# Strategy Specifications
## Deck Name And Archetype
Azorius Spirits is a Pioneer 60-card main deck with a 15-card sideboard, and the supplied active validation contract says the list passes the current format-aware deck-count and sideboard-size checks. Treat this guide as bound to the registered inventory only: main-deck `Cut:` names are `Aang, Swift Savior`, `Adarkar Wastes`, `Eiganjo, Seat of the Empire`, `Enduring Curiosity`, `Hallowed Fountain`, `Hengegate Pathway`, `Island`, `Mausoleum Wanderer`, `Mutavault`, `No More Lies`, `Otawara, Soaring City`, `Plains`, `Rattlechains`, `Seachrome Coast`, `Seam Rip`, `Sheltered by Ghosts`, `Skyclave Apparition`, `Spell Queller`, `Spell Snare`, and `Supreme Phantom`; sideboard-only `Side in:` names are `Elspeth, Storm Slayer`, `Get Lost`, `High Noon`, `Lofty Denial`, `Rest in Peace`, `Seam Rip`, `Settle the Wreckage`, `Soul-Guide Lantern`, `The Wandering Emperor`, and `Tishana's Tidebinder`.

Azorius Spirits should be classified as a hybrid stock-plus-technology build rather than a pure stock list or a rogue shell. The stock core is the flash/evasive Spirit-tempo package of `Mausoleum Wanderer`, `Rattlechains`, `Supreme Phantom`, `Spell Queller`, `Skyclave Apparition`, `No More Lies`, `Spell Snare`, and `Mutavault`; the deck-specific technology is the exact registered mix of `Aang, Swift Savior`, `Seam Rip`, `Enduring Curiosity`, `Sheltered by Ghosts`, and the sideboard planeswalker/removal package. Runtime strategy should preserve the known Spirits identity first: deploy a cheap evasive threat, protect tempo with instant-speed actions, convert chip damage into a clock, and use interaction to deny the opponent's most relevant stabilizing turn.

Format status is Pioneer, and no Commander, Modern, Legacy, or casual-only assumptions should enter action selection. Do not infer access to absent staples, protection cards, ramp, tutors, or utility cards; decisions must be made only from legal actions produced by the rules engine and from visible/public state. The archetype tags for retrieval are `tempo`, `aggro`, and `tribal`, with `tempo` carrying the highest strategic weight because the deck often wins by making the opponent spend mana inefficiently while a small evasive battlefield ends the game.

Mana and role concerns are real because the list is nearly all blue-white but contains colorless pressure from `Mutavault`, utility-channel lands `Eiganjo, Seat of the Empire` and `Otawara, Soaring City`, pain mana from `Adarkar Wastes`, and only three basic lands across `Island` and `Plains`. The pilot should prefer early hands that cast one- and two-mana plays on time, should respect life-total pressure from `Adarkar Wastes` and `Hallowed Fountain`, and should not let `Mutavault` reduce access to blue or white when the hand needs `Rattlechains`, `No More Lies`, `Spell Queller`, `Skyclave Apparition`, or `Supreme Phantom` on curve.

Legality certainty belongs to Veles and Forge at runtime, not to this guide. If a legal action involving `Aang, Swift Savior`, `Seam Rip`, `Enduring Curiosity`, `Sheltered by Ghosts`, `Elspeth, Storm Slayer`, or any other newer or less familiar registered card appears, the pilot may follow the visible action text, but any strategic claim about exact card text should be treated as conditional unless later sections say `Card text check required` or the engine exposes the relevant rules text through state/action metadata.

Opponent information status is unspecified beyond the format and the deck's sideboard preparing for broad Pioneer axes: graveyards through `Rest in Peace` and `Soul-Guide Lantern`, wide combat through `Settle the Wreckage`, stack or triggered/activated interaction through `Lofty Denial` and `Tishana's Tidebinder`, permanent removal through `Get Lost`, pacing pressure through `High Noon`, and longer-game threats through `The Wandering Emperor` and `Elspeth, Storm Slayer`. Until matchup context is supplied by Veles, assume the opponent's hidden hand and library are unknown, reason only from public cards and known archetype labels, and avoid naming unregistered opponent cards in policy fields unless explicitly prefixed as metagame examples in prose.

## Thesis
Azorius Spirits assembles a low-curve evasive battlefield plus instant-speed tempo denial, then turns small chip damage into a forced race with `Supreme Phantom`, `Mutavault`, and protected flash creatures. The ideal game starts with `Mausoleum Wanderer` or another cheap threat, keeps mana open for `Rattlechains`, `No More Lies`, `Spell Snare`, `Seam Rip`, or `Spell Queller`, and converts every opponent stumble into two to six evasive damage before they can rebuild.

The deck wins by making the opponent's mana awkward while its creatures keep attacking. Prioritize plays that add a clock without giving up the ability to answer the opponent's highest-impact turn; a single `Supreme Phantom` or active `Mutavault` often matters more when backed by open mana than an extra tap-out threat that lets the opponent resolve a stabilizer.

The deck is not trying to win a long attrition contest by trading one-for-one forever. Do not spend premium interaction on low-impact spells just because mana is available; save `No More Lies`, `Spell Queller`, `Spell Snare`, `Skyclave Apparition`, and sideboard interaction for cards that beat the current battlefield, break the race, remove the clock, or invalidate your next attack step.

The deck should prioritize tempo over theoretical card advantage unless the visible position is already stable. `Enduring Curiosity` and planeswalkers can pull the game long, but most decisions should ask whether the line preserves pressure, keeps the opponent from using all their mana profitably, and leaves enough untapped resources to punish a visible or likely high-impact play. Card text check required for `Aang, Swift Savior`, `Seam Rip`, `Enduring Curiosity`, `Sheltered by Ghosts`, and `Elspeth, Storm Slayer`; use engine-visible legal action text for exact timing, targets, and effects.

## Role Package
- Threats: `Mausoleum Wanderer`, `Rattlechains`, `Supreme Phantom`, `Spell Queller`, `Skyclave Apparition`, `Aang, Swift Savior`, and `Mutavault` are the primary battlefield pressure. Prefer threat sequences that start attacking early, keep blue-white mana usable, and force the opponent to act into open mana.

- Payoffs: `Supreme Phantom` is the clean tribal damage multiplier, `Spell Queller` is both pressure and tempo containment, and `Mutavault` turns land-heavy draws into extra attacks. Protect these cards when they define the clock; expose them when the opponent's visible resources make waiting worse.

- Engines: `Enduring Curiosity` is the main-deck long-game engine if its legal action text supports repeated card flow or combat reward. Use it when the deck already has evasive attackers or when card flow is more important than holding every mana for disruption.

- Velocity: This list has little traditional card selection, so velocity comes from spending mana efficiently and making the opponent lose mana to tempo exchanges. Treat unused mana as acceptable only when it credibly represents `Rattlechains`, `No More Lies`, `Spell Snare`, `Seam Rip`, `Spell Queller`, channel lands, or a relevant sideboard instant-speed action.

- Interaction: `No More Lies`, `Spell Snare`, `Spell Queller`, `Skyclave Apparition`, `Seam Rip`, `Sheltered by Ghosts`, `Eiganjo, Seat of the Empire`, and `Otawara, Soaring City` are the main interactive tools. Match the answer to the threat: counter or Queller noncreature stabilizers, use permanent answers on resolved blockers or engines, and preserve channel lands when colored mana is not being sacrificed.

- Protection: `Rattlechains`, `Mausoleum Wanderer`, open counter mana, and possibly `Aang, Swift Savior` or `Sheltered by Ghosts` depending on engine text form the protection layer. Protect the clock when winning the race; protect interaction when the opponent's next visible play is more dangerous than losing one attacker.

- Recursion: The registered main deck has no clear recursion module. Do not plan around rebuying creatures or spells unless the rules engine exposes a legal action from a registered card that explicitly does so.

- Mana: `Seachrome Coast`, `Hengegate Pathway`, `Hallowed Fountain`, `Adarkar Wastes`, `Island`, `Plains`, `Eiganjo, Seat of the Empire`, `Otawara, Soaring City`, and `Mutavault` must support early blue, early white, and colorless attacks. Prioritize keeping blue available for flash and counters, white available for `Skyclave Apparition` and white interaction, and `Mutavault` activation only when it does not block a higher-impact spell.

- Sideboard modules: `Rest in Peace` and `Soul-Guide Lantern` cover graveyard pressure; `Settle the Wreckage`, `Get Lost`, `Seam Rip`, and `The Wandering Emperor` cover creature combat and resolved threats; `Lofty Denial`, `High Noon`, and `Tishana's Tidebinder` cover stack, pace, and ability-based fights; `Elspeth, Storm Slayer` supports larger-board or longer-game plans when exact card text is verified.

## Primary Win Conditions
- Evasive Spirit clock plus tempo denial is the default win path: start with `Mausoleum Wanderer`, add `Rattlechains`, `Supreme Phantom`, `Spell Queller`, or `Skyclave Apparition`, and attack while leaving mana that can represent `No More Lies`, `Spell Snare`, `Seam Rip`, `Rattlechains`, or `Spell Queller`. Prioritize this line whenever the opening hand has early pressure, blue mana, and at least one interactive follow-up; the deck wins most cleanly when the opponent must answer attackers while also playing into open mana.

- `Supreme Phantom` turns chip damage into a short clock: protect it when the existing board contains multiple Spirits, a live `Mutavault`, or a `Mausoleum Wanderer` whose tax grows relevant from Spirit count. Execute by attacking first when safe, then adding or protecting the lord after the opponent spends mana; do not expose `Supreme Phantom` into obvious removal if holding up `Rattlechains`, `No More Lies`, or `Spell Queller` keeps the same clock intact.

- `Spell Queller` wins by combining a threat with a delayed answer: use it on spells that stabilize the board, remove the current clock, or create a faster opposing kill. Prioritize `Spell Queller` over a tap-out creature when the opponent is approaching a key mana turn; prioritize another attacker instead when the opponent has no visible high-impact spell window and extra damage meaningfully shortens lethal.

- `Mutavault` converts spare lands into tribal damage: activate it when the attack is safe, the extra Spirit body changes `Supreme Phantom` math, or the opponent is constrained by your counters. Do not animate `Mutavault` if doing so prevents casting `No More Lies`, `Spell Snare`, `Rattlechains`, `Spell Queller`, `Seam Rip`, `Skyclave Apparition`, or a needed channel-land action in the same turn cycle.

- `Enduring Curiosity` is the pressure-to-card-flow path only if engine-visible text confirms the relevant payoff. Prioritize it when evasive attackers are already present, the opponent is likely to trade removal one-for-one, or the hand needs more resources; delay it when tapping out lets a known stabilizer resolve. Card text check required.

## Secondary Win Conditions
- Resolved-permanent cleanup into attacks is the main backup path: use `Skyclave Apparition`, `Sheltered by Ghosts`, `Seam Rip`, `Eiganjo, Seat of the Empire`, or `Otawara, Soaring City` to clear blockers, engines, or combat-breaking threats, then resume evasive pressure. Prefer this line when the opponent has already resolved the card that matters and counterspells no longer answer the battlefield.

- Protected flash beatdown is the fallback when the hand lacks `Supreme Phantom`: use `Rattlechains` and `Spell Queller` at instant speed, keep `Mausoleum Wanderer` relevant as a tax effect, and take repeated small attacks rather than overcommitting. This line is strong against opponents who must act on their own turn and weak against board-wide removal or larger creature swarms, so preserve interaction for cards that punish a narrow board.

- Value planeswalker or large-threat sideboard plans are secondary after sideboarding, not the game-one default. `The Wandering Emperor` can support combat and attrition if legal action text lines up with the visible board; `Elspeth, Storm Slayer` requires card text confirmation before making strategic assumptions. Use these cards when the opponent has slowed the creature clock or when a longer board-based game is unavoidable.

- Tax-and-counter pressure can win without many creatures if the opponent stumbles: a single `Mausoleum Wanderer`, `Mutavault`, or flash threat backed by `No More Lies`, `Spell Snare`, and `Spell Queller` can be enough. Take this path when the opponent's visible plan is spell-dense and mana-constrained; avoid it when the opponent is already winning on board and unanswered creatures will end the race.

- There is no reliable burn, recursion, or deterministic lock finish in the registered main deck. Do not chase non-existent reach; when the opponent is at low life, count only visible attackers, legal `Mutavault` activations, and engine-confirmed effects.

## Emergency Lines
- When behind on life, stop treating every attack as mandatory and identify whether racing, blocking, or holding up interaction changes the next lethal turn. Use `Skyclave Apparition`, `Sheltered by Ghosts`, `Seam Rip`, `Eiganjo, Seat of the Empire`, `Otawara, Soaring City`, or sideboard `Settle the Wreckage` and `The Wandering Emperor` to buy a combat step when legal; only race if visible evasive damage plus interaction beats the opponent's next attack.

- When behind on board, prioritize removing or delaying the permanent that invalidates attacks instead of adding a small creature. `Skyclave Apparition` should answer the card that blocks profitably, snowballs resources, or threatens lethal; `Spell Queller`, `No More Lies`, and `Spell Snare` should be saved for the next spell that makes the board unrecoverable.

- When behind on cards, turn existing pressure into forced awkward plays before spending interaction loosely. If `Enduring Curiosity` has confirmed card-flow text and a safe attacker exists, it can become the recovery engine; otherwise conserve `Spell Queller` and counters for high-impact exchanges rather than trading down for tempo that no longer matters.

- When behind on mana, choose lines that keep one or two mana productive and avoid activating `Mutavault` unless the damage is essential. `Spell Snare`, `Mausoleum Wanderer`, and flash timing from `Rattlechains` help operate while constrained; do not keep hands or take turns that require double-spelling without visible mana to support them.

- When the opponent has an engine, combo, or graveyard plan online, switch from chip-damage optimization to disruption priority. Use `No More Lies`, `Spell Queller`, `Spell Snare`, `Skyclave Apparition`, and sideboard `Rest in Peace`, `Soul-Guide Lantern`, `High Noon`, `Lofty Denial`, or `Tishana's Tidebinder` according to visible legality and matchup context; do not name hidden cards or assume exact combo contents without public information.

- When key win conditions are removed, rebuild around the remaining legal attackers and creature lands. A lone `Mutavault`, `Rattlechains`, `Spell Queller`, or `Skyclave Apparition` can still win if protected; if pressure is gone, favor survival and card-flow lines until the next threat appears rather than spending interaction on low-impact spells.

## Resource Model
- Tempo is the primary currency: convert early evasive bodies into damage while using `No More Lies`, `Spell Snare`, `Mausoleum Wanderer`, `Rattlechains`, and `Spell Queller` to make the opponent spend turns inefficiently. Treat a one-for-one trade as good only when it protects the current clock, stops a stabilizer, or preserves a future interaction window.

- Life total is a spendable buffer only while your evasive clock is ahead. Pay life from `Hallowed Fountain` and `Adarkar Wastes` when it keeps `Mausoleum Wanderer`, `Rattlechains`, `No More Lies`, `Spell Snare`, or `Spell Queller` live on curve; preserve life when the opponent's visible attackers can race your air damage or when sideboard cards such as `Settle the Wreckage` or `The Wandering Emperor` are needed to survive combat.

- Hand size matters less than action quality before the opponent stabilizes. Keep two-to-four-card hands functional if they contain mana, pressure, and interaction; avoid spending `No More Lies`, `Spell Snare`, or `Spell Queller` on replaceable spells when the hand cannot answer the opponent's next high-impact play.

- Board presence is your damage engine and your permission amplifier. `Mausoleum Wanderer`, `Rattlechains`, `Supreme Phantom`, `Spell Queller`, `Skyclave Apparition`, and animated `Mutavault` all pressure life totals while also changing combat, taxes, or interaction math; do not overextend into visible sweepers or board-wide punishment if the current board already forces the opponent to act.

- Lands are both mana and threat density. `Mutavault` should be counted as a future Spirit attacker, but not as free damage when activating it would turn off `No More Lies`, `Spell Snare`, `Rattlechains`, `Spell Queller`, `Seam Rip`, `Skyclave Apparition`, `Sheltered by Ghosts`, `Eiganjo, Seat of the Empire`, or `Otawara, Soaring City` in the same turn cycle.

- Graveyard and exile are mostly opposing-resource zones unless sideboard cards change the game. Use `Rest in Peace` and `Soul-Guide Lantern` when graveyards visibly matter; value exile effects from `Skyclave Apparition`, `Sheltered by Ghosts`, or `Seam Rip` only according to engine-visible legality and confirmed card text. Card text check required for `Seam Rip` and `Sheltered by Ghosts` if the rules engine does not expose exact effect text.

- Sacrifice fodder is not a planned resource in this registered deck. Do not sacrifice creatures or permanents for speculative value unless a legal action explicitly requires it and visible text shows the exchange is necessary for survival or lethal.

- Information is a tempo resource: pass with open mana when the opponent must respect `No More Lies`, `Spell Snare`, `Rattlechains`, `Spell Queller`, `Mausoleum Wanderer`, `Eiganjo, Seat of the Empire`, or `Otawara, Soaring City`. Do not assume hidden cards; choose from legal actions using public mana, revealed cards, known graveyards, visible board state, and current stack objects.

- Sideboard bullets convert narrow cards into matchup leverage. `High Noon`, `Rest in Peace`, `Soul-Guide Lantern`, `Lofty Denial`, `Tishana's Tidebinder`, `Get Lost`, `Seam Rip`, `Settle the Wreckage`, `The Wandering Emperor`, and `Elspeth, Storm Slayer` should be valued only when their visible or confirmed text attacks the opponent's actual plan; Card text check required for unfamiliar sideboard cards before assuming a specific mode or trigger.

## Mana Guide
- Build opening mana around untapped blue-white access by turn two. Strong keeps usually cast `Mausoleum Wanderer` or hold `Spell Snare` early, then support `Rattlechains`, `No More Lies`, `Supreme Phantom`, `Skyclave Apparition`, or `Spell Queller` on schedule; mulligan hands that need multiple perfect draws before casting either pressure or interaction.

- Prioritize blue early because most instant-speed decisions require it. `Spell Snare`, `Rattlechains`, `No More Lies`, `Spell Queller`, `Mausoleum Wanderer`, and likely `Enduring Curiosity` depend on blue sequencing; choose `Hengegate Pathway` sides and shock/check pain decisions to preserve blue unless a white spell is already the next required play.

- Preserve white by turn three for permanent answers and key creatures. `Skyclave Apparition`, `Sheltered by Ghosts`, `Seam Rip`, `Spell Queller`, and sideboard `The Wandering Emperor`, `Settle the Wreckage`, `Get Lost`, or `Elspeth, Storm Slayer` can require white access; do not strand white interaction by choosing only blue-facing `Hengegate Pathway` lines when a visible permanent must be answered.

- Sequence fast lands before they enter tapped. `Seachrome Coast` is best early when it enables one- and two-mana plays; if the hand already has enough untapped early mana, consider saving pain from `Adarkar Wastes` or life from `Hallowed Fountain` only when doing so does not delay pressure or permission.

- Use `Hallowed Fountain` life payments to protect curve and stack windows. Shock it in when the turn requires immediate blue-white mana or representing interaction; play it tapped when the hand has no legal instant-speed use and the opponent's next turn does not demand `Spell Snare`, `No More Lies`, `Rattlechains`, or `Spell Queller`.

- Treat `Adarkar Wastes` as efficient but not free. Spend pain for tempo in the first turns or for decisive interaction; reduce pain when racing creatures, when colorless from `Adarkar Wastes` plus other lands still casts the chosen spell, or when `Mutavault` activation already consumes colorless mana.

- Count `Mutavault` as a colorless land first and a creature second. Keep hands with `Mutavault` only if the other lands cast the early colored spells; avoid one-colored-source hands where `Mutavault` prevents holding up `No More Lies`, `Rattlechains`, or `Spell Queller` on the critical turn.

- Save channel lands when their spell mode is likely relevant. Play `Eiganjo, Seat of the Empire` or `Otawara, Soaring City` as lands if the hand needs untapped colored mana to function; otherwise preserve them as interaction when the board or stack suggests their engine-visible channel actions will matter.

- Play lands before drawing only when the current turn already needs the mana or landfall-like information is irrelevant. Delay the land drop before a draw or selection effect when legal and safe, especially with `Enduring Curiosity` or any engine-confirmed card-flow action, so a newly drawn `Hallowed Fountain`, `Seachrome Coast`, `Hengegate Pathway`, `Mutavault`, `Eiganjo, Seat of the Empire`, or `Otawara, Soaring City` can improve sequencing.

- Keep mana open when passing changes opponent behavior. If attacking plus passing with two or three mana represents `No More Lies`, `Rattlechains`, `Spell Queller`, `Spell Snare`, `Mausoleum Wanderer`, or a channel land, prefer that line over tapping out for a marginal creature unless the added threat shortens lethal or answers a visible board problem.

## Mulligan Guide
- Strong keep: keep two or three lands with early blue, one one-drop or two-drop Spirit, and one interactive spell. Examples include `Seachrome Coast`, `Hallowed Fountain`, `Mausoleum Wanderer`, `Rattlechains`, `Supreme Phantom`, `No More Lies`, and any third land; this hand pressures while keeping the opponent's first important spell under tax or flash pressure.

- Strong keep: keep `Mausoleum Wanderer` plus `Supreme Phantom` plus a castable counterspell when mana supports both colors. `Mausoleum Wanderer` becomes real interaction once other Spirits arrive, so do not mulligan a hand that curves pressure into `No More Lies`, `Spell Snare`, or `Spell Queller` without a matchup-specific reason.

- Medium keep: keep two lands plus `Rattlechains`, `Spell Queller`, `Skyclave Apparition`, and interaction if at least one land casts blue on turn two. This hand may skip turn one, but it can still play draw-go and convert the opponent's early action into a tempo exchange.

- Medium keep: keep `Mutavault` hands only when the other lands cast the early colored spells. `Mutavault`, `Seachrome Coast`, `Hengegate Pathway`, `Mausoleum Wanderer`, `Rattlechains`, `No More Lies`, and `Spell Queller` is solid; `Mutavault` plus one colored land and several colored two- or three-drops is risky.

- Risky keep: keep one-land hands only with `Seachrome Coast` or untapped blue-white access, `Mausoleum Wanderer`, and multiple one- or two-mana live plays. Ship one-land hands relying on drawing land before `Spell Queller`, `Skyclave Apparition`, `Enduring Curiosity`, `Sheltered by Ghosts`, or `Seam Rip`; Card text check required before treating the last three as stabilizers.

- Automatic ship: mulligan zero-land, one-land slow, five-land no-pressure, and colorless-heavy hands. Hands with `Mutavault`, `Eiganjo, Seat of the Empire`, `Plains`, `Skyclave Apparition`, `Spell Queller`, `No More Lies`, and `Enduring Curiosity` do not reliably cast the blue tempo core.

- Automatic ship: mulligan hands that cannot affect the game before turn three unless the matchup is visibly slow and the hand has premium interaction. Azorius Spirits wins by forcing awkward turns, not by drawing into a late control plan from no early board.

- Matchup-dependent keep: keep reactive hands with `Spell Snare`, `No More Lies`, `Spell Queller`, and `Rattlechains` against spell-heavy or curve-dependent opponents. Against creature swarms, require `Skyclave Apparition`, `Sheltered by Ghosts`, `Seam Rip`, `Supreme Phantom`, or enough early bodies to trade race pressure; Card text check required for `Sheltered by Ghosts` and `Seam Rip`.

- Play/draw adjustment: on the play, prioritize `Mausoleum Wanderer` into `Supreme Phantom` or `Rattlechains` because the tax and clock start first. On the draw, value `Spell Snare`, `No More Lies`, and `Skyclave Apparition` more highly because the opponent may present a must-answer permanent before your second attack.

- Trap hand: do not keep all-flash hands that never create pressure. `No More Lies`, `Spell Queller`, `Rattlechains`, `Spell Snare`, and lands can be good only if the opponent must walk into them; without `Mausoleum Wanderer`, `Supreme Phantom`, `Mutavault`, or another early threat, the hand may give the opponent time to make land drops and double-spell.

- Trap hand: do not keep aura/removal-heavy hands with no creature unless the visible matchup demands immediate answers. `Sheltered by Ghosts`, `Seam Rip`, and `Skyclave Apparition` need legal targets or board context; if the hand cannot deploy a Spirit or hold a relevant counter, ship it.

## Turn Arc
- Turn 1: lead with untapped blue-white mana and cast `Mausoleum Wanderer` when legal. If there is no one-drop, hold `Spell Snare` when the opponent's second-turn spell is likely important; otherwise play the land that best enables turn-two `Rattlechains`, `No More Lies`, or `Supreme Phantom`.

- Turn 1 deviation: play `Hengegate Pathway` on the color needed for the next two turns, not the spell currently in hand only. Preserve `Eiganjo, Seat of the Empire` and `Otawara, Soaring City` as channel lands when mana is already functional; use them as lands when missing colored access would delay the curve.

- Turn 2: prefer `Supreme Phantom` when `Mausoleum Wanderer` is already attacking and the opponent has not presented a must-counter spell. Prefer pass with `Rattlechains`, `No More Lies`, or `Spell Snare` when the opponent's next play is more important than adding two damage.

- Turn 2 deviation: deploy `Rattlechains` proactively only when flash pressure, protection text, or Spirit count matters immediately. If the opponent is likely to cast into open mana, pass and let legal stack actions determine whether to counter, flash, or take no action.

- Turn 3: default to attacking first, then holding up `Spell Queller`, `No More Lies`, `Rattlechains`, `Spell Snare`, or `Mutavault` activation depending on mana. Tap out for `Skyclave Apparition`, `Sheltered by Ghosts`, or `Seam Rip` only when a visible permanent must be answered or the action creates a decisive tempo swing; Card text check required for `Sheltered by Ghosts` and `Seam Rip`.

- Turn 3 deviation: cast `Enduring Curiosity` only when its confirmed text is relevant and the board can exploit it without losing the stack. Card text check required; do not tap out for it into a visible punish if holding `Spell Queller` or `No More Lies` protects an existing clock.

- Turns 4-5: turn the corner by combining evasive damage with one protected interaction window. Leave mana for `Spell Queller`, `No More Lies`, channel lands, or `Mutavault` only if that mana changes the opponent's best legal line; otherwise add `Skyclave Apparition`, `Supreme Phantom`, `Enduring Curiosity`, or another threat to shorten the clock.

- Turns 4-5 deviation: avoid overcommitting into visible sweepers or board punishment when two or three attackers already force action. Keep `Mutavault` unanimated if losing it to removal or combat would reduce future mana below key interaction thresholds.

- Late game: preserve every card as a tempo exchange, not raw value. Use `Spell Queller` and `No More Lies` on spells that beat the current board, channel `Otawara, Soaring City` or `Eiganjo, Seat of the Empire` only when legal text and visible combat justify it, and animate `Mutavault` when damage matters more than holding interaction.

- Late game deviation: accept small damage if it keeps a decisive counterspell or answer live. When behind, prioritize stabilizing legal actions from `Skyclave Apparition`, `Sheltered by Ghosts`, `Seam Rip`, `Eiganjo, Seat of the Empire`, or `Otawara, Soaring City`; when ahead, protect lethal pressure and make the opponent spend mana first.

## Card Roles
- `Mausoleum Wanderer`: Treat this as the best turn-one pressure and the first tax shield for the deck's tempo plan. Cast it early when legal unless holding mana for a known higher-impact `Spell Snare` window matters more, then attack aggressively because each evasive point makes later `No More Lies`, `Spell Queller`, and sacrifice-tax decisions more punishing. Do not sacrifice it for a minor spell just because the action is legal; spend it when the counter effect stops a spell that beats the current battlefield, removes a lord, breaks lethal pressure, or resolves a permanent you cannot race. Pair it with `Supreme Phantom` to increase both clock and tax size, and remember that `Rattlechains` can add a Spirit at instant speed before a tax decision if the rules engine presents that line.

- `Supreme Phantom`: Use this as the cleanest damage multiplier and the main reason small Spirits become a real clock. Cast it before attacks when legal and safe if the extra power changes the race, increases `Mausoleum Wanderer`'s tax, or makes `Mutavault` a larger attacker. Hold it when open mana is more valuable against a visible stack-critical turn, especially if `Spell Queller`, `No More Lies`, or `Rattlechains` can punish the opponent for acting first. Do not expose every copy into visible board punishment when one lord already creates a fast clock; the second copy is often better as rebuild pressure.

- `Rattlechains`: Use this as both a flash body and a protection/sequencing card, with exact text checked from the engine at runtime. Pass with mana open when representing `Rattlechains` plus `No More Lies`, `Spell Snare`, or `Spell Queller` makes the opponent's main phase awkward. Cast it proactively only when the extra Spirit changes lethal math, grows `Mausoleum Wanderer`'s tax through `Supreme Phantom`, enables future flash play, or protects a visible Spirit from a legal targeted action. Avoid firing it as an end-step body if the next turn requires preserving mana for a higher-impact counterspell.

- `Spell Queller`: Treat this as the deck's defining swing card, not a generic creature. Hold up three mana when the opponent's next spell is likely to matter more than your own tap-out play, and choose `Spell Queller` when the legal spell on stack is within its confirmed range and would otherwise stabilize, remove your clock, sweep the board, or start a combo/engine. Attack with it when racing, but protect it from removal when the exiled spell is dangerous if returned. Do not cast it into a low-impact spell merely to add pressure unless the visible game is about ending quickly and the body is worth more than holding the counter window.

- `No More Lies`: Use this as the broad permission piece that turns early pressure into time. Counter spells that catch the opponent up on board, remove `Supreme Phantom` or `Spell Queller`, create a faster clock, or invalidate your current attack plan. Because tax-style permission gets worse as the game goes long, favor spending it in the first decisive window over saving it for a hypothetical later spell. Do not hold `No More Lies` while tapping out for a low-impact permanent if the opponent has a visible chance to resolve a must-answer threat.

- `Spell Snare`: Use this as a narrow high-tempo answer, especially on the draw or against decks whose key development happens at two mana. Keep mana available when the opponent can legally cast an important two-mana spell and your hand has enough pressure to exploit the exchange. Do not strand `Spell Snare` forever while the battlefield slips away; if the opponent is no longer using two-mana spells, pivot to deploying pressure and using other interaction. It is a matchup-sensitive keep card, not a reason to keep a hand that cannot cast threats.

- `Skyclave Apparition`: Use this as the main-board permanent answer that also adds a body to the battlefield. Cast it when a visible nonland permanent blocks your clock, threatens to snowball, invalidates attacking, or demands an answer that counterspells can no longer provide. Prefer answering permanents that matter immediately over speculative value targets. Be careful with tempo: tapping out for `Skyclave Apparition` is strong when it unlocks attacks, but weak when it lets the opponent resolve a larger spell you were supposed to counter.

- `Sheltered by Ghosts`: Card text check required. Use this only after the rules engine confirms legal targets and resulting effects. If it functions as removal, protection, lifegain, or an Aura-style stabilization tool, prioritize it when the visible board demands a permanent answer or when attaching it to a durable evasive Spirit materially improves the race. Do not keep or cast it as though it is unconditional removal until text and target restrictions are known. Avoid exposing a key creature to a two-for-one if the opponent visibly has open interaction and another line preserves pressure plus permission.

- `Seam Rip`: Card text check required. Treat this as a conditional interaction slot until exact text is confirmed. If the legal action shows removal, bounce, tap, or combat disruption, use it when it changes a race, clears a blocker for lethal pressure, answers a must-stop threat, or protects the tempo board. Do not spend `Seam Rip` on low-impact targets while `Spell Queller`, `No More Lies`, or `Skyclave Apparition` would answer a more important spell or permanent. Sideboard copies increase its matchup role only when confirmed text lines up against the opponent's visible plan.

- `Enduring Curiosity`: Card text check required. Treat this as a potential card-advantage or pressure engine, but only commit after the engine confirms what it does and whether the current board can exploit it. Cast it when you already have evasive attackers, enough life cushion, or a protected window where drawing or incremental advantage matters more than holding permission. Avoid tapping out for it while behind on board unless its confirmed text stabilizes immediately. Against removal-heavy decks, do not make it your only plan; force the opponent to answer cheap Spirits first.

- `Aang, Swift Savior`: Card text check required. Because the deck has one copy, treat it as a situational high-impact card rather than a core curve requirement. Cast it when the legal text and visible board show that it protects pressure, swings combat, creates tempo, or stabilizes a race better than holding interaction. Do not mulligan toward it, do not assume legendary or protection text beyond the engine output, and do not tap out for it into a decisive opponent turn unless waiting is worse.

- `Mutavault`: Use this as threat density, post-removal pressure, and a Spirit-adjacent attacker when the rules engine confirms creature type interactions. Animate it when the damage changes the clock, when a lord makes it meaningfully larger, or when extra pressure forces the opponent to act into open interaction. Do not animate it into bad combat, visible removal, or mana loss when you need the land for `Spell Queller`, `No More Lies`, `Skyclave Apparition`, or channel actions. Count its colorless limitation carefully in mulligans and payment choices.

- `Seachrome Coast`: Prioritize this as an early untapped blue-white source. Lead with it when it enables `Mausoleum Wanderer`, `Spell Snare`, `Rattlechains`, `No More Lies`, or `Supreme Phantom` without life payment. Its value drops later if it enters tapped under its printed condition, so sequence it early when possible. Do not let a desire to preserve information prevent casting the correct early spell.

- `Hallowed Fountain`: Use this as reliable dual-color access, paying life only when the tempo gained matters. Shock it in when it enables a turn-one or turn-two play, holds up relevant permission, or keeps `Spell Queller` available on curve. Let it enter tapped when the turn has no meaningful instant-speed action and life total matters in a race. Do not pay life automatically against aggressive boards if another land already casts the required spell.

- `Hengegate Pathway`: Choose the side that fixes the next two turns, not just the current spell. Blue is often urgent for `Mausoleum Wanderer`, `Rattlechains`, `Spell Snare`, `No More Lies`, and `Spell Queller`; white matters for `Supreme Phantom`, `Skyclave Apparition`, and some sideboard cards. Recheck the full hand before selecting the side, because the choice is a real resource commitment.

- `Adarkar Wastes`: Use this as flexible untapped fixing and track pain damage as part of the race. Spend life freely when it protects a tempo lead or casts a key interaction spell, but prefer painless sources when the same legal payment is available. Against aggressive opponents, avoid repeated pain for marginal activations if the board can be stabilized another way.

- `Eiganjo, Seat of the Empire`: Use this primarily as a land when white mana is missing, and preserve channel utility only when mana is already functional. Card text check required for exact channel target and cost. If a legal channel action appears, treat it as combat or removal interaction that should answer a meaningful attacker, blocker, or damage race problem rather than a low-impact creature.

- `Otawara, Soaring City`: Use this primarily as a blue source when the hand needs mana, and preserve channel utility when bounce or tempo interaction may be decisive. Card text check required for exact channel target and cost. Channel it when returning a visible permanent unlocks lethal, breaks a combo or engine turn, saves a key permanent, or buys enough tempo to win the race. Do not spend it as a spell if losing the land prevents future interaction.

- `Plains` and `Island`: Use basics to cover pain-free colored requirements and to reduce dependence on life payment or conditional lands. `Island` is especially important for blue-heavy hands with `Spell Snare`, `Rattlechains`, and `No More Lies`; `Plains` supports `Supreme Phantom`, `Skyclave Apparition`, and white sideboard cards. Do not keep basic-heavy hands that cannot cast the opposite-color half of the curve.

- Sideboard role cards: Treat `High Noon`, `Rest in Peace`, `Soul-Guide Lantern`, `Settle the Wreckage`, `The Wandering Emperor`, `Elspeth, Storm Slayer`, `Get Lost`, `Lofty Denial`, `Tishana's Tidebinder`, and the sideboard `Seam Rip` as matchup-specific tools rather than default upgrades. Card text check required for `Elspeth, Storm Slayer` and any unfamiliar text before relying on exact effects. Bring these cards in only through exact sideboard plans, then use them according to visible pressure, graveyard reliance, stack windows, and whether tapping out still preserves the Spirits tempo plan.

## Interaction Priorities

- Priority: Counter or exile the opponent's action that invalidates your existing pressure, not the first castable spell. Use `No More Lies`, `Spell Queller`, `Spell Snare`, and `Mausoleum Wanderer` to protect a two-to-four turn clock, stop sweepers or stabilizers, and prevent engines that outscale small flyers.

- Priority: Spend `Spell Snare` early on a visible two-mana spell that either removes a key Spirit, blocks the air profitably, accelerates the opponent past your permission, or creates repeated value. Do not hold `Spell Snare` for a perfect target if the opponent's current two-mana play will make `Spell Queller` or `Supreme Phantom` worse next turn.

- Priority: Use `No More Lies` on high-impact noncreature spells, removal aimed at `Spell Queller` or `Supreme Phantom`, sweepers, planeswalkers, and combo pieces. Let low-impact cantrips, setup spells, and redundant removal resolve when you can preserve `No More Lies` for a spell that changes the board or protects lethal pressure.

- Priority: Use `Spell Queller` when exiling the spell also adds a clock or blocks a key attack. Prefer `Spell Queller` over a pure counter when the body matters and you can protect it; prefer `No More Lies` when the opponent can immediately remove `Spell Queller` and reclaim the spell at a critical moment.

- Priority: Treat `Mausoleum Wanderer` as pressure first and a counter shield second. Sacrifice it only when the protected spell is more valuable than the damage and tribal body, especially when countering removal, a sweeper, or a tempo-breaking spell. Do not sacrifice it into a payment the opponent can visibly pay unless forcing that payment still constrains the turn.

- Priority: Use `Rattlechains` to convert open mana into protection and surprise board development. Flash it in to protect `Spell Queller`, `Supreme Phantom`, `Enduring Curiosity`, or a lethal attacker when the legal action confirms protection; otherwise use it as an end-step threat if the opponent declines to walk into permission.

- Priority: Use `Skyclave Apparition` on permanents that block flyers, shut off attacks, generate recurring advantage, or demand an answer that counters cannot cleanly cover once resolved. Do not spend `Skyclave Apparition` on a marginal permanent if holding up `Spell Queller` or `No More Lies` better answers the opponent's next decisive spell.

- Priority: Use `Sheltered by Ghosts` only after confirming legal text and target restrictions. Card text check required. If it is functioning as removal or protection, aim it at the threat or exchange that changes the race; do not expose a key creature to a two-for-one unless the alternative loses tempo or life immediately.

- Priority: Use `Seam Rip`, `Otawara, Soaring City`, and `Eiganjo, Seat of the Empire` as tempo interaction only when the rules engine offers a legal action that materially changes combat, lethal pressure, or a must-answer permanent. Card text check required for `Seam Rip` and channel details before relying on exact outcomes.

- Bait: Lead with `Mausoleum Wanderer`, `Mutavault`, or a second threat when you need to draw removal before committing `Enduring Curiosity`, `Spell Queller`, or the only `Supreme Phantom`. Do not bait if passing with permission would punish the opponent's higher-impact play.

- Ignore: Let small ground creatures, low-impact setup permanents, and nonlethal value spells resolve when flyers are winning the race and your interaction is needed for a sweeper, blocker, planeswalker, combo piece, or removal spell. This registered deck has no discard effects, so hand disruption decisions should not be assumed.

- Archetype shift: Against aggro, interaction is life-total preservation and blocker removal; against control, it is protecting threats from sweepers and end-step removal; against combo or graveyard decks after sideboarding, prioritize `High Noon`, `Rest in Peace`, `Soul-Guide Lantern`, `Tishana's Tidebinder`, `Lofty Denial`, and stack interaction according to the exact legal window.

## Combat And Trading Rules

- Attack priority: Attack with flyers whenever the crack-back is survivable and the damage shortens the clock. `Mausoleum Wanderer`, `Rattlechains`, `Spell Queller`, and pumped Spirits from `Supreme Phantom` are the default route to victory, so do not hold them back without a visible race, blocker, or protection reason.

- Clock rule: Preserve a fast airborne clock over small defensive trades when the opponent is not threatening lethal or a decisive planeswalker. One extra attack from `Supreme Phantom`-boosted creatures often matters more than trading a Spirit for a ground creature that cannot block flyers.

- Lord rule: Protect `Supreme Phantom` when its bonus changes multiple combats or lethal math. Avoid attacking or blocking with it into obvious trades unless the exchange wins the race, saves a critical life total, or frees the rest of the team from a worse block.

- Protection rule: Keep mana open for `Rattlechains`, `Mausoleum Wanderer`, `No More Lies`, or `Spell Queller` when combat invites removal. If the opponent can remove a pumped creature mid-combat and collapse attacks or blocks, favor a smaller attack that keeps protection live.

- Block rule: Block only when life total, planeswalker pressure, or lethal math demands it. Trade `Mausoleum Wanderer` or `Rattlechains` for an attacker if the life saved buys the turn needed for flyers to finish, but avoid trading away the only Spirit that enables `Supreme Phantom` pressure or `Mausoleum Wanderer` tax value.

- Mutavault rule: Animate `Mutavault` when its damage changes the clock, it receives relevant Spirit bonuses confirmed by the engine, or it blocks profitably without costing needed interaction mana. Do not animate into open removal or into a trade that leaves you unable to cast `Spell Queller`, `No More Lies`, or `Skyclave Apparition`.

- Engine rule: Preserve `Enduring Curiosity` if its confirmed text is generating cards or compounding evasive attacks. Do not attack it into a trade unless the damage is lethal, the block is forced, or losing it prevents a larger tempo collapse.

- Race thresholds: Above roughly 10 life, favor pressure plus permission unless the opponent's board shows a two-turn kill. At 6-9 life, count pain from `Adarkar Wastes` and `Hallowed Fountain` before attacking all-out. At 5 or less, prioritize blocking, `Settle the Wreckage`, `The Wandering Emperor`, `Eiganjo, Seat of the Empire`, or confirmed `Seam Rip` lines that prevent lethal.

- Aggro adjustment: Trade earlier against wide or haste-heavy aggro, especially when a single flyer cannot race the visible board. `Settle the Wreckage`, `The Wandering Emperor`, `Elspeth, Storm Slayer`, `Get Lost`, and extra `Seam Rip` can shift the plan toward survival, but do not stop attacking if flyers still represent the shortest safe clock.

- Control adjustment: Attack conservatively into open mana only when you can protect the key threat or reload after removal. End-step `Rattlechains`, animated `Mutavault`, and staggered Spirit deployment reduce sweeper exposure while maintaining pressure.

- Combo adjustment: Combat is a clock, not a value contest. Maximize safe damage while leaving interaction for the combo turn, and avoid unnecessary blocks unless the opponent's creatures are the combo path or the life total forces defense.

## Selection And Tutor Rules

- No true tutor plan exists in this registered list, so selection is mostly sequencing, draw access, and whether to spend modal lands as spells. Do not invent library search, scry, surveil, or named-card tutoring when the rules engine has not exposed it.

- Treat `Enduring Curiosity` as the main card-flow engine only after its visible text or triggered action confirms the draw condition. Card text check required for exact trigger and timing; if it rewards evasive combat damage, prioritize attacks that connect while preserving enough Spirits to keep pressure and protection live.

- Use combat damage as pseudo-selection when `Enduring Curiosity` is online. Prefer safe evasive hits from `Mausoleum Wanderer`, `Rattlechains`, `Spell Queller`, `Supreme Phantom`-boosted creatures, or animated `Mutavault` over speculative main-phase plays that tap down interaction before cards are drawn.

- Make land drops before selection only when the added mana changes legal interaction or lets you double-spell. Hold `Otawara, Soaring City` and `Eiganjo, Seat of the Empire` as spell-like resources if current lands already support `No More Lies`, `Spell Queller`, `Rattlechains`, and `Skyclave Apparition`; play them as lands when missing the next critical mana threshold.

- Choose `Hengegate Pathway` face and early lands to support the next two turns, not only the current spell. White matters for `Skyclave Apparition`, `Sheltered by Ghosts`, `The Wandering Emperor`, `Settle the Wreckage`, and `Elspeth, Storm Slayer`; blue matters for `Spell Queller`, `Rattlechains`, `No More Lies`, `Spell Snare`, `Lofty Denial`, and `Tishana's Tidebinder`.

- Delay `Mutavault` as a land-drop only if colored mana is already stable and creature pressure matters. A colorless land is costly when hands need double interaction turns, but it becomes a durable threat after sweepers and a Spirit for visible tribal bonuses if the engine confirms the creature type interaction.

- Treat `Aang, Swift Savior`, `Seam Rip`, and `Sheltered by Ghosts` as conditional selection targets only through visible legal actions. Card text check required before assuming protection, bounce, removal, or enchantment behavior; use the action label and current target list rather than memory when choosing targets.

## Priority And Stack Rules

- Default to passing with mana open when the opponent's next spell is more important than adding one more threat. `No More Lies`, `Spell Queller`, `Spell Snare`, `Mausoleum Wanderer`, and flash from `Rattlechains` let the deck convert unused mana into tempo, so do not tap out into a visible sweeper, combo turn, or high-impact planeswalker unless the clock demands it.

- Use `Spell Queller` on the first decisive legal spell it can answer, especially removal aimed at a key threat, sweepers within range, combo pieces, and blockers that stop lethal attacks. Do not spend `Spell Queller` on a low-impact spell if `No More Lies`, `Spell Snare`, or `Mausoleum Wanderer` can cover it while preserving the flying body for a stronger stack exchange.

- Use `No More Lies` when the opponent cannot or should not be allowed to pay through the tax. Check visible untapped mana before selecting it; if paying is available and harmless for the opponent, prefer a hard answer such as `Spell Queller`, a narrower legal `Spell Snare`, or letting the spell resolve.

- Use `Spell Snare` only when the legal action names a target it can actually counter. Its value is highest against early plays that break tempo, remove `Supreme Phantom`, enable a combo, or block flyers; it should not be held forever if the opponent's current two-mana play is the best available pressure point.

- Sacrifice `Mausoleum Wanderer` only when the protected spell or countered spell is worth losing a Spirit and possible damage. Check whether the opponent can visibly pay the tax; forcing payment can still be correct when it prevents another spell this turn or protects a lethal attack.

- Use `Rattlechains` at the latest useful instant-speed window. Flash it in to protect a Spirit when the legal action confirms protection, to add surprise damage before attacks or blocks, or on the opponent's end step when they decline to cast into permission.

- Let low-impact spells resolve when your board is already winning and interaction is needed for a decisive stack. Small value spells, nonblocking creatures, and setup permanents can be ignored if the airborne clock plus permission beats them before they matter.

- Respect channel and activated windows for `Otawara, Soaring City`, `Eiganjo, Seat of the Empire`, and `Mutavault`. Use channel effects only when the action label and target list show a combat, stack, or permanent exchange that changes the race; animate `Mutavault` only when the mana will not be needed for a better response.

- Treat optional payments and triggers as tactical commitments, not automatic clicks. Pay or accept only when the visible effect advances lethal, protects a key permanent, preserves life, or generates confirmed card advantage; decline when it consumes mana needed for `No More Lies`, `Spell Queller`, `Rattlechains`, or sideboard interaction.

## Sideboard Map

- Sideboard posture: choose a plan that changes the deck's answer mix without abandoning the flash-flyer tempo core. Keep enough cheap Spirits, permission, and evasive damage to punish stumbles; bring in slower cards only when the matchup forces longer games or when the opponent's board presence makes pure racing unsafe.

- `Seam Rip` role: add the fourth `Seam Rip` when instant-speed tempo interaction is valuable against creature decks, aura-style threat investment, battlefield engines, or mid-combat blowouts. Card text check required for exact mode and target limits; use it only through visible legal action text, and reduce its emphasis when the opponent presents few targets or when holding mana for counters is clearly stronger.

- `High Noon` role: add `High Noon` against spell-chain combo, low-creature engines, and decks trying to cast multiple spells in one turn. Card text check required for exact restriction; it is bad when your own plan needs repeated same-turn Spirit plus counter sequencing, and it should shift the deck toward one-threat-plus-permission pacing rather than wide deployment.

- `Tishana's Tidebinder` role: add `Tishana's Tidebinder` against activated or triggered abilities that matter more than ordinary spell resolution. It is bad against decks whose pressure is mostly creatures and removal spells without critical ability windows; hold it when visible mana or board state suggests an important ability is imminent rather than using it as a generic body.

- `Get Lost` role: add `Get Lost` against must-answer creatures, planeswalkers, or permanents that slip past `Spell Queller`, `No More Lies`, and `Skyclave Apparition`. Card text check required for exact target set and drawback; it is bad when the drawback visibly helps the opponent stabilize faster than the removed permanent mattered.

- `The Wandering Emperor` role: add `The Wandering Emperor` when combat will decide the game and both players are likely to play at instant speed. It is strongest against midrange and aggro boards where removal plus a threat matters; it is bad against fast combo or control games where four mana sorcery-speed pressure is not the limiting resource, even if the card has flash.

- `Lofty Denial` role: add `Lofty Denial` when flying pressure is reliable and extra stack interaction is needed. It is best against control, combo, and removal-heavy decks where a protected evasive threat wins; it is bad when the deck expects to play from behind without a flyer or when the opponent can routinely pay tax effects.

- `Soul-Guide Lantern` role: add `Soul-Guide Lantern` when a single graveyard interaction piece can disrupt recursion, delve, escape, reanimation, or graveyard-count payoffs without weakening your board too much. It is worse than `Rest in Peace` when the opponent's whole engine is graveyard-based, but better when preserving your own tempo and card flow matters.

- `Elspeth, Storm Slayer` role: add `Elspeth, Storm Slayer` for longer creature and midrange games where a planeswalker threat can break stalls or rebuild after removal. Card text check required; avoid it against fast combo, low-land hands, or matchups where tapping significant mana on your turn gives the opponent the decisive window.

- `Settle the Wreckage` role: add `Settle the Wreckage` against go-wide attacks, large ground pressure, and creature decks that must commit to combat. It is bad against patient opponents who can pressure with one threat, against noncombat combo, or when giving the opponent extra resources is worse than taking a smaller hit.

- `Rest in Peace` role: add `Rest in Peace` when the opponent's graveyard is a primary resource rather than a minor value zone. It is bad against fair creature decks with incidental graveyard use; it also changes your posture toward protecting a hate permanent while winning with flyers before the opponent finds non-graveyard pressure.

Aggro Creature Baseline
Side in: 1 Seam Rip; 1 Get Lost; 2 The Wandering Emperor; 2 Settle the Wreckage
Cut: 2 Spell Snare; 3 Enduring Curiosity; 1 Sheltered by Ghosts

- Aggro rule: prioritize life total, instant-speed removal, and stabilizing combat over extra card flow. `Enduring Curiosity` is less reliable when blockers, removal, or racing pressure prevent safe attacks; `Spell Snare` stays only when the opponent's visible curve makes two-mana spells decisive.

Midrange Removal Baseline
Side in: 1 Get Lost; 2 The Wandering Emperor; 1 Tishana's Tidebinder; 1 Seam Rip
Cut: 2 Spell Snare; 1 Seam Rip; 2 Sheltered by Ghosts

- Midrange rule: increase durable threats and broad answers while keeping enough permission to protect the first meaningful flyer. Add role cards: planeswalker threats, flexible removal, ability interaction. Reduce main-deck emphasis: narrow counters, fragile protection, and tempo-only interaction when the opponent trades one-for-one all game.

Control And Big Spell Baseline
Side in: 2 High Noon; 1 Lofty Denial; 1 Tishana's Tidebinder; 1 Soul-Guide Lantern
Cut: 3 Sheltered by Ghosts; 1 Seam Rip; 1 Skyclave Apparition

- Control rule: preserve flash pressure and punish expensive spells without overcommitting into sweepers. Add role cards: extra permission, one-spell-per-turn pressure, resilient planeswalker threats. Reduce main-deck emphasis: creature-only removal and enchantment-style answers when the opponent presents few early permanents.

Graveyard Engine Baseline
Side in: 2 Rest in Peace; 1 Soul-Guide Lantern; 1 Lofty Denial; 1 Tishana's Tidebinder
Cut: 3 Sheltered by Ghosts; 1 Seam Rip; 1 Skyclave Apparition

- Graveyard rule: mulligan and sequence as if the hate permanent is a tempo piece, not a full win condition. Protect `Rest in Peace` or deploy `Soul-Guide Lantern` only when the visible graveyard plan matters; do not keep a low-pressure hand solely because it contains hate if the opponent can win without the graveyard.

Combo Baseline
Side in: 2 High Noon; 1 Lofty Denial; 1 Tishana's Tidebinder; 1 Soul-Guide Lantern
Cut: 3 Sheltered by Ghosts; 1 Seam Rip; 1 Skyclave Apparition

- Combo rule: shift every sideboard decision toward a faster protected clock plus exact interaction. Add role cards: `High Noon`, extra counter pressure, ability disruption, graveyard check when relevant. Reduce main-deck emphasis: removal that does not touch the combo path, aura-speed protection without a target, and slow value engines when the opponent can win before card advantage matters.

Wide Board And Tokens Baseline
Side in: 2 Settle the Wreckage; 2 The Wandering Emperor; 1 Get Lost; 1 Seam Rip
Cut: 2 Spell Snare; 3 Enduring Curiosity; 1 Sheltered by Ghosts

- Wide-board rule: represent punishment for all-in attacks while continuing evasive damage. `Settle the Wreckage` should be held for attacks that change the game, not small probes; `The Wandering Emperor` can convert open mana into removal or pressure when the opponent refuses to overextend.

- Archetype adjustment: against artifact, enchantment, or creature permanents that `Skyclave Apparition` can answer cleanly, keep more `Skyclave Apparition` and reduce softer protection instead. Against decks with few legal `Skyclave Apparition` targets, reduce main-deck emphasis on it and rely on `No More Lies`, `Spell Queller`, `Lofty Denial`, `High Noon`, and planeswalkers.

- Role-change rule: after sideboarding, decide whether you are the evasive clock, the permission deck, or the stabilizing control deck from visible opening hand and matchup context. A hand with `Mausoleum Wanderer`, `Supreme Phantom`, and counters stays proactive; a hand with `Settle the Wreckage`, `The Wandering Emperor`, and removal can accept a slower race; a hand with `High Noon` must avoid unnecessary same-turn spell clustering.

## Matchup Guidance

- Aggro: become the stabilizing tempo deck until the first safe evasive race window appears. Keep hands with early `Mausoleum Wanderer`, `Rattlechains`, `Supreme Phantom`, `Seam Rip`, `Sheltered by Ghosts`, or `Skyclave Apparition`; avoid hands that only start with `Enduring Curiosity` plus counters if the opponent is already pressuring life. Use `Spell Queller` and `No More Lies` to stop the spell that would either add multiple attackers, remove your only blocker, or force you below a safe racing threshold. After sideboard, `Settle the Wreckage`, `The Wandering Emperor`, `Get Lost`, and the fourth `Seam Rip` let you pass with mana open and punish attacks; do not fire them on small attacks unless the life swing changes the next turn.

- Burn: treat every point of damage as a resource that must buy tempo immediately. Shock lands and pain lands matter; prefer untapped `Seachrome Coast`, `Hengegate Pathway`, basics, and careful `Adarkar Wastes` sequencing when legal actions allow it. `Mausoleum Wanderer` is protection and a clock, but sacrificing it should stop a burn spell only when the tax is live and the exchange prevents a meaningful life-total collapse. `Sheltered by Ghosts` can swing races if the target remains legal and the life-buffer matters, while `Enduring Curiosity` is secondary unless it connects immediately without lowering defenses.

- Go-wide decks: preserve instant-speed ambiguity and make the opponent respect a blowout attack. `Supreme Phantom` changes combat math, but do not expose the whole board just to win a short race if `Settle the Wreckage` or `The Wandering Emperor` can punish the opponent for committing. `Skyclave Apparition` should remove the permanent that makes wide attacks lethal or prevents your flyers from racing; `Spell Queller` should catch pump effects, token engines, or removal that opens lethal. `High Noon` is rarely the primary answer unless the opponent depends on chaining multiple spells in one turn.

- Single-threat decks: answer the one card that invalidates the flyer race, then keep mana open. `Get Lost`, `Skyclave Apparition`, `Sheltered by Ghosts`, `Seam Rip`, `Eiganjo, Seat of the Empire`, and `Otawara, Soaring City` are all tools for different visible threat shapes, so choose by legal target and timing rather than by card preference. `Spell Queller` is often better used to stop protection, recursion, or a replacement threat than to counter a low-impact setup spell. `The Wandering Emperor` is strong when the opponent must attack with the single threat, but weak if the threat does not need combat to win.

- Tempo mirrors: protect the first meaningful flyer and avoid tapping out into the opponent's open mana. `Rattlechains` is a flash threat, a protection spell, and a way to keep playing at instant speed; value it highly when the opponent can trade on your turn. `Mausoleum Wanderer`, `Spell Snare`, `No More Lies`, `Spell Queller`, and `Lofty Denial` create tax layers, so sequence the cheapest pressure first and hold the broader answer for the spell that breaks parity. `Enduring Curiosity` wins mirrors when it connects safely, but it is a liability if casting it lets the opponent resolve a stronger tempo play.

- Control: become the flash pressure deck and force the opponent to act first. Lead with low-cost spirits, hold `Rattlechains` to protect against removal when possible, and keep `No More Lies`, `Spell Queller`, `Mausoleum Wanderer`, `Spell Snare`, and sideboard `Lofty Denial` for sweepers, planeswalkers, or card-advantage spells that outscale the board. `High Noon` is strongest when your board already pressures life and the opponent needs multi-spell turns to stabilize. `Elspeth, Storm Slayer` can provide a longer-game threat, but card text check required; deploy only when the visible game suggests a planeswalker matters more than holding up counters.

- Removal-heavy decks: commit threats in waves and make every removal spell awkward. `Rattlechains` should protect the threat that carries the clock or enables `Lofty Denial`, not automatically the first creature targeted. `Enduring Curiosity` is a high-upside card-advantage engine when you can connect the same turn cycle or protect it; otherwise prioritize `Mausoleum Wanderer`, `Supreme Phantom`, `Mutavault`, and flash threats that let you rebuild. Sideboard `The Wandering Emperor`, `Elspeth, Storm Slayer`, and `Tishana's Tidebinder` improve resilience, while excessive `Sheltered by Ghosts` can be reduced if the opponent has few creature targets or can punish aura-style exposure.

- Midrange: trade tempo for cards only when the board is stable enough to keep attacking. `Skyclave Apparition` should remove cheap permanents that block flyers, generate repeated advantage, or make combat unfavorable; do not spend it on a disposable target if `No More Lies` or `Spell Queller` can cover the next important play. `The Wandering Emperor` and `Elspeth, Storm Slayer` help win longer exchanges, while `Get Lost` covers threats `Skyclave Apparition` cannot answer cleanly. `Tishana's Tidebinder` is for visible activated or triggered abilities that are central to the opponent's card advantage or combat plan.

- Combo: present a fast clock, then preserve the exact interaction that stops the winning turn. `Mausoleum Wanderer`, `Supreme Phantom`, `Spell Queller`, `No More Lies`, `Spell Snare`, and `Lofty Denial` are the core plan; do not spend counters on setup spells unless the visible matchup makes that setup the bottleneck. `High Noon` is a commitment card: cast it when it slows the combo more than it slows your own flash sequencing. Add `Soul-Guide Lantern` or `Rest in Peace` only when the graveyard is part of the opponent's actual engine, not just a minor value source.

- Big mana: pressure early and counter the payoff, not every accelerator. Use `Mausoleum Wanderer`, `Supreme Phantom`, `Rattlechains`, `Mutavault`, and `Spell Queller` to create a clock that forces the opponent to act before they can pay through taxes. `No More Lies`, `Lofty Denial`, and `High Noon` are valuable when the opponent needs a large spell or multi-spell turn; `Skyclave Apparition` stays only if visible permanents are legal and important targets. Avoid slow hands with removal and no pressure, because big mana punishes reactive hands that do not shorten the game.

- Graveyard decks: deploy hate only when it intersects the opponent's real plan and still leaves a path to win. `Rest in Peace` is the strongest answer when the graveyard is a primary engine; `Soul-Guide Lantern` is better when you need a one-shot answer while keeping tempo and mana flexibility. Protect the hate with `Mausoleum Wanderer`, `No More Lies`, `Spell Queller`, or `Lofty Denial` if the visible game suggests removal for the hate is the opponent's escape route. Do not keep a slow no-pressure hand solely because it has graveyard hate.

- Artifact/enchantment decks: identify whether the opponent's permanent is a threat, an engine, or a lock piece before spending removal. `Skyclave Apparition` is the cleanest main-deck permanent answer when the target is legal and cheap enough; `Get Lost` and `Seam Rip` broaden post-board answers depending on target legality. `Spell Queller` and `No More Lies` should stop the permanent before it resolves when the resolved card would blank your flyers or outscale removal. `Tishana's Tidebinder` is for ability-based engines that remain dangerous after resolution; card text check required for any unfamiliar permanent before assuming the ability can be disrupted.

- Unknown opponent: mulligan toward a proactive blue-white flash hand with at least one early creature and one interaction line. `Mausoleum Wanderer` into `Supreme Phantom` or `Rattlechains` gives the widest coverage, while `Spell Snare`, `No More Lies`, and `Spell Queller` convert hidden matchup uncertainty into live tempo. Once public information identifies the archetype, pivot quickly: protect pressure against control, stabilize against aggro, hold exact answers against combo, and preserve graveyard hate only when the opponent's revealed cards justify it.

## Specific Matchup Notes

- General/archetype-only note: revealed cards, legal targets, and engine-provided action text override every matchup assumption here. Use these notes to bias mulligans, priority targets, and sideboard role selection, but do not force a line when the visible board says the opponent is on a different plan.

- Fast creature aggro: prioritize stabilizing while preserving an evasive clock. Add role cards: `Settle the Wreckage`, `The Wandering Emperor`, `Get Lost`, `Seam Rip`, and possibly `Elspeth, Storm Slayer`; card text check required for `Elspeth, Storm Slayer`. Reduce main-deck emphasis: slow card-advantage exposure from `Enduring Curiosity`, narrow counters when the opponent curves mostly creatures, and aura-style answers if the target or protection risk is poor. Priority targets are haste threats, anthem effects, combat snowball permanents, and creatures that make blocking impossible.

- Removal-heavy midrange: protect the threat that sustains pressure, not the first body. Add role cards: `The Wandering Emperor`, `Elspeth, Storm Slayer`, `Tishana's Tidebinder`, `Get Lost`, and `Lofty Denial`. Reduce main-deck emphasis: excess `Sheltered by Ghosts` if the opponent can punish the attached creature or has few clean targets. Priority targets are planeswalkers, recursive engines, efficient blockers, and removal spells that would break a protected `Supreme Phantom` or `Enduring Curiosity` turn.

- Control and sweepers: keep flash pressure on board and make the opponent spend mana first. Add role cards: `High Noon`, `Lofty Denial`, `The Wandering Emperor`, `Elspeth, Storm Slayer`, and sometimes `Tishana's Tidebinder` for visible ability-based threats. Reduce main-deck emphasis: creature removal with no targets and clunky sorcery-speed pressure. Priority targets are sweepers, planeswalkers, large card-draw spells, and any resolved permanent that prevents `Mausoleum Wanderer`, `Rattlechains`, `Spell Queller`, `Supreme Phantom`, or `Mutavault` from closing.

- Combo and spell-chain decks: present the fastest reasonable clock and hold interaction for the bottleneck spell. Add role cards: `High Noon`, `Lofty Denial`, `Tishana's Tidebinder`, and graveyard hate only when revealed cards prove graveyard dependence. Reduce main-deck emphasis: removal that does not touch the combo and slow engines that require tapping out. Priority targets are the first spell that converts setup into a win, the protection spell that clears the way, or the engine permanent the opponent cannot function without.

- Graveyard decks: use hate as a tempo tool, not a substitute for pressure. Add role cards: `Rest in Peace` and `Soul-Guide Lantern`; add `Lofty Denial` or `Spell Queller` support when the opponent is likely to fight over hate. Reduce main-deck emphasis: removal and counters that miss the revealed graveyard engine. Priority targets are graveyard enablers, recursion payoffs, and hate-removal spells when keeping `Rest in Peace` or `Soul-Guide Lantern` active wins the exchange.

## Risk Summary

- Mana risk: keepable hands need blue-white access and a plan for pain, tap timing, or creature-land sequencing. `Adarkar Wastes`, `Hallowed Fountain`, `Seachrome Coast`, `Hengegate Pathway`, `Plains`, `Island`, `Mutavault`, `Eiganjo, Seat of the Empire`, and `Otawara, Soaring City` create flexible mana, but hands with `Mutavault` plus too many colorless or single-color constraints can strand `No More Lies`, `Rattlechains`, `Spell Queller`, or `Skyclave Apparition`.

- Matchup risk: the deck loses equity when it guesses wrong between racing, protecting, and answering. Unknown opponents should be treated as proactive until public information identifies aggro, control, combo, graveyard, or permanent-engine pressure.

- Draw risk: `Enduring Curiosity` can overperform when a creature connects and underperform when casting it exposes the turn. Do not choose a draw-engine line over holding `No More Lies`, `Spell Queller`, or `Rattlechains` when the opponent's visible mana and game state suggest an immediate punish.

- Over-sideboarding risk: adding too many `High Noon`, `Rest in Peace`, `Soul-Guide Lantern`, `Settle the Wreckage`, planeswalkers, or extra removal can dilute the spirit clock. Preserve enough `Mausoleum Wanderer`, `Rattlechains`, `Supreme Phantom`, `Spell Queller`, and cheap interaction to keep the deck functioning as tempo.

- Graveyard risk: graveyard hate is low impact against incidental graveyard use. Do not mulligan or sequence around `Rest in Peace` or `Soul-Guide Lantern` unless revealed cards show the graveyard is central.

- Sweeper/removal risk: overcommitting into visible sweepers or removal-heavy mana can erase the clock. Deploy threats in waves, keep `Rattlechains` or counter mana when possible, and use `Mutavault` as pressure that survives many sorcery-speed answers.

- Closer risk: failing to convert early damage gives bigger decks time to pay through taxes. `Supreme Phantom`, `Mutavault`, protected flyers, and safe `Enduring Curiosity` turns are the main ways to turn small tempo wins into a lethal clock.

- Interaction and sequencing risk: spending `Spell Snare`, `No More Lies`, `Mausoleum Wanderer`, or `Spell Queller` on low-impact spells can leave no answer for the payoff. Sequence early pressure first, then spend interaction on the spell or permanent that changes the visible race, removes the clock, or invalidates future attacks.

## Test Feedback Checklist

- Deciding factor: identify whether the game was won or lost by early pressure, protected pressure, counter timing, removal timing, mana development, a sideboard card, or failure to close after a tempo lead.

- Mulligan quality: record whether the opener had blue-white access, at least one early creature, a plan for `Mutavault`, and either interaction or a fast `Supreme Phantom` clock.

- Mana execution: check whether `Adarkar Wastes`, `Hallowed Fountain`, `Seachrome Coast`, `Hengegate Pathway`, `Plains`, `Island`, `Eiganjo, Seat of the Empire`, `Otawara, Soaring City`, and `Mutavault` sequencing supported the actual legal actions shown by Forge.

- Velocity: note whether `Mausoleum Wanderer`, `Rattlechains`, `Supreme Phantom`, `Spell Queller`, and `Skyclave Apparition` entered the game early enough to pressure the opponent before taxes and counters lost force.

- Engine payoff: evaluate whether `Enduring Curiosity` produced meaningful extra cards or whether casting it cost a better priority hold with `No More Lies`, `Spell Queller`, `Spell Snare`, or `Rattlechains`.

- Removal impact: record whether `Seam Rip`, `Sheltered by Ghosts`, `Skyclave Apparition`, `Get Lost`, `Settle the Wreckage`, `The Wandering Emperor`, or `Eiganjo, Seat of the Empire` answered the permanent that mattered most to the visible race.

- Protection discipline: check whether `Rattlechains`, `Mausoleum Wanderer`, `No More Lies`, and `Spell Queller` were used on spells that protected the clock or stopped a payoff, rather than on low-impact bait.

- Closing discipline: record turns where lethal or a two-turn clock was available through `Supreme Phantom`, `Mutavault`, flyers, or planeswalker pressure, and note whether the pilot delayed without a visible reason.

- Role accuracy: ask whether Azorius Spirits correctly played beatdown against slower decks, stabilization tempo against creature aggro, and protected disruption against combo or control.

- Sideboard impact: evaluate whether `High Noon`, `Rest in Peace`, `Soul-Guide Lantern`, `Lofty Denial`, `Tishana's Tidebinder`, `Seam Rip`, `Get Lost`, `The Wandering Emperor`, `Elspeth, Storm Slayer`, and `Settle the Wreckage` matched the opponent's revealed plan.

- Stranded cards: list every card stuck in hand for multiple turns and mark the cause as mana, no legal target, poor timing, over-sideboarding, matchup mismatch, or priority mistake.

- Mistake review: flag any pass with interaction available, attack that exposed a needed blocker, unnecessary shock or pain damage, missed `Mutavault` activation, or counter used before the opponent committed a decisive spell.

- Overperformers and underperformers: name the exact cards that repeatedly converted games or failed in context, especially `Aang, Swift Savior`, `Enduring Curiosity`, `Sheltered by Ghosts`, `Seam Rip`, `Spell Snare`, and sideboard planeswalkers. Card text check required for `Aang, Swift Savior` and `Elspeth, Storm Slayer` before making firm tuning conclusions.

## First Tuning Questions

- Creature base question: is one `Aang, Swift Savior` producing a unique tactical role, or should that slot become more consistency for the flash-tempo core after card text is verified?

- Countermix question: do two `Spell Snare`, four `No More Lies`, four `Spell Queller`, one `Lofty Denial` sideboard, and four `Mausoleum Wanderer` create the right interaction spread, or are too many counters dead against creature-heavy opponents?

- Removal quantity question: are three `Seam Rip`, three `Sheltered by Ghosts`, four `Skyclave Apparition`, one sideboard `Seam Rip`, one `Get Lost`, and two `Settle the Wreckage` enough against large permanents and go-wide pressure without weakening the clock?

- Draw-engine question: does three `Enduring Curiosity` improve grindy games often enough, or does it too frequently compete with holding up flash threats and interaction?

- Mana question: do three `Mutavault` plus one `Eiganjo, Seat of the Empire` and one `Otawara, Soaring City` strain early colored requirements for `Rattlechains`, `No More Lies`, `Spell Queller`, and `Skyclave Apparition`?

- Pain-land question: does four `Adarkar Wastes` cost too much life in aggressive matchups, or is untapped flexibility more important than reducing incidental damage?

- Aggro plan question: are two `Settle the Wreckage`, two `The Wandering Emperor`, one `Get Lost`, and the fourth `Seam Rip` sufficient sideboard stabilization, or does the deck need more early interaction that preserves tempo?

- Control plan question: do two `High Noon`, one `Lofty Denial`, planeswalkers, flash threats, and `Mutavault` create enough post-board pressure, or does the plan still overcommit into sweepers?

- Graveyard plan question: are two `Rest in Peace` plus one `Soul-Guide Lantern` the right quantity, or are graveyard slots too narrow when the deck needs pressure and counters?

- Closer question: does the deck finish reliably with `Supreme Phantom`, flyers, `Mutavault`, `The Wandering Emperor`, and `Elspeth, Storm Slayer`, or are games being lost after early tempo wins because the last damage is too slow?

- Role-conflict question: do sideboard plans ever add too many non-Spirit, non-flash, or reactive cards and leave `Mausoleum Wanderer`, `Rattlechains`, `Supreme Phantom`, and `Spell Queller` without enough pressure support?

- Card-text verification question: before changing quantities of `Aang, Swift Savior`, `Seam Rip`, `Enduring Curiosity`, `Sheltered by Ghosts`, `High Noon`, `Tishana's Tidebinder`, and `Elspeth, Storm Slayer`, confirm exact Oracle text and compare logged legal actions against intended tactical roles.

## Veles Tactical Policy

### Policy: Keep A Functional Tempo Opener
Priority: High
Decision families: mulligan; pregame
Cards: Mausoleum Wanderer; Rattlechains; Supreme Phantom; Spell Queller; No More Lies; Spell Snare
Phase windows: Opening hand and mulligan decisions.
Runtime cues: prompt:mulligan; hand contains early creature and blue-white access
Use when: the hand has castable early pressure, two usable lands or a clear one-land legal keep pattern, and either interaction or a fast lord clock.
Avoid when: the hand lacks blue mana, lacks a creature before turn three, or keeps only reactive cards without pressure.
Instructions: Prefer hands that deploy `Mausoleum Wanderer`, hold `Rattlechains` or `No More Lies`, and curve into `Supreme Phantom` or `Spell Queller`. Treat `Mutavault` as pressure, not colored fixing.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Sequence First Threat Before Holding Up Everything
Priority: Medium
Decision families: mana; priority
Cards: Mausoleum Wanderer; Rattlechains; Supreme Phantom; Mutavault
Phase windows: Turns one through three main phases and opponent end steps.
Runtime cues: action:cast Mausoleum Wanderer; action:cast Rattlechains; action:cast Supreme Phantom; action:activate Mutavault
Use when: the board has no Azorius Spirits threat and legal actions include an early creature.
Avoid when: visible opponent mana and stack imply an immediate must-answer spell and a counter is legal.
Instructions: Establish pressure first, then convert later priority windows into tempo. Use `Rattlechains` at instant speed when holding mana is already valuable, and use `Supreme Phantom` to shorten the clock when bodies are already present.
Pilot skill floor: low.
No-API allowed: no
Light-model allowed: yes

### Policy: Preserve Blue-White Interaction Mana
Priority: Medium
Decision families: mana; priority
Cards: Hallowed Fountain; Seachrome Coast; Hengegate Pathway; Adarkar Wastes; Mutavault; No More Lies; Spell Queller; Rattlechains
Phase windows: Land play choices, precombat main phase, opponent turn.
Runtime cues: action:play Hallowed Fountain; action:play Seachrome Coast; action:play Hengegate Pathway; action:play Adarkar Wastes
Use when: multiple lands are legal and the hand contains blue-white interaction.
Avoid when: life total is low and a painless line still casts the same visible legal actions.
Instructions: Keep blue-white untapped for `No More Lies`, `Spell Queller`, and `Rattlechains` when the opponent can act. Spend `Adarkar Wastes` pain only when the legal action materially protects pressure or prevents a decisive spell.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Spend Permission On Payoffs, Not Bait
Priority: High
Decision families: interaction; priority
Cards: No More Lies; Spell Snare; Spell Queller; Mausoleum Wanderer; Lofty Denial
Phase windows: Opponent spell-cast priority windows.
Runtime cues: action:cast No More Lies; action:cast Spell Snare; action:cast Spell Queller; action:activate Mausoleum Wanderer; action:cast Lofty Denial
Use when: a visible spell would remove the clock, stabilize the opponent, create a faster clock, or enable a combo/engine.
Avoid when: the spell is low impact and passing preserves interaction for a more decisive visible window.
Instructions: Rank `Spell Snare` for legal low-cost targets, `No More Lies` for broad protection, `Spell Queller` when a body plus disruption matters, and `Mausoleum Wanderer` when sacrifice preserves tempo or stops a payoff.
Pilot skill floor: high.
No-API allowed: no
Light-model allowed: yes

### Policy: Execute Exact Mausoleum Wanderer Counter
Priority: Medium
Decision families: interaction; priority
Cards: Mausoleum Wanderer
Phase windows: Opponent spell on stack.
Runtime cues: action:activate Mausoleum Wanderer
Use when: exactly one legal action sacrifices `Mausoleum Wanderer` to counter the visible spell unless its controller pays and the spell is currently on stack.
Avoid when: more than one `Mausoleum Wanderer` activation is legal or the visible action text does not identify the spell.
Instructions: Choose the matching activation only after the broader permission gate has selected `Mausoleum Wanderer` as the answer.
Pilot skill floor: low.
No-API allowed: yes
Light-model allowed: yes

### Policy: Use Rattlechains As Protection Or Flash Pressure
Priority: Medium
Decision families: priority; interaction
Cards: Rattlechains; Spell Queller; Supreme Phantom; Mausoleum Wanderer
Phase windows: Opponent removal windows, opponent end step, combat trick windows.
Runtime cues: action:cast Rattlechains
Use when: legal `Rattlechains` protects a targeted Spirit, adds end-step pressure, or enables a safer flash sequence.
Avoid when: casting it exposes the only protection before a more important targeted effect is likely from visible mana and stack.
Instructions: Prefer saving `Rattlechains` for protection when a key `Supreme Phantom`, `Spell Queller`, or large `Mausoleum Wanderer` is under threat. Use it end step when no urgent protection window appears.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Commit Enduring Curiosity Only When The Shield Holds
Priority: High
Decision families: priority; combat; selection
Cards: Enduring Curiosity; No More Lies; Spell Queller; Rattlechains; Mausoleum Wanderer
Phase windows: Main phase, combat setup, opponent end step if legally available.
Runtime cues: action:cast Enduring Curiosity
Use when: evasive attackers can connect soon and the deck can still protect the battlefield or recover if the spell is answered.
Avoid when: tapping out leaves no answer to a visible decisive spell or when the board lacks attackers that can plausibly deal combat damage.
Instructions: Treat `Enduring Curiosity` as a fragile draw-engine commitment. Card text check required; follow legal action text and use it only when the visible board supports immediate or near-immediate card flow.
Pilot skill floor: high.
No-API allowed: no
Light-model allowed: yes

### Policy: Remove The Permanent That Breaks The Race
Priority: High
Decision families: interaction; priority
Cards: Skyclave Apparition; Seam Rip; Sheltered by Ghosts; Get Lost; Settle the Wreckage; Eiganjo, Seat of the Empire; Otawara, Soaring City
Phase windows: Main phase, combat, opponent attack step, opponent end step.
Runtime cues: action:cast Skyclave Apparition; action:cast Seam Rip; action:cast Sheltered by Ghosts; action:cast Get Lost; action:channel Eiganjo, Seat of the Empire; action:channel Otawara, Soaring City
Use when: a visible permanent prevents attacks, races faster, threatens lethal, or invalidates permission.
Avoid when: the target is replaceable and a counterspell or flash threat better advances the current race.
Instructions: Prefer `Skyclave Apparition` for board development plus removal, instant removal for combat or stack-sensitive windows, and channel lands when spell mana must remain available. Card text check required for `Seam Rip` and `Sheltered by Ghosts`.
Pilot skill floor: high.
No-API allowed: no
Light-model allowed: yes

### Policy: Attack When Evasion Advances The Clock
Priority: Medium
Decision families: combat
Cards: Mausoleum Wanderer; Rattlechains; Supreme Phantom; Spell Queller; Skyclave Apparition; Mutavault
Phase windows: Beginning of combat and declare attackers.
Runtime cues: action:attack
Use when: visible attackers can reduce the opponent clock without losing a needed blocker to a clearly unfavorable block.
Avoid when: attacking exposes the only blocker against lethal or removes permission leverage from `Mausoleum Wanderer` without gaining a meaningful clock.
Instructions: Count lord effects from `Supreme Phantom`, include `Mutavault` activation costs, and keep enough defense against visible crack-back damage. Broad attack choices require board reasoning.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Activate Mutavault For Lethal Or Clock Compression
Priority: Medium
Decision families: mana; combat
Cards: Mutavault; Supreme Phantom
Phase windows: Combat, opponent end step only if a legal animation line matters.
Runtime cues: action:activate Mutavault
Use when: activating `Mutavault` produces visible lethal damage this combat or changes the opponent from a multi-turn clock to a shorter clock while preserving required interaction.
Avoid when: activation consumes mana needed for `No More Lies`, `Spell Queller`, `Rattlechains`, or removal in a more important window.
Instructions: Recalculate power with `Supreme Phantom` and other visible modifiers. Treat `Mutavault` as a creature only after the engine presents the legal activation.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Use Spell Queller As Tempo Commitment
Priority: High
Decision families: interaction; priority
Cards: Spell Queller; Rattlechains; No More Lies; Mausoleum Wanderer
Phase windows: Opponent spell-cast windows and flash deployment windows.
Runtime cues: action:cast Spell Queller
Use when: the visible spell is within legal `Spell Queller` handling and adding a flyer preserves or creates a strong clock.
Avoid when: removal is visible or likely from public information and losing `Spell Queller` would release a decisive spell without protection.
Instructions: Prefer `Spell Queller` when body plus disruption matters more than preserving a clean counter. Support it with `Rattlechains`, `No More Lies`, or `Mausoleum Wanderer` when possible.
Pilot skill floor: high.
No-API allowed: no
Light-model allowed: yes

### Policy: Stabilize With Sideboard Sweep And Planeswalker Tools
Priority: High
Decision families: interaction; combat; sideboard
Cards: Settle the Wreckage; The Wandering Emperor; Elspeth, Storm Slayer; Get Lost; Seam Rip
Phase windows: Sideboarding, opponent combat, main phase stabilization.
Runtime cues: action:cast Settle the Wreckage; action:cast The Wandering Emperor; action:cast Elspeth, Storm Slayer; action:cast Get Lost; action:cast Seam Rip
Use when: the opponent's visible creature board threatens a faster clock than Spirits can race.
Avoid when: holding up a narrow answer prevents adding pressure and the visible board is not threatening.
Instructions: Use `Settle the Wreckage` for attack-step survival, `The Wandering Emperor` for instant-speed stabilization, and `Elspeth, Storm Slayer` only after card text check required confirms the legal mode advances defense or closing.
Pilot skill floor: high.
No-API allowed: no
Light-model allowed: yes

### Policy: Deploy Graveyard Hate With Pressure Attached
Priority: Medium
Decision families: sideboard; priority
Cards: Rest in Peace; Soul-Guide Lantern
Phase windows: Sideboarding, early main phase, response windows to graveyard-dependent actions.
Runtime cues: action:cast Rest in Peace; action:cast Soul-Guide Lantern; action:activate Soul-Guide Lantern
Use when: public graveyard use is central to the opponent plan or a legal graveyard action is pending.
Avoid when: graveyard hate delays the first threat against a deck not visibly using the graveyard.
Instructions: Prefer `Rest in Peace` for persistent shutdown and `Soul-Guide Lantern` when lower commitment or one-shot timing is enough. Keep pressure active so hate converts into a win.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes

### Policy: Use High Noon As A Prison Commitment
Priority: High
Decision families: sideboard; priority
Cards: High Noon; No More Lies; Spell Queller; Mausoleum Wanderer
Phase windows: Sideboarding and main phase before opponent engine turns.
Runtime cues: action:cast High Noon
Use when: the opponent visibly relies on multiple spells per turn and Azorius Spirits can operate with flash threats, manlands, or single-spell turns.
Avoid when: the restriction blocks the pilot's own needed double-spell catch-up turn more than the opponent's visible plan.
Instructions: Treat `High Noon` as a commitment gate, not a routine play. Card text check required; confirm legal action text and current board before casting.
Pilot skill floor: high.
No-API allowed: no
Light-model allowed: yes

### Policy: Add Narrow Sideboard Interaction Only When The Opponent Shows The Target
Priority: Medium
Decision families: sideboard; interaction
Cards: Tishana's Tidebinder; Lofty Denial; Get Lost; Seam Rip
Phase windows: Sideboarding and opponent action windows.
Runtime cues: action:cast Tishana's Tidebinder; action:cast Lofty Denial; action:cast Get Lost; action:cast Seam Rip
Use when: public information shows activated abilities, triggered abilities, broad noncreature threats, or permanents matching the sideboard card's legal action text.
Avoid when: the card is narrow and the opponent has not revealed the relevant axis.
Instructions: Bring in and cast narrow answers only when their targets or spell classes are visible. Card text check required for `Tishana's Tidebinder` and `Seam Rip` before assuming exact coverage.
Pilot skill floor: medium.
No-API allowed: no
Light-model allowed: yes
