triome` or play `Elegant Parlor` when the turn has no meaningful one-mana play; fetch untapped shock lands when passing the turn without `Lightning Bolt`, `Fatal Push`, or `Consign to Memory` would expose the deck to a visible tempo loss.
- Mulligan mana rules should punish hands that cannot cast a threat by turn two. Keep one-land hands only with legal early plays, fetch access, and a clear draw-step path; mulligan hands with `Scion of Draco`, `Leyline Binding`, and expensive interaction but no credible domain or colored source development.
- Play lands before draw/filter actions when the land choice unlocks a known spell this turn. Delay land drops before `Fable of the Mirror-Breaker` filtering or other draw/selection prompts when the hand has multiple possible lands and the new information could choose between untapped interaction, domain completion, or life preservation.
- Sideboarded mana must respect interaction colors. After boarding, keep blue access for `Mystical Dispute`, `Stubborn Denial`, and extra `Consign to Memory`; keep white access for `Wear // Tear`, `High Noon`, and `Wrath of the Skies`; preserve red access for `Wear // Tear` aftermath only if the engine exposes that half as legal and relevant.

## Mulligan Guide
- Strong keep: Keep two-to-three-land hands with at least one fetchland, one early threat, and one interaction spell. `Ragavan, Nimble Pilferer` plus `Lightning Bolt` or `Fatal Push` is a strong tempo opener; `Territorial Kavu` plus domain mana is a strong size opener; `Leyline of the Guildpact` plus `Scion of Draco` or `Leyline Binding` is a strong engine opener when the rules engine confirms the relevant costs.
- Medium keep: Keep hands with `Doorkeeper Thrull` or `Kroxa, Titan of Death's Hunger` as the first threat only when mana is stable and interaction buys time. These hands are acceptable against opponents whose visible plan depends on triggered abilities, graveyard pressure, or creature combat, but they are slower than `Ragavan, Nimble Pilferer` or `Territorial Kavu` starts.
- Risky keep: Keep one-land fetchland hands only with a turn-one legal spell, a second-turn plan if a land is drawn, and at least one cheap interaction spell. A hand like fetchland, `Ragavan, Nimble Pilferer`, `Lightning Bolt`, `Fatal Push`, `Territorial Kavu`, `Leyline Binding`, `Scion of Draco` is playable only when missing the second land does not immediately lose the matchup tempo.
- Automatic ship: Mulligan zero-land hands, one-land non-fetch hands without a castable one-mana play, hands with only `Arena of Glory` as early mana, and hands that cannot cast any threat by turn two. Also ship hands overloaded on `Leyline Binding`, `Scion of Draco`, and `Fable of the Mirror-Breaker` when domain or colored mana cannot be assembled from visible lands.
- Trap hand: Do not keep a hand because `Leyline of the Guildpact` is present if the rest of the hand does not pressure or interact. Multiple `Leyline of the Guildpact` copies, no one-mana play, and no reliable turn-two `Territorial Kavu`, `Doorkeeper Thrull`, or `Kroxa, Titan of Death's Hunger` is a low-action keep even when domain looks attractive.
- Matchup-dependent keep: Keep `Consign to Memory` in openers when the opponent's revealed deck or public game context makes its targets likely and the hand still develops pressure. Against small-creature pressure, prioritize `Lightning Bolt`, `Fatal Push`, and `Leyline Binding`; against slower interaction, prioritize resilient pressure from `Territorial Kavu`, `Scion of Draco`, `Kroxa, Titan of Death's Hunger`, and `Fable of the Mirror-Breaker`.
- Play/draw adjustment: On the play, favor `Ragavan, Nimble Pilferer` and fast `Territorial Kavu` hands because early damage and mana pressure matter more. On the draw, require stronger interaction or a sturdier turn-two threat, since `Ragavan, Nimble Pilferer` is easier for the opponent to answer or block before it connects.

## Turn Arc
- Turn 1 priority: Lead with a fetchland line that casts `Ragavan, Nimble Pilferer`, `Lightning Bolt`, or `Fatal Push` while setting up turn-two colors. If no one-mana play matters, fetch or play a land that improves domain for `Territorial Kavu`, `Scion of Draco`, and `Leyline Binding`; do not spend life for an untapped shock land without a legal spell or clear interaction need.
- Turn 1 deviation: Cast `Consign to Memory` only when the stack contains a legal high-impact target and delaying development is better than deploying pressure. If `Leyline of the Guildpact` starts on the battlefield, reassess domain-dependent costs from the engine before choosing a land.
- Turn 2 priority: Deploy `Territorial Kavu` when it is large enough to dominate combat or force removal, deploy `Doorkeeper Thrull` when its effect is relevant to the visible opponent plan, or cast `Kroxa, Titan of Death's Hunger` when discard pressure is better than board size. Hold `Lightning Bolt`, `Fatal Push`, or `Leyline Binding` only if the opponent has a visible creature, engine permanent, or blocker that changes the next attack.
- Turn 2 deviation: If `Ragavan, Nimble Pilferer` can attack safely, sequence removal before combat when it clears the only blocker. If the opponent is representing cheap interaction and the board is empty, prioritize `Territorial Kavu` or `Doorkeeper Thrull` over holding mana for a narrow answer.
- Turn 3 priority: Cast `Scion of Draco` when the engine exposes an efficient legal cost and the battlefield rewards a large evasive or stabilizing threat. Cast `Fable of the Mirror-Breaker` when the game is slowing down, the hand needs filtering, or a token body helps bridge into `Kroxa, Titan of Death's Hunger` escape and future pressure.
- Turn 3 deviation: Use `Leyline Binding` over adding another threat when a visible permanent will otherwise stop attacks, enable a combo turn, or invalidate combat. Use `Consign to Memory` over tapping out only when the opponent's public mana, stack, or known card context makes the counter window materially important.
- Turns 4-5 priority: Convert board presence into damage while preserving the interaction piece that protects the best attack. Escape `Kroxa, Titan of Death's Hunger` only when the graveyard cost is legal and the resulting permanent or discard trigger advances the active plan more than keeping cheap spells and fetchlands for later.
- Turns 4-5 deviation: Let `Fable of the Mirror-Breaker` filtering improve low-impact hands, but avoid discarding necessary lands when `Leyline Binding`, `Scion of Draco`, sideboard interaction, or double-spell turns still depend on colors. Use `Arena of Glory` only when its visible mana or creature benefit matters this turn.
- Late game priority: Treat every draw step as either pressure, removal, or escape fuel. `Kroxa, Titan of Death's Hunger`, `Fable of the Mirror-Breaker`, `Leyline Binding`, and topdecked large threats are the main ways to recover after early exchanges.
- Late game deviation: Do not race blindly when the opponent has lethal or a dominant board; use `Lightning Bolt`, `Fatal Push`, and `Leyline Binding` defensively when survival creates another attack step. Cast opponent cards exiled by `Ragavan, Nimble Pilferer` only when the engine exposes a legal action and that spell is stronger than advancing this deck's own pressure or interaction.

## Card Roles
- `Ragavan, Nimble Pilferer`: Use `Ragavan, Nimble Pilferer` as the highest-ceiling turn-one pressure card, not as a guaranteed resource engine. Cast it early when the opponent has no visible blocker or when `Lightning Bolt`, `Fatal Push`, or `Leyline Binding` can clear the blocker before combat; dash it when sorcery-speed removal is likely, the opponent is tapped low, or a late Treasure burst matters more than keeping a permanent. Do not attack into an obvious losing block unless the damage, Treasure, or tempo is still worth losing it. Cast cards exiled by `Ragavan, Nimble Pilferer` only when the rules engine exposes a legal action and the spell is better than using mana on this deck's pressure or interaction.
- `Territorial Kavu`: Deploy `Territorial Kavu` as the main two-mana body when domain makes it large enough to pressure, block, or demand removal. Attack with it when the combat math is favorable or when its attack trigger creates a concrete advantage; use the filtering mode when the hand has redundant lands, excess `Leyline of the Guildpact`, dead interaction, or escape fuel needs, and use the graveyard-exile mode when a visible graveyard card matters. Do not treat `Territorial Kavu` as just a beater in grindy games; its rummage can convert awkward five-color draws into pressure plus `Kroxa, Titan of Death's Hunger` fuel.
- `Scion of Draco`: Cast `Scion of Draco` when the engine confirms an efficient legal cost and the battlefield rewards a large evasive threat or combat keyword swing. With `Leyline of the Guildpact`, its team-wide keyword text can turn smaller creatures into lifelinking, trampling, first-striking, harder-to-answer threats; without that setup, still respect it as a flying finisher that stabilizes races. Do not tap out for `Scion of Draco` into a visible must-answer stack or board state unless the body changes lethal math or forces the opponent to answer immediately.
- `Leyline of the Guildpact`: Value `Leyline of the Guildpact` as a domain enabler and Scion amplifier, not as a standalone payoff. A starting `Leyline of the Guildpact` can make `Leyline Binding` and `Scion of Draco` much more efficient if the rules engine confirms costs, and it can make creatures all colors for `Scion of Draco` synergy. Avoid keeping or prioritizing hands that are only Leyline plus expensive spells; the deck still needs an early threat, interaction, or stable mana. Later copies are often discard fodder to `Territorial Kavu` or `Fable of the Mirror-Breaker` unless the first copy is gone or a second copy has a visible rules purpose.
- `Leyline Binding`: Use `Leyline Binding` as the clean answer to the visible permanent that most blocks the current plan. Prioritize opposing threats that race faster than your board, blockers that stop `Ragavan, Nimble Pilferer` or large `Territorial Kavu`, combo or engine permanents, and permanents that invalidate attacks. Because its cost depends on domain and visible lands or `Leyline of the Guildpact`, rely on the engine's legal action and mana output rather than assuming it is cheap. Do not spend `Leyline Binding` on a low-impact permanent when `Lightning Bolt` or `Fatal Push` handles the problem and `Leyline Binding` may be needed for a noncreature permanent.
- `Lightning Bolt`: Treat `Lightning Bolt` as flexible tempo, removal, and reach. Use it before combat to clear a blocker for `Ragavan, Nimble Pilferer` or `Territorial Kavu`, during the opponent's turn to stop a creature that will change combat, or at the opponent when visible life totals and next-turn damage make lethal or near-lethal pressure real. Avoid firing it at face early if the opponent has creatures that will block repeatedly or if holding it protects a future attack. Against small-creature decks, its removal role usually beats its reach role until the opponent is within a clear burn-out range.
- `Fatal Push`: Use `Fatal Push` as the most efficient answer to cheap creatures and as a way to preserve tempo while developing a threat. Fetchlands make revolt plausible, but do not invent revolt certainty; choose it only when the rules engine exposes a legal target and visible revolt or mana conditions support the intended kill. Hold `Fatal Push` when a larger immediate threat is likely and current blockers do not matter; spend it early when the target stops `Ragavan, Nimble Pilferer`, threatens a snowball, or forces bad attacks. It is weaker against noncreature engines, so pair it with `Leyline Binding`, `Consign to Memory`, or sideboard cards in those matchups.
- `Kroxa, Titan of Death's Hunger`: Use `Kroxa, Titan of Death's Hunger` first as discard pressure and later as a recursive finisher when escape is legal. Cast it early when the opponent's hand size matters, when you need to tax a slow hand, or when the graveyard will naturally fill from fetchlands, removal, discarded cards, and traded threats. Escape it only when the graveyard payment is legal and losing those cards does not undercut a more important future line; the permanent body is strongest when the opponent is low on cards, life, or clean exile interaction. Do not lean on Kroxa as the only early play against fast boards unless your removal can bridge the tempo loss.
- `Doorkeeper Thrull`: Use `Doorkeeper Thrull` as disruptive pressure when the opponent's visible or known plan relies on enter-the-battlefield or artifact/creature trigger patterns. Card text check required for exact affected trigger classes; keep all choices conditional on the rules engine's visible impact and legal actions. Cast it on curve when it meaningfully slows the opponent while still attacking or blocking, and de-emphasize it when the matchup is about raw size, sweepers, or non-trigger spell exchanges. Avoid letting its disruptive promise distract from deploying `Territorial Kavu` or interaction when the opponent's battlefield demands immediate size or removal.
- `Fable of the Mirror-Breaker`: Use `Fable of the Mirror-Breaker` as the grind engine when the game is slowing, the hand needs filtering, or a body plus future value is stronger than another single threat. The token can pressure planeswalkers or create mana if it survives; the filtering chapter turns excess lands, redundant `Leyline of the Guildpact`, dead `Consign to Memory`, or late one-mana removal into better resources. Card text check required for exact transformed-side copying constraints; use the transformed permanent only when the engine exposes legal activations and visible targets. Do not cast it over urgent removal when the opponent's next attack or combo turn will make the value too slow.
- `Consign to Memory`: Use main-deck `Consign to Memory` as selective stack interaction, not a generic hold-up plan. Card text check required for exact target restrictions and replicate details; spend it only on legal high-impact targets shown by the engine, especially when the opponent's spell or ability would undo your pressure, answer your key threat, or establish a hard-to-remove engine. Do not keep mana idle for it against opponents whose visible plan is creature combat unless the public matchup context makes a target likely. Sideboard copies increase this role when the target profile improves.
- `Wooded Foothills`, `Marsh Flats`, and `Bloodstained Mire`: Use fetchlands as the glue for domain, color access, revolt support, graveyard fuel, and life-total management. Fetch untapped shock lands only when the mana is used immediately or a held interaction spell materially matters; fetch tapped or lower-pain lines when the turn does not need the mana. Preserve fetchlands when revolt, domain correction, or a future shuffle/filter decision matters, but do not delay a needed color and miss a threat.
- `Steam Vents`, `Sacred Foundry`, `Overgrown Tomb`, `Godless Shrine`, `Elegant Parlor`, `Zagoth Triome`, `Mountain`, and `Swamp`: Choose land targets to satisfy current legal spells first and future domain second. `Steam Vents`, `Sacred Foundry`, `Overgrown Tomb`, `Godless Shrine`, `Elegant Parlor`, and `Zagoth Triome` help assemble multiple basic land types for `Territorial Kavu`, `Scion of Draco`, and `Leyline Binding`; `Mountain` and `Swamp` reduce pain and can cover common one-mana interaction needs. Do not fetch a land only because it maximizes domain if it leaves `Lightning Bolt`, `Fatal Push`, `Ragavan, Nimble Pilferer`, or `Kroxa, Titan of Death's Hunger` uncastable this turn.
- `Arena of Glory`: Use `Arena of Glory` as a specialized utility land after colored requirements are secure. Card text check required for exact creature mana and counter/haste implications; rely on rules-engine legal actions before spending it. It is a poor sole early land because the deck needs exact colors for one-mana interaction, domain setup, and multicolor threats. Treat it as upside for creature sequencing, not as a replacement for fetch-shock domain foundations.

## Interaction Priorities
- Removal priority: Use `Fatal Push` and `Lightning Bolt` first on cheap creatures that stop `Ragavan, Nimble Pilferer`, race `Territorial Kavu`, or enable a visible engine before spending `Leyline Binding`. Preserve `Leyline Binding` for permanents that one-mana removal cannot answer, especially large creatures, planeswalkers, enchantments, artifacts, or resolved threats that invalidate combat. Do not exile a small blocker with `Leyline Binding` when `Lightning Bolt` clears the attack and the opponent can present a larger noncreature permanent later.
- Stack priority: Use `Consign to Memory` only on legal targets that materially change the game, not as a generic counterspell. Card text check required for exact target restrictions and replicate details; at runtime, trust the engine's legal action list. High-priority targets are colorless or ability-based plays that stabilize through your pressure, remove `Scion of Draco`, stop `Kroxa, Titan of Death's Hunger`, or create a hard-to-attack board. Ignore low-impact mana smoothing, redundant setup, or spells that your battlefield already beats.
- Discard priority: Use `Kroxa, Titan of Death's Hunger` when hand pressure matters more than board tempo. Early Kroxa is strongest against slow hands, control, combo, or opponents holding few cards; it is weaker against creature swarms where a sacrificed Kroxa turn can leave you behind on battlefield. Do not assume the opponent discarded their best card unless public logs or visible choices prove it.
- Exile priority: Treat `Leyline Binding` as the clean answer to threats that survive damage, ignore combat, or threaten repeated value. Exile the permanent that changes the next two turns, not merely the most expensive card. Against creature decks, remove the evasive, lethal, or engine creature first; against control or combo, remove the lock piece, planeswalker, or payoff that your attackers cannot pressure in time.
- Damage priority: Point `Lightning Bolt` at creatures until the opponent is within a clear lethal or two-spell burn range. Face damage becomes correct when visible attackers plus `Lightning Bolt` create lethal, force bad blocks, or punish an opponent who has tapped low. Avoid early face `Lightning Bolt` if a blocker will repeatedly blank `Ragavan, Nimble Pilferer` or shrink `Territorial Kavu` attacks.
- Trigger suppression priority: Deploy `Doorkeeper Thrull` when the opponent's visible plan depends on entering-the-battlefield or artifact/creature trigger value. Card text check required for exact affected trigger classes. Do not overvalue `Doorkeeper Thrull` against pure removal, burn, big mana, or decks where a larger `Territorial Kavu` or `Scion of Draco` is the better pressure.
- Bait priority: Lead with threats the opponent must respect before committing the highest-impact threat when you can still use mana efficiently. `Ragavan, Nimble Pilferer`, `Doorkeeper Thrull`, and `Fable of the Mirror-Breaker` can draw removal or counters before `Scion of Draco`; `Territorial Kavu` can pressure removal before a later escaped `Kroxa, Titan of Death's Hunger`. Do not bait with a card that is required for the current matchup, such as `Doorkeeper Thrull` against trigger engines.
- Sideboard interaction shifts: Use `Mystical Dispute` and `Stubborn Denial` to protect a fast clock or stop high-impact blue and noncreature turns when sideboarded. Use `Wear // Tear` for artifacts or enchantments that `Leyline Binding` should not have to cover alone. Use `Wrath of the Skies` only when the board state demands a reset and your own permanents are expendable. Use `High Noon` as a plan-altering constraint only when the opponent is more punished than you. Use `Obsidian Charmaw` against land-centric opponents when its legal cast and target matter.
- Ignore priority: Ignore creatures that cannot block profitably, small life-gain or setup plays that do not change the race, and redundant permanents already answered by pressure. No bounce effects are registered in this deck, so never plan for bounce lines unless the rules engine exposes an opponent-generated legal action.

## Combat And Trading Rules
- Attack priority: Attack whenever the visible board lets `Ragavan, Nimble Pilferer`, `Territorial Kavu`, `Scion of Draco`, or escaped `Kroxa, Titan of Death's Hunger` convert pressure without losing the race. This deck wins by forcing blocks and compressing the opponent's life total, so passivity is costly unless you must preserve a blocker against lethal or protect a key creature from an obvious combat blowout.
- `Ragavan, Nimble Pilferer` rule: Clear blockers before combat when a Ragavan hit is likely to matter. Spend `Lightning Bolt` or `Fatal Push` on a blocker if the hit advances mana, cards, or tempo; hold removal if the opponent can trade with a disposable creature and your larger threats already dominate combat. Do not suicide Ragavan into a known blocker unless trading unlocks a stronger follow-up.
- `Territorial Kavu` rule: Use `Territorial Kavu` as the main midgame combat lever once domain is established. Attack into smaller creatures when the exchange keeps pressure high or forces the opponent to spend multiple resources; hold it back when it is your only meaningful blocker against a lethal crack-back. Card text check required for exact attack-trigger choices; select only legal engine-exposed modes.
- `Scion of Draco` rule: Preserve `Scion of Draco` when it is the battlefield card that makes attacks safe or blocks profitable. Card text check required for exact static ability distribution; do not assume keywords or bonuses beyond visible state. Trade it only for a threat that would otherwise win the race or for a removal-resistant permanent that `Leyline Binding` cannot efficiently handle.
- `Kroxa, Titan of Death's Hunger` rule: Escaped `Kroxa, Titan of Death's Hunger` is a finisher and stabilizer, not a disposable attacker. Attack when it pressures lethal, forces losing blocks, or empties the opponent's remaining resources. Keep it back only when blocking prevents immediate death or when the opponent's visible attack would otherwise undo your clock.
- Trading rule: Trade small threats for time only when the opponent is faster or when the graveyard fuel helps a legal future Kroxa escape. Against control and combo, avoid unnecessary trades; every point of damage matters. Against creature decks, trade `Doorkeeper Thrull` or token bodies from `Fable of the Mirror-Breaker` to preserve life or keep larger creatures attacking.
- Life-total threshold: Treat your life total below 8 as a survival resource, not a pure racing buffer, especially against red decks or wide boards. Shock lands and fetchlands should still support required interaction, but combat decisions must account for visible burn, attackers, and the possibility that one extra untapped shock makes the opponent's next attack lethal.
- Protection rule: Hold up `Consign to Memory`, `Stubborn Denial`, or `Mystical Dispute` after sideboarding when protecting one large threat is better than adding another attacker. If the opponent is tapped low or has no relevant legal stack action, add pressure instead of representing protection forever.
- Archetype shift: Race combo and big mana with maximum pressure plus selective interaction; trade and stabilize against aggro; pace threats against control so removal does not erase your whole offense. `Fable of the Mirror-Breaker` and escaped `Kroxa, Titan of Death's Hunger` become more important in grindy games, while `Ragavan, Nimble Pilferer` and early `Territorial Kavu` matter most when speed decides the matchup.

## Selection And Tutor Rules
- Selection rule: This deck has no true registered tutor, so treat selection as fetchland sequencing, domain assembly, graveyard management, `Territorial Kavu` attack choices, and `Fable of the Mirror-Breaker` rummage. Do not wait for a nonexistent search effect to fix a weak hand; use visible lands, legal fetch targets, and current pressure to decide whether the hand can function.
- Fetchland priority: Use `Wooded Foothills`, `Marsh Flats`, and `Bloodstained Mire` to assemble domain, cast the current hand, and manage life total in that order. Fetch shock lands or `Zagoth Triome` when the extra land types make `Leyline Binding`, `Territorial Kavu`, or `Scion of Draco` meaningfully stronger; fetch basics only when life total, opposing land hate, or visible color needs make them correct.
- Land-drop timing: Make the land drop before casting threats when it reduces `Scion of Draco` cost, improves `Leyline Binding`, or enables `Fatal Push`, `Lightning Bolt`, `Doorkeeper Thrull`, `Territorial Kavu`, `Kroxa, Titan of Death's Hunger`, or `Fable of the Mirror-Breaker` on curve. Delay a fetchland only when landfall-style information hiding, revolt timing for `Fatal Push`, or preserving life against visible pressure matters more than immediate domain.
- Domain selection: Prefer land combinations that unlock all five basic land types by turn two or three without spending unnecessary life. `Zagoth Triome`, `Elegant Parlor`, `Steam Vents`, `Sacred Foundry`, `Overgrown Tomb`, `Godless Shrine`, `Mountain`, `Swamp`, and `Arena of Glory` should be chosen by the colors and types the visible hand needs, not by abstract perfection.
- `Fable of the Mirror-Breaker` rummage: Discard redundant legends, extra lands beyond the next two required turns, late duplicate `Leyline of the Guildpact`, dead removal, or narrow interaction that lacks a visible target. Keep lands when they enable hard-cast `Leyline Binding`, escape for `Kroxa, Titan of Death's Hunger`, or protection plus threat sequencing. Keep `Lightning Bolt` when it creates lethal or clears a blocker for `Ragavan, Nimble Pilferer`.
- `Territorial Kavu` attack selection: Use the engine-exposed legal mode that advances the current battlefield plan. If a rummage-like mode is legal, improve clunky hands by moving redundant lands, duplicate `Leyline of the Guildpact`, or dead interaction; if graveyard exile is legal, target the visible graveyard card that enables recursion, escape, delirium, reanimation, or flashback-style value. Card text check required for exact mode wording and target legality.
- Graveyard setup: Preserve enough graveyard volume for a legal future escape of `Kroxa, Titan of Death's Hunger` unless immediate survival or lethal demands using cards differently. Fetchlands, traded creatures, spent removal, and discarded cards are resources; do not exile your own graveyard casually if the visible route to winning is escaped Kroxa.
- Bottoming and scry: If a runtime effect offers scry or bottom choices from opponent cards, choose lands only when the current hand lacks necessary mana, choose threats when pressure is missing, and choose interaction when a visible permanent or stack pattern demands it. The registered deck has no main-deck scry card, so any such choice comes from opponent effects, stolen cards, or rules-engine context.

## Priority And Stack Rules
- Priority rule: Spend mana proactively unless the visible stack, matchup, or sideboarded hand makes holding interaction more valuable than adding pressure. This deck is not a draw-go control deck; passing with open mana is strongest when `Consign to Memory`, `Stubborn Denial`, `Mystical Dispute`, `Lightning Bolt`, `Fatal Push`, `Leyline Binding`, or `Wear // Tear` can answer a specific visible line.
- Stack interaction priority: Use `Consign to Memory`, `Mystical Dispute`, and `Stubborn Denial` on spells or abilities that beat the current clock, remove the only major threat, or resolve a game-winning engine. Do not counter low-impact setup while your board already presents lethal pressure unless the legal action text shows a card that stops combat, sweeps the board, or wins immediately.
- Removal timing: Cast `Fatal Push`, `Lightning Bolt`, and `Leyline Binding` before combat when doing so clears a blocker for `Ragavan, Nimble Pilferer`, `Territorial Kavu`, `Scion of Draco`, or escaped `Kroxa, Titan of Death's Hunger`. Hold removal until the opponent's turn when the target is not blocking, when revolt timing matters for `Fatal Push`, or when waiting exposes a higher-value attacker, combo creature, or permanent.
- `Leyline Binding` timing: Use `Leyline Binding` at instant speed on the permanent that changes the race, invalidates your combat, or threatens an engine kill. Respect visible enchantment removal after sideboarding; if the opponent can free the target cheaply, prefer killing them quickly or using other interaction on the same turn cycle.
- Optional triggers and payments: Take optional value only when it does not consume mana needed for a higher-priority spell, counter, or removal line. If `Ragavan, Nimble Pilferer`, `Fable of the Mirror-Breaker`, `Kroxa, Titan of Death's Hunger`, or opponent-generated effects create optional choices, follow the legal engine text and choose the option that improves pressure, mana, or survival without assuming hidden outcomes.
- `Kroxa, Titan of Death's Hunger` timing: Cast or escape `Kroxa, Titan of Death's Hunger` when the discard/life pressure is worth the mana and graveyard commitment. Prefer escape when the opponent is low on cards, when a large attacker stabilizes combat, or when removal already traded off; delay if graveyard hate is visible on board or the same mana must answer a lethal threat.
- Combat window discipline: Use instant-speed removal after attackers or blockers are declared when it improves damage, saves a creature, or prevents lethal crack-back. Do not fire `Lightning Bolt` at the opponent before blocks unless it creates exact lethal, plays around life gain, or forces a known response.
- Sideboard stack rules: Use `Wear // Tear` on artifacts or enchantments before they generate repeated value, but wait for a stacked target when the opponent exposes one and the legal action permits it. Use `Wrath of the Skies` only on your main phase or legal window when the visible board reset favors you; do not treat it as a routine tempo play if your own `Leyline of the Guildpact`, `Doorkeeper Thrull`, `Ragavan, Nimble Pilferer`, or `Territorial Kavu` are the reason you are ahead.
- Passing rule: Pass priority only when no legal action improves the board, protects a decisive threat, prevents a dangerous spell, or creates lethal pressure. If the opponent is tapped low and your hand contains pressure, cast the threat; if the opponent represents a sweeper or combo turn and your clock is already sufficient, hold the relevant sideboard counter instead.

## Sideboard Map
- Sideboard identity: Use sideboarding to change Domain Zoo from a fast five-color pressure deck into the narrow interactive deck each matchup demands. Keep the core of `Leyline of the Guildpact`, `Territorial Kavu`, `Scion of Draco`, efficient removal, and enough threats intact unless the opponent's visible plan makes small creatures or battlefield development unreliable.

- `Consign to Memory`: Add the sideboard copies against colorless threats, Eldrazi-style decks, artifact mana engines, activated or triggered ability decks, and stack plans where a cheap answer to a decisive spell or ability matters. It is bad against low-curve creature decks with few colorless cards or few high-value triggered/activated abilities. When the full four-copy package is present, treat `Consign to Memory` as a commitment gate: hold mana when a visible or strongly implied payoff would beat your clock, but do not strand development to counter replaceable setup.

- `High Noon`: Add `High Noon` against storm, cascade, spell-chain combo, free-spell turns, and decks that need multiple spells in one turn to stabilize. It is weaker when your own turn needs multiple cheap spells to recover tempo, when the opponent wins through creatures already on board, or when the opponent can ignore the one-spell limit. With `High Noon` in the deck, prioritize landing a single large threat plus one protected interaction line over double-spelling for small tempo.

- `Mystical Dispute`: Add `Mystical Dispute` against blue control, blue tempo, blue combo, and mirrors where `opponent:` blue interaction decides whether `Territorial Kavu`, `Scion of Draco`, `Fable of the Mirror-Breaker`, or `Leyline Binding` resolves. It is bad against nonblue creature decks and artifact-heavy decks where it only counters fringe spells. When sideboarded, preserve blue mana sources more carefully and avoid tapping `Steam Vents`, `Zagoth Triome`, or `Leyline of the Guildpact`-enabled blue access without a reason.

- `Obsidian Charmaw`: Add `Obsidian Charmaw` against big-mana, Tron-style, Eldrazi land, utility-land, and greedy mana decks where destroying a nonbasic land changes the opponent's next turn. It is bad against basic-heavy aggressive decks, decks with no land chokepoint, and matchups where a five-mana creature is too slow unless its cost is reduced. Role change: when `Obsidian Charmaw` is active, the deck can become land-disruption midrange; use early `Ragavan, Nimble Pilferer` and `Territorial Kavu` pressure to make the land destruction matter before the opponent rebuilds.

- `Stubborn Denial`: Add `Stubborn Denial` against combo, control, cascade, big-mana payoff decks, and removal-heavy opponents where protecting a ferocious threat matters. It is bad when you cannot reliably keep a four-power creature on board or when the opponent's relevant cards are creatures and permanents already answered by `Fatal Push`, `Lightning Bolt`, `Leyline Binding`, or `Wrath of the Skies`. With `Scion of Draco`, large `Territorial Kavu`, escaped `Kroxa, Titan of Death's Hunger`, or `Obsidian Charmaw` visible, treat `Stubborn Denial` as protection for the clock rather than generic permission.

- `Wear // Tear`: Add `Wear // Tear` against artifacts, enchantments, prison permanents, graveyard hate artifacts/enchantments, hammer-style equipment, saga engines, and opposing `opponent:` leyline or binding effects. It is bad when the opponent has few visible targets and the matchup is decided by creatures, lands, or stack fights. Role change: do not overvalue `Wear // Tear` as a blind answer; keep it when the opponent's known deck presents targets that either stop combat or invalidate `Leyline Binding`, `Kroxa, Titan of Death's Hunger`, or large creature pressure.

- `Wrath of the Skies`: Add `Wrath of the Skies` against go-wide creature decks, token decks, artifact creature boards, low-mana permanent decks, and opponents whose battlefield can overrun `Ragavan, Nimble Pilferer` and `Territorial Kavu`. It is bad when your own cheap permanents are the pressure and the opponent commits only one large threat at a time. Role change: with `Wrath of the Skies`, shift from pure curve-out aggro toward threat-light control; develop one resilient threat or hold a post-wrath threat instead of flooding the board.

Vs blue control or blue combo
Side in: 2 Mystical Dispute; 2 Stubborn Denial
Cut: 2 Fatal Push; 2 Lightning Bolt

- Plan rule: Add role cards that trade on the stack while preserving enough pressure to punish tapped-out turns. Reduce main-deck emphasis on creature removal when the opponent's visible creature count is low, but keep `Leyline Binding` because it answers planeswalkers, large permanents, and resolved engines that permission missed.

Vs big mana, Tron-style, Eldrazi, or colorless payoff decks
Side in: 2 Consign to Memory; 2 Obsidian Charmaw; 2 Stubborn Denial
Cut: 2 Fatal Push; 2 Doorkeeper Thrull; 2 Fable of the Mirror-Breaker

- Plan rule: Add role cards that attack lands, colorless payoffs, and the stack while maintaining a fast clock. Reduce main-deck emphasis on slow value and narrow creature interaction when the opponent is trying to resolve a few decisive noncreature cards. Keep `Ragavan, Nimble Pilferer` on the play more aggressively because a single hit can help cast sideboard interaction or accelerate `Obsidian Charmaw` turns.

Vs artifact or enchantment permanent decks
Side in: 2 Wear // Tear; 4 Wrath of the Skies
Cut: 2 Consign to Memory; 2 Fable of the Mirror-Breaker; 2 Kroxa, Titan of Death's Hunger

- Plan rule: Add role cards that remove the battlefield instead of relying only on one-for-one damage. Reduce main-deck emphasis on slow graveyard pressure when the opponent can race with artifacts, tokens, or low-cost permanents. Keep `Leyline Binding` for the highest-impact permanent and use `Wear // Tear` on the permanent that either enables lethal pressure or prevents your creatures from attacking profitably.

Vs go-wide creature aggro
Side in: 4 Wrath of the Skies
Cut: 2 Consign to Memory; 2 Fable of the Mirror-Breaker

- Plan rule: Add role cards that reset crowded boards while keeping the cheapest removal and largest creatures. Reduce main-deck emphasis on slow value engines because early life total and board parity matter more. Use `Lightning Bolt` and `Fatal Push` to survive to the first favorable `Wrath of the Skies`, then reload with `Territorial Kavu`, `Scion of Draco`, or escaped `Kroxa, Titan of Death's Hunger`.

Vs storm, cascade, or spell-chain combo
Side in: 1 High Noon; 2 Stubborn Denial; 2 Mystical Dispute; 2 Consign to Memory
Cut: 2 Fatal Push; 4 Leyline Binding; 1 Fable of the Mirror-Breaker

- Plan rule: Add role cards that stop the decisive turn rather than answering permanents after resolution. Reduce main-deck emphasis on expensive removal when the opponent's key turn occurs on the stack. Keep pressure hands with one counter over slow hands with multiple answers, and do not cast `High Noon` if the legal board state shows it strands your only immediate lethal line unless waiting is visibly worse.

Vs fair midrange with removal and discard
Side in: 2 Stubborn Denial; 2 Mystical Dispute
Cut: 2 Consign to Memory; 2 Doorkeeper Thrull

- Plan rule: Add role cards only when they protect a large threat or fight blue interaction; otherwise preserve threat density. Reduce main-deck emphasis on cards that do not affect the opponent's board or hand in the visible matchup. `Kroxa, Titan of Death's Hunger` gains value in grindy games, so avoid reducing graveyard resources unless the opponent shows graveyard hate that must be answered.

- Play/draw adjustment: On the play, keep more `Ragavan, Nimble Pilferer` pressure and consider narrower interaction if it protects the snowball. On the draw, value `Fatal Push`, `Lightning Bolt`, `Wrath of the Skies`, and `Leyline Binding` higher against creature starts, and value `Stubborn Denial` lower unless a four-power threat is likely to survive.

- Mulligan adjustment after sideboarding: Keep hands whose sideboard card matches the opponent's known axis and still cast a threat by turn one or two. Do not keep a hand solely because it contains `Wear // Tear`, `Mystical Dispute`, `Consign to Memory`, or `High Noon` if the rest of the hand cannot pressure or survive the board shown by the matchup.

- Runtime legality rule: Follow the rules engine's legal actions over this map whenever a sideboard card has no legal target, cannot be cast, or conflicts with visible mana. Treat these plans as registered-75 guidance, not permission to invent sideboard quantities, hidden opponent cards, or unavailable actions.

## Matchup Guidance

- Aggro: Prioritize stabilizing without giving up the ability to turn the corner. Keep hands with early interaction, one efficient threat, and mana that casts `Lightning Bolt`, `Fatal Push`, or `Leyline Binding` on time. `Ragavan, Nimble Pilferer` is strongest on the play before blockers exist, but on the draw it becomes expendable if trading preserves life. `Territorial Kavu` and `Scion of Draco` are the main blockers that convert defense into lethal pressure, especially with `Leyline of the Guildpact` enabling domain. Add role cards: `Wrath of the Skies` when the opponent presents multiple cheap permanents. Reduce main-deck emphasis: slow `Fable of the Mirror-Breaker` value when the board is already pressuring life total.

- Control: Force the opponent to answer one threat at a time while keeping interaction for the turn that matters. Lead with `Ragavan, Nimble Pilferer`, `Territorial Kavu`, or `Scion of Draco` when legal, then use `Kroxa, Titan of Death's Hunger` to tax cards across longer games. `Leyline Binding` should answer resolved planeswalkers, large permanents, or blockers rather than the first low-impact permanent. Add role cards: `Mystical Dispute` against blue stack interaction, `Stubborn Denial` when a four-power creature can be present, and sometimes extra `Consign to Memory` if colorless or triggered threats matter. Reduce main-deck emphasis: `Fatal Push` and excess `Lightning Bolt` when the opponent has few creatures.

- Combo: Present the fastest credible clock and hold disruption for the action that starts the kill or locks the game. `Ragavan, Nimble Pilferer` and `Territorial Kavu` are pressure first; do not spend early turns on slow value unless the legal action list lacks meaningful pressure or interaction. `Doorkeeper Thrull` is valuable only when the opponent's visible or known plan depends on triggered abilities; do not treat it as universal hate. Add role cards: `High Noon`, `Stubborn Denial`, `Mystical Dispute`, and extra `Consign to Memory` according to the opponent's axis. Reduce main-deck emphasis: `Fatal Push`, some `Leyline Binding`, and slow `Fable of the Mirror-Breaker` when the combo is primarily stack-based.

- Tempo: Fight over mana efficiency and avoid walking one expensive answer into cheap protection. Use `Lightning Bolt` and `Fatal Push` on threats that are already pressuring life or enabling repeated advantage, and reserve `Leyline Binding` for a threat that cannot be cleanly handled by damage. `Stubborn Denial` is strongest when protecting `Territorial Kavu`, `Scion of Draco`, or escaped `Kroxa, Titan of Death's Hunger` from removal or bounce-like interaction. Add role cards: `Mystical Dispute` against blue tempo and `Stubborn Denial` when your threat density supports ferocious. Reduce main-deck emphasis: narrow anti-trigger cards if `Doorkeeper Thrull` does not affect the opponent's visible threats.

- Midrange: Trade resources while preserving the cards that scale into the late game. `Kroxa, Titan of Death's Hunger` is a key pressure source when both players exchange removal, so do not exile or discard graveyard resources casually if escape may become legal. `Fable of the Mirror-Breaker` is important when the board is stable because it filters dead interaction and creates a must-answer permanent. `Leyline Binding` should answer the opponent's highest-impact permanent, not merely the first target. Add role cards: `Stubborn Denial` or `Mystical Dispute` only when they protect a real threat or fight blue haymakers. Reduce main-deck emphasis: `Consign to Memory` and `Doorkeeper Thrull` if the opponent is mostly creatures and removal.

- Big mana: End the game before the opponent's expensive permanents dominate and use disruption on mana engines or payoff turns. `Ragavan, Nimble Pilferer` is a premium play on the play because any hit can accelerate pressure or interaction. `Territorial Kavu` and `Scion of Draco` are the clock; do not keep slow hands that only answer a single future threat. Add role cards: extra `Consign to Memory`, `Obsidian Charmaw`, and `Stubborn Denial`. Reduce main-deck emphasis: `Fatal Push`, slow `Fable of the Mirror-Breaker`, and narrow creature-only interaction when the opponent's key cards are lands, colorless spells, or large noncreature permanents.

- Graveyard: Keep pressure high and answer graveyard payoffs only when the visible engine is actually active. `Kroxa, Titan of Death's Hunger` remains part of your own plan, so avoid overvaluing graveyard-denial lines that also weaken your escape route unless the opponent's graveyard plan is faster. `Leyline Binding` can cover resolved graveyard payoffs or hate permanents that stop your pressure. Add role cards: `Wear // Tear` if the opposing graveyard plan uses artifact or enchantment permanents, and `Stubborn Denial` or `Mystical Dispute` if the key turn is spell-based. Reduce main-deck emphasis: `Doorkeeper Thrull` unless triggered abilities are central to the opponent's graveyard engine.

- Artifact/enchantment: Treat the matchup as a battlefield-control fight where the permanent enabling the opponent's engine is often more important than a creature in combat. `Leyline Binding` should be saved for the permanent that `Lightning Bolt` and `Fatal Push` cannot touch, especially if it blocks attacks or generates repeated material. Add role cards: `Wear // Tear` and `Wrath of the Skies`; add `Consign to Memory` when colorless spells, activated artifacts, or triggered permanents are central. Reduce main-deck emphasis: slow `Kroxa, Titan of Death's Hunger` pressure and `Fable of the Mirror-Breaker` if the opponent can race before value matters.

- Go-wide: Preserve life total and avoid flooding your own battlefield before a reset if `Wrath of the Skies` is available or likely to matter. `Lightning Bolt` and `Fatal Push` should kill the creature that adds the most damage, enables attacks, or blocks your largest threat. `Territorial Kavu` and `Scion of Draco` are stabilizers after the reset, not just attackers. Add role cards: `Wrath of the Skies`. Reduce main-deck emphasis: `Consign to Memory` and slow `Fable of the Mirror-Breaker` when the board is decided by creature volume.

- Single-threat: Use the cheapest answer that cleanly handles the visible threat and preserve broader answers for harder permanents. `Fatal Push` and `Lightning Bolt` should be used first when they are legal and sufficient; `Leyline Binding` should cover large, protected, or noncreature threats. `Stubborn Denial` can protect a winning attacker once you are ahead, but it should not replace removal in hands that cannot answer the first threat. Add role cards: `Stubborn Denial` against stack-heavy single-threat decks. Reduce main-deck emphasis: `Wrath of the Skies` unless the single-threat deck also has a low-cost permanent shell.

- Burn: Protect life total first, then race with the largest low-cost threat. Fetch and shock decisions matter; prefer mana lines that cast spells while minimizing avoidable life loss unless the legal action list requires untapped colors. `Lightning Bolt` can go to a creature when that prevents more damage than pointing it at the opponent. `Kroxa, Titan of Death's Hunger` is valuable when it removes a card and creates a later threat, but do not keep a hand that only becomes relevant after too much damage. Add role cards: `High Noon` only if the opponent relies on multiple spells per turn, and `Stubborn Denial` only with reliable four-power pressure. Reduce main-deck emphasis: slow `Fable of the Mirror-Breaker`.

- Removal-heavy: Make every threat demand a different answer and avoid committing all pressure into open removal without a reason. `Kroxa, Titan of Death's Hunger` and `Fable of the Mirror-Breaker` are the best long-game cards when early creatures die. `Arena of Glory` can make a threat more urgent when legal, but do not assume haste or combat success unless the engine presents the action and the board supports attacking. Add role cards: `Stubborn Denial` and `Mystical Dispute` when they protect a large threat or fight blue removal. Reduce main-deck emphasis: narrow removal if the opponent has few creatures.

## Specific Matchup Notes
- General/archetype-only: exact opponents are not fixed, so revealed cards, public zones, registered matchup labels, and current legal actions override every assumption here. Treat these notes as routing hints for early mulligans, priority targets, and likely sideboard role cards, not as proof of hidden cards.

- Big mana and colorless shells: Race with `Ragavan, Nimble Pilferer`, `Territorial Kavu`, and `Scion of Draco` while using disruption on the turn that matters. Priority targets are mana permanents, colorless payoff spells, and resolved noncreature permanents that outscale combat. Likely sideboard direction: Add role cards: `Consign to Memory`, `Obsidian Charmaw`, `Stubborn Denial`. Reduce main-deck emphasis: `Fatal Push`, slower `Fable of the Mirror-Breaker`, and creature-only removal when few targets are visible.

- Blue tempo or control: Commit one threat at a time and protect the threat that will end the game fastest. Priority targets are counter-wars over `Leyline Binding`, removal aimed at `Scion of Draco` or `Territorial Kavu`, and blue card-advantage spells that stabilize the opponent. Likely sideboard direction: Add role cards: `Mystical Dispute`, `Stubborn Denial`, and extra `Consign to Memory` if colorless or triggered threats are visible. Reduce main-deck emphasis: `Doorkeeper Thrull` when opposing triggers are not central.

- Creature swarms and small-permanent decks: Preserve life total until `Wrath of the Skies` can reset the board or a large domain creature can dominate combat. Priority targets are haste creatures, lords, token engines, and permanents that convert many small bodies into lethal damage. Likely sideboard direction: Add role cards: `Wrath of the Skies`, with `Wear // Tear` when artifacts or enchantments are part of the engine. Reduce main-deck emphasis: `Consign to Memory` and slow value cards if the game is purely battlefield volume.

- Artifact or enchantment engines: Use `Leyline Binding` for the permanent that damage cannot answer, and use `Wear // Tear` only on visible engine pieces or lock pieces that change combat, mana, or card flow. Priority targets are artifacts/enchantments that produce repeated advantage, stop attacks, or make removal ineffective. Likely sideboard direction: Add role cards: `Wear // Tear`, `Wrath of the Skies`, and `Consign to Memory` when colorless spells or triggered permanents matter. Reduce main-deck emphasis: slow graveyard plans if the opponent can snowball before `Kroxa, Titan of Death's Hunger` matters.

- Burn and spell-chain aggro: Spend fetch and shock life only when it enables immediate spell casting or prevents more damage. Priority targets are creatures that represent repeated damage; do not point `Lightning Bolt` at the opponent when killing a creature saves more life across visible attacks. Likely sideboard direction: Add role cards: `High Noon` against multiple-spell turns and `Stubborn Denial` only with reliable four-power pressure. Reduce main-deck emphasis: `Fable of the Mirror-Breaker` when tempo is too slow.

- Graveyard and attrition decks: Protect your own `Kroxa, Titan of Death's Hunger` escape plan while answering the opponent's visible graveyard payoff. Priority targets are active graveyard engines, hate permanents that stop your pressure, and removal that prevents a large escaped threat from ending the game. Likely sideboard direction: Add role cards: `Wear // Tear` for artifact/enchantment hate or engines, `Mystical Dispute` for blue graveyard spells, and `Stubborn Denial` when protecting a large threat matters. Reduce main-deck emphasis: `Doorkeeper Thrull` unless triggered abilities are visibly important.

## Risk Summary
- Mana risk: The deck needs domain colors early, so fetch choices with `Wooded Foothills`, `Marsh Flats`, and `Bloodstained Mire` must balance life total against enabling `Leyline Binding`, `Territorial Kavu`, `Scion of Draco`, and `Kroxa, Titan of Death's Hunger`. Avoid fetching a line that casts only the current spell if it strands multiple future cards.

- Matchup risk: Wrong role assignment loses games quickly; this deck can be beatdown or midrange, but it is poor at durdling without pressure. Reassess after every revealed card and public zone change.

- Draw risk: Hands with only interaction and no clock can fail against big mana or control, while hands with only threats can fold to fast creature starts. Mulligan toward a castable threat plus either mana stability or one relevant answer.

- Over-sideboarding risk: Too many reactive cards can dilute `Ragavan, Nimble Pilferer`, `Territorial Kavu`, `Scion of Draco`, and `Kroxa, Titan of Death's Hunger`. Add role cards only when they answer visible matchup structure or protect a real closing plan.

- Graveyard risk: `Kroxa, Titan of Death's Hunger` depends on graveyard resources, so careless discard, filtering, or graveyard-hostile plans can weaken the late game. Do not assume escape is available until the engine presents it as legal.

- Sweeper/removal risk: `Wrath of the Skies` can reset the wrong board if your own permanents matter more than the opponent's. Use `Lightning Bolt`, `Fatal Push`, and `Leyline Binding` in the order that preserves the broadest future answer.

- Closer risk: `Fable of the Mirror-Breaker` and escaped `Kroxa, Titan of Death's Hunger` are closers in attrition games, but they are slow against fast clocks. Prefer immediate pressure when life total or opponent inevitability is the visible constraint.

- Interaction risk: `Consign to Memory`, `Mystical Dispute`, and `Stubborn Denial` are powerful only when the legal target matters. Do not hold up interaction at the cost of losing a clean attack or deployable lethal clock unless the opponent's next visible turn is more dangerous.

- Sequencing risk: `Leyline of the Guildpact` changes domain math, but it is not a substitute for legal mana. Confirm current legal actions before assuming a spell can be cast or a combat bonus exists.

## Test Feedback Checklist
- Deciding factor: Identify the visible sequence that actually decided the game: early `Ragavan, Nimble Pilferer` damage, a large `Territorial Kavu` or `Scion of Draco`, escaped `Kroxa, Titan of Death's Hunger`, a resolved `Fable of the Mirror-Breaker`, a protected `Leyline Binding`, or the opponent stabilizing before pressure mattered.
- Mulligans: Record whether opening hands had a castable threat, enough fetch access through `Wooded Foothills`, `Marsh Flats`, or `Bloodstained Mire`, and a plan for domain. Flag hands that kept interaction without pressure or threats without the colors to cast follow-up spells.
- Mana: Check every fetch and shock decision against life total, domain count, and stranded cards. Note when `Steam Vents`, `Sacred Foundry`, `Overgrown Tomb`, `Godless Shrine`, `Elegant Parlor`, `Zagoth Triome`, `Mountain`, `Swamp`, or `Arena of Glory` changed available lines.
- Velocity: Ask whether the deck spent turns adding pressure or merely answering. A turn that passes with `Lightning Bolt`, `Fatal Push`, or `Consign to Memory` available may be correct only if the visible opponent line is more dangerous than deploying a threat.
- Engines: Track whether `Fable of the Mirror-Breaker`, `Kroxa, Titan of Death's Hunger`, and `Leyline of the Guildpact` created material advantage or arrived too late. Note whether `Doorkeeper Thrull` suppressed relevant opponent triggers or sat as a low-impact body.
- Removal: Review each `Lightning Bolt`, `Fatal Push`, and `Leyline Binding` target. Confirm the chosen answer preserved the broadest future interaction and did not spend the only clean answer on a threat combat could have handled.
- Sideboard: Record which sideboard cards appeared, which were stranded, and which mattered: `Consign to Memory`, `High Noon`, `Mystical Dispute`, `Obsidian Charmaw`, `Stubborn Denial`, `Wear // Tear`, and `Wrath of the Skies`. Judge them by visible impact, not matchup theory alone.
- Closing: Check whether the pilot turned stabilized boards into wins quickly enough. Flag games where `Scion of Draco`, `Territorial Kavu`, `Kroxa, Titan of Death's Hunger`, or `Arena of Glory` could have shortened the clock.
- Role: Ask whether Domain Zoo correctly played beatdown, midrange, or survival control after the first public clues. Wrong-role losses should be tagged separately from card-power losses.
- Mistakes: Identify legal-action mistakes, missed attacks, overexposed threats, unnecessary shock damage, poor priority passes, and sideboarded-card mismatches. Do not infer hidden cards unless revealed by the engine.
- Stranded cards: List cards stuck in hand and why: missing colors, no legal target, poor timing, graveyard shortfall for `Kroxa, Titan of Death's Hunger`, or reactive cards drawn without a relevant opponent line.
- Overperformers and underperformers: Mark cards by board state and matchup. A card overperformed only if it changed the visible clock, resource balance, or survivability; a card underperformed only if legal alternatives would likely have improved the visible position.

## First Tuning Questions
- Card quantities: Is `Doorkeeper Thrull` a four-copy main-deck card in the tested field, or does it create too many low-impact draws when opposing triggered abilities are not central?
- Card quantities: Are two main-deck `Consign to Memory` enough to cover big mana, colorless payoffs, and triggered threats, or do they strand too often against creature-heavy fields?
- Card quantities: Does the deck want both `Fable of the Mirror-Breaker` copies as attrition closers, or are they too slow when the plan must be immediate pressure?
- Card quantities: Is four `Kroxa, Titan of Death's Hunger` correct with the current graveyard flow, or do multiple copies clog early hands before escape is legal?
- Mana: Does the land mix support early `Ragavan, Nimble Pilferer`, `Territorial Kavu`, `Leyline Binding`, and black interaction without taking too much shock damage?
- Mana: Is one `Zagoth Triome` enough for domain setup, or does entering tapped cost too many tempo games when pressure is required?
- Mana: Does `Arena of Glory` close enough games with large threats to justify any color or sequencing tension it creates?
- Aggro plan: Are `Ragavan, Nimble Pilferer`, `Territorial Kavu`, and `Scion of Draco` producing enough early pressure against control and big mana, or is the deck spending too many turns reacting?
- Control plan: Against creature swarms, are `Fatal Push`, `Lightning Bolt`, `Leyline Binding`, and `Wrath of the Skies` enough to survive without diluting the threat count?
- Closers: Does escaped `Kroxa, Titan of Death's Hunger` end attrition games reliably, or are games being lost after stabilization because the closing clock is too slow?
- Sideboard slots: Are `High Noon`, `Mystical Dispute`, `Stubborn Denial`, and `Obsidian Charmaw` each winning distinct matchups, or are some roles overlapping without enough game impact?
- Sideboard slots: Is `Wear // Tear` answering the permanent types that actually beat this deck, or should artifact/enchantment coverage be reassessed after more logs?
- Role conflicts: Does `Leyline of the Guildpact` improve domain and combat enough to justify hands where it does not affect the board immediately?
- Role conflicts: Are reactive sideboard configurations causing losses by weakening the natural creature clock, especially when `Stubborn Denial` needs a large threat to be live?
- Runtime quality: Are Veles decisions respecting legal actions, visible targets, and public information, or are mistakes coming from model role assignment rather than deck construction?

## Veles Tactical Policy

### Policy: Opening Keep Gate
Priority: High
Decision families: mulligan
Cards: Ragavan, Nimble Pilferer; Territorial Kavu; Scion of Draco; Leyline of the Guildpact; Lightning Bolt; Fatal Push
Phase windows: pregame opening hand and mulligan decisions.
Runtime cues: prompt:mulligan; visible:opening hand; visible:land count
Use when: deciding whether the current hand can produce an early threat, domain progress, and at least one meaningful turn-two or turn-three line.
Avoid when: the hand has only reactive cards with no castable threat, or threats are stranded by visible mana.
Instructions: Keep hands with two or more lands or one land plus multiple fetchlands and a castable `Ragavan, Nimble Pilferer` or `Lightning Bolt` only when follow-up mana is visible. Prioritize hands that can cast `Territorial Kavu` or `Scion of Draco` on curve with domain support. Do not keep a hand because `Leyline of the Guildpact` is present if it lacks legal pressure or interaction.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Leyline Pregame Choice
Priority: Medium
Decision families: pregame
Cards: Leyline of the Guildpact
Phase windows: pregame opening hand reveal window.
Runtime cues: action:begin with Leyline of the Guildpact on the battlefield
Use when: the legal action explicitly offers starting with `Leyline of the Guildpact` from the opening hand.
Avoid when: no legal pregame Leyline action is exposed.
Instructions: Put `Leyline of the Guildpact` onto the battlefield from the opener when the rules engine presents the legal pregame action. Treat this as domain setup, not as a reason to ignore color requirements for future spells.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: First Threat Setup
Priority: Medium
Decision families: mana; priority
Cards: Ragavan, Nimble Pilferer; Territorial Kavu; Scion of Draco; Doorkeeper Thrull; Leyline of the Guildpact
Phase windows: turns one through three, main phases with priority.
Runtime cues: prompt:priority; action:cast; visible:hand; visible:available mana
Use when: choosing the first permanent or attacker that establishes pressure.
Avoid when: visible opponent board or stack requires immediate removal or counterplay to avoid falling behind.
Instructions: Lead with `Ragavan, Nimble Pilferer` when it can attack before being blanked. Prefer `Territorial Kavu` when domain makes it a real attacker. Cast `Scion of Draco` once legal and sized for combat dominance. Use `Doorkeeper Thrull` early when opposing triggered abilities are visibly central or expected from public matchup context.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Fetchland Domain Planning
Priority: High
Decision families: mana
Cards: Wooded Foothills; Marsh Flats; Bloodstained Mire; Steam Vents; Sacred Foundry; Overgrown Tomb; Godless Shrine; Elegant Parlor; Zagoth Triome; Mountain; Swamp
Phase windows: upkeep, main phases, combat when fetch activation is legal, opponent end step.
Runtime cues: action:activate; action:search; visible:available lands; visible:hand costs
Use when: a fetchland decision determines colors, domain count, life payment, or a future `Leyline Binding`, `Territorial Kavu`, or `Scion of Draco` line.
Avoid when: the legal action text only offers a non-strategic shuffle after no deck search target is available.
Instructions: Fetch for the colors that unlock the next two visible spells while growing domain. Use shocklands untapped when the current turn needs pressure or interaction; prefer tapped `Zagoth Triome` or `Elegant Parlor` only when tempo loss is acceptable. Preserve life against fast creature pressure unless losing one turn of tempo is worse.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Arena Of Glory Commitment
Priority: Medium
Decision families: mana; combat
Cards: Arena of Glory; Territorial Kavu; Scion of Draco; Kroxa, Titan of Death's Hunger; Ragavan, Nimble Pilferer
Phase windows: main phase before combat and creature casting decisions.
Runtime cues: action:activate Arena of Glory; visible:creature spell; visible:combat clock
Use when: deciding whether haste or counters from `Arena of Glory` materially changes the visible clock or combat math.
Avoid when: colored mana from `Arena of Glory` would strand required interaction or prevent casting the selected threat.
Instructions: Use `Arena of Glory` aggressively when it turns a large `Territorial Kavu`, `Scion of Draco`, or escaped `Kroxa, Titan of Death's Hunger` into immediate pressure. Do not spend it for a marginal attack if holding colored interaction is necessary.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Removal Target Gate
Priority: High
Decision families: interaction; priority
Cards: Lightning Bolt; Fatal Push; Leyline Binding; Wear // Tear; Wrath of the Skies
Phase windows: all priority windows, especially before combat damage, opponent end step, and response windows.
Runtime cues: action:cast Lightning Bolt; action:cast Fatal Push; action:cast Leyline Binding; action:cast Wear // Tear; action:cast Wrath of the Skies
Use when: selecting whether to answer a visible permanent or preserve interaction.
Avoid when: combat can handle the threat without losing an important attacker, or the target does not affect the next turn cycle.
Instructions: Spend `Fatal Push` on efficient creatures that block pressure or threaten lethal. Use `Lightning Bolt` as removal when it clears attacks or prevents a faster clock; preserve it for reach only when opponent life is low and survival is stable. Use `Leyline Binding` on threats that other removal cannot cleanly answer. Use sideboard sweepers only when the visible exchange favors rebuilding.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Leyline Binding Target Selection
Priority: Medium
Decision families: interaction; selection
Cards: Leyline Binding
Phase windows: priority windows when `Leyline Binding` is legal.
Runtime cues: action:target; action:cast Leyline Binding; visible:opponent permanents
Use when: `Leyline Binding` is being cast and the engine exposes one or more legal permanent targets.
Avoid when: a cheaper visible answer covers the same permanent and `Leyline Binding` is needed for a harder target.
Instructions: Target the permanent that most blocks the current attack plan, threatens the fastest loss, or invalidates future `Territorial Kavu`, `Scion of Draco`, or `Kroxa, Titan of Death's Hunger` pressure. Respect exact legal targets from the engine and do not assume hidden protection or future targets.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Burn Face Finish
Priority: High
Decision families: interaction; priority
Cards: Lightning Bolt
Phase windows: main phase, combat end, opponent end step, and stack response windows.
Runtime cues: action:target opponent Lightning Bolt
Use when: exactly one legal `Lightning Bolt` action targets the opponent, visible opponent life total is 3 or less, and no visible survival-required action is pending.
Avoid when: the stack contains an unresolved spell or ability that must be answered to prevent losing before `Lightning Bolt` resolves.
Instructions: Choose the opponent-targeting `Lightning Bolt` action when it represents visible lethal under current public life totals. If multiple lethal lines or defensive needs exist, route to light-model reasoning.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Permission Commitment
Priority: High
Decision families: interaction; priority
Cards: Consign to Memory; Mystical Dispute; Stubborn Denial
Phase windows: stack response windows and opponent cast/trigger prompts.
Runtime cues: action:cast Consign to Memory; action:cast Mystical Dispute; action:cast Stubborn Denial; visible:stack
Use when: deciding whether to spend permission on a visible spell, ability, or trigger.
Avoid when: the stack object is low impact and spending permission would leave a known larger visible threat unanswered.
Instructions: Use `Consign to Memory` for colorless spells, triggered abilities, or high-impact legal targets when the visible stack object matters this turn cycle. Use `Mystical Dispute` mainly against blue stack objects. Use `Stubborn Denial` when ferocious or visible pressure makes protecting the board decisive. Do not counter just because a counterspell is legal.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Doorkeeper Timing
Priority: Medium
Decision families: priority; interaction
Cards: Doorkeeper Thrull
Phase windows: main phases and creature deployment windows.
Runtime cues: action:cast Doorkeeper Thrull; visible:opponent archetype; visible:battlefield triggers
Use when: deciding whether `Doorkeeper Thrull` should enter before other threats.
Avoid when: no relevant triggered abilities are visible or expected from public matchup context and a stronger clock is available.
Instructions: Deploy `Doorkeeper Thrull` before opposing triggered permanents can generate value when that suppression is relevant. Treat it as a disruptive body, not as the default best attacker. If it conflicts with developing `Territorial Kavu` or `Scion of Draco`, choose based on visible opponent engine risk.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Fable Tap-Out Gate
Priority: Medium
Decision families: priority; selection
Cards: Fable of the Mirror-Breaker
Phase windows: own main phase with three mana available.
Runtime cues: action:cast Fable of the Mirror-Breaker
Use when: choosing whether to spend a turn on `Fable of the Mirror-Breaker` instead of immediate pressure or held interaction.
Avoid when: tapping out lets a visible threat resolve, or the opponent is under a clock that rewards adding direct combat power instead.
Instructions: Cast `Fable of the Mirror-Breaker` when the game is becoming attritional, the board is stable enough for a slower engine, or the token can help future mana and attacks. Delay it when immediate `Scion of Draco`, `Territorial Kavu`, removal, or permission is more important.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Kroxa Escape Commitment
Priority: High
Decision families: priority; selection; mana
Cards: Kroxa, Titan of Death's Hunger
Phase windows: own main phase when graveyard and mana make escape legal.
Runtime cues: action:escape Kroxa, Titan of Death's Hunger; visible:graveyard; visible:available mana
Use when: deciding whether to escape `Kroxa, Titan of Death's Hunger` as the primary attrition finisher.
Avoid when: escaping consumes graveyard resources needed for another legal line, or tapping out exposes lethal on the backswing.
Instructions: Escape `Kroxa, Titan of Death's Hunger` when it stabilizes attrition, pressures hand and life, or creates a fast enough clock. Cast the front side early only when the discard/life pressure is worth spending mana despite the sacrifice clause shown by rules output.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Kavu Attack And Loot Discipline
Priority: Medium
Decision families: combat; selection
Cards: Territorial Kavu
Phase windows: declare attackers, combat damage trigger choices, postcombat selection prompts.
Runtime cues: action:attack with Territorial Kavu; prompt:choose Territorial Kavu mode; visible:domain count
Use when: deciding attacks or trigger modes for `Territorial Kavu`.
Avoid when: attacking trades down into visible blockers and the deck needs the body to keep `Stubborn Denial` or combat pressure live.
Instructions: Attack with `Territorial Kavu` when its size pressures life or forces favorable blocks. Use its selection trigger to improve hand quality or pressure the opponent according to visible resources. Do not assume a trigger mode exists unless the engine presents it.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Scion Combat Pressure
Priority: Medium
Decision families: combat; priority
Cards: Scion of Draco; Leyline of the Guildpact
Phase windows: own main phase, declare attackers, declare blockers.
Runtime cues: action:cast Scion of Draco; action:attack with Scion of Draco; visible:domain count; visible:keyword text
Use when: `Scion of Draco` can be deployed or used to shape combat.
Avoid when: casting it walks into visible stack interaction that would cost the whole turn and another threat can pressure safely.
Instructions: Cast `Scion of Draco` once domain makes it efficient and combat-relevant. Attack when its visible size and keywords improve the race or make blocks awkward. Use `Leyline of the Guildpact` domain changes only as shown by current legal actions and visible stats.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Ragavan Combat Gate
Priority: Medium
Decision families: combat
Cards: Ragavan, Nimble Pilferer; Lightning Bolt; Fatal Push
Phase windows: declare attackers and precombat removal windows.
Runtime cues: action:attack with Ragavan, Nimble Pilferer; visible:blockers; visible:removal actions
Use when: deciding whether to attack with `Ragavan, Nimble Pilferer` or clear a blocker first.
Avoid when: the attack loses `Ragavan, Nimble Pilferer` to a visible blocker without gaining damage, treasure, or card access.
Instructions: Attack with `Ragavan, Nimble Pilferer` when it connects or forces an exchange that improves tempo. Use `Lightning Bolt` or `Fatal Push` before combat only if clearing the blocker creates a materially better attack than preserving removal.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Sweeper Survival Gate
Priority: High
Decision families: interaction; sideboard
Cards: Wrath of the Skies
Phase windows: own main phase and legal cast windows after sideboarding.
Runtime cues: action:cast Wrath of the Skies; visible:opponent battlefield; visible:own battlefield
Use when: deciding whether a visible board requires a reset.
Avoid when: your own large threat is winning the race and the opponent board can be handled by spot removal or combat.
Instructions: Cast `Wrath of the Skies` when the opponent's board creates a faster visible clock or wider board than spot removal can answer. Choose payment and timing to preserve the most important follow-up threat when legal actions allow it.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Plan Selection
Priority: High
Decision families: sideboard
Cards: Consign to Memory; High Noon; Mystical Dispute; Obsidian Charmaw; Stubborn Denial; Wear // Tear; Wrath of the Skies; Doorkeeper Thrull; Fatal Push; Lightning Bolt; Fable of the Mirror-Breaker; Kroxa, Titan of Death's Hunger
Phase windows: sideboarding after game one and after game two.
Runtime cues: prompt:sideboard; visible:matchup label; visible:game number
Use when: selecting a legal sideboard configuration from registered 75-card options.
Avoid when: requested adds or cuts exceed registered copies or conflict with the exact sideboard map.
Instructions: Add `Wrath of the Skies` against wide creature boards, `Wear // Tear` against artifacts or enchantments, `Mystical Dispute` and `Stubborn Denial` against stack-centric blue or spell decks, `Obsidian Charmaw` against greedy or big-mana lands, `High Noon` against multi-spell engines, and extra `Consign to Memory` against colorless or trigger-heavy threats. Reduce slower or lower-impact main-deck cards only as legal sideboard plans specify.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Artifact And Enchantment Answer
Priority: Medium
Decision families: interaction; sideboard
Cards: Wear // Tear; Leyline Binding
Phase windows: priority windows after sideboarding and permanent-response windows.
Runtime cues: action:cast Wear // Tear; action:cast Leyline Binding; visible:artifact; visible:enchantment
Use when: choosing between temporary broad removal and dedicated artifact/enchantment interaction.
Avoid when: the target is not materially affecting combat, mana, or a visible engine.
Instructions: Use `Wear // Tear` on artifacts or enchantments that constrain attacks, enable the opponent's engine, or threaten immediate advantage. Preserve `Leyline Binding` for permanents outside `Wear // Tear` coverage when both are legal and the board permits patience.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Pass With Interaction
Priority: Medium
Decision families: priority; interaction
Cards: Lightning Bolt; Fatal Push; Consign to Memory; Mystical Dispute; Stubborn Denial; Leyline Binding
Phase windows: opponent turn priority, end step, and own main phase before passing.
Runtime cues: action:pass; visible:available interaction; visible:stack empty
Use when: choosing whether to pass while holding legal instant-speed actions.
Avoid when: passing wastes mana and the opponent has no visible or context-supported threat worth answering.
Instructions: Pass with interaction only when holding mana answers a plausible visible stack, combat, or permanent threat better than deploying another threat. Against unknown boards, prefer adding pressure unless the available answer lines up with public matchup information or visible opponent mana.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
