# Strategy Specifications
## Deck Name And Archetype

5c Enigmatic Incarnation is an Explorer midrange-blink toolbox deck built around converting enchantments into creature threats through Enigmatic Incarnation while using high-impact enchantments as both engine fuel and stabilizing material. The active registered list validates as 60 main-deck cards and 15 sideboard cards under the supplied Explorer contract, so Veles should treat the deck as format-valid at import time while still obeying only the rules-engine legal actions exposed at runtime.

The archetype tags are midrange and blink, with the practical runtime role closer to enchantment toolbox control against fast decks and inevitability midrange against slower decks. The deck is not a pure combo deck because Enigmatic Incarnation does not need to resolve for the deck to win, but it becomes an engine deck once Enigmatic Incarnation, Up the Beanstalk, Leyline Binding, Overlord of the Hauntwoods, Overlord of the Floodpits, High Noon, Seam Rip, or Pinnacle Starcage create repeatable conversion pressure or card-flow advantage.

The stock status is hybrid rather than fully stock: the shell uses familiar five-color Enigmatic Incarnation principles, but this exact build is deck-specific because it combines Overlord of the Hauntwoods, Overlord of the Floodpits, Seam Rip, Pinnacle Starcage, Summon: Leviathan, and a compact creature toolbox. Decision agents should avoid assuming generic Explorer Enigmatic lists contain the same bullets; exact registered names matter more than archetype memory.

The main-deck creature and payoff suite is deliberately sparse and high-impact: Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, Zur, Eternal Schemer, Skyclave Apparition, Glasspool Mimic, Overlord of the Floodpits, Overlord of the Hauntwoods, and Summon: Leviathan each require board-aware deployment instead of automatic curve spending. Enigmatic Incarnation tutor chains should be reasoned from visible converted mana values, legal sacrifices, current board pressure, and whether a creature entering now stabilizes, pressures, or protects the engine.

The enchantment base is the functional core: Enigmatic Incarnation supplies transformation, Up the Beanstalk supplies cards, Leyline Binding and Seam Rip supply interaction while remaining engine material, High Noon changes stack pacing, Pinnacle Starcage threatens a larger late-game role, and the Overlord cards can bridge between enchantment deployment and creature presence. Veles should not treat enchantments as expendable by default; sacrificing an enchantment is a strategic commitment unless the target creature clearly advances the visible game state.

The mana base is five colors with typed duals, triomes, Verge lands, Fabled Passage, and basics, so color access is powerful but sequencing-sensitive. Early lands should prioritize casting Up the Beanstalk, Enigmatic Incarnation, Leyline Binding, High Noon, and Overlord of the Hauntwoods on time; later lands should preserve untapped interaction windows for Dovin's Veto, March of Otherworldly Light, Leyline Binding, Seam Rip, or engine activation lines when available.

The legality and role concern is that the deck has many expensive or conditional cards that can look powerful while being too slow in the wrong matchup. Veles should favor hands and lines that produce a legal early board-affecting enchantment, reliable mana, and either interaction or card flow; hands that only contain Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, or Summon: Leviathan without setup should be treated as high-risk even if they contain lands.

Opponent information status is unknown for this guide unless a matchup section, visible state, public log, or sideboard stage supplies more context. Decision agents must reason from revealed cards, public permanents, graveyards, exile, stack objects, life totals, known sideboard stage, and legal actions; they must not infer hidden cards from archetype labels with certainty, and any opponent-only card examples outside this registered list must stay out of policy `Cards:` fields unless explicitly prefixed as opponent context in prose.

## Thesis

This exact deck assembles a five-color enchantment midrange engine that turns stabilizing enchantments into creature pressure through Enigmatic Incarnation while drawing or trading enough cards to make each conversion matter. The ideal game starts with functional colors, lands that support domain and double-spell turns, and at least one early engine or stabilizer such as Up the Beanstalk, Leyline Binding, High Noon, Overlord of the Hauntwoods, Seam Rip, or Enigmatic Incarnation.

The deck wins by converting enchantment material into large, disruptive, or recursive threats while the opponent is slowed by removal, stack pressure, and hard-to-answer permanents. Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, Summon: Leviathan, Zur, Eternal Schemer, Overlord of the Floodpits, Overlord of the Hauntwoods, and sideboard bullets such as Ruric Thar, the Unbowed, Agent of Treachery, Elesh Norn, Mother of Machines, Archon of Emeria, and Clarion Conqueror are finishers or swing cards, not random curve plays.

The deck is not trying to race from turn one, flood the battlefield with low-value bodies, or spend premium enchantments without a reason. It should prioritize mana stability, board containment, enchantment density, legal Enigmatic Incarnation chains, and card-flow engines over speculative attacks or tapping out for expensive cards that do not change the visible game.

The highest runtime priority is to survive long enough for enchantment material to become inevitability. Veles should prefer legal lines that establish Up the Beanstalk or Enigmatic Incarnation, answer a threatening permanent with Leyline Binding, March of Otherworldly Light, Seam Rip, or Skyclave Apparition, and preserve a sacrificeable enchantment when a meaningful creature conversion is available.

## Role Package

- Threats: Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, Summon: Leviathan, Overlord of the Hauntwoods, Overlord of the Floodpits, Zur, Eternal Schemer, and sideboard Ruric Thar, the Unbowed or Agent of Treachery are the main ways to close games. Deploy them when they stabilize the board, protect a lead, pressure a slow opponent, or convert Enigmatic Incarnation material into a decisive swing.

- Payoffs: Enigmatic Incarnation is the defining payoff because it turns enchantments into a creature toolbox, while Up the Beanstalk rewards expensive spell sequences and can make the deck's large-card density sustainable. Leyline Binding, High Noon, Seam Rip, Pinnacle Starcage, Overlord of the Hauntwoods, and Overlord of the Floodpits can be both tactical plays and future Enigmatic Incarnation material, so do not spend them as fuel without checking visible pressure and available tutor outcomes.

- Engines: Enigmatic Incarnation, Up the Beanstalk, Overlord of the Hauntwoods, Overlord of the Floodpits, Pinnacle Starcage, and Zur, Eternal Schemer are the cards most likely to create repeated advantage. Card text check required for Pinnacle Starcage, Seam Rip, Summon: Leviathan, Overlord of the Floodpits, and any digital-only wording at runtime; use them according to rules-engine legal actions and visible text rather than memory.

- Velocity: Up the Beanstalk is the cleanest card-flow piece, Overlord of the Floodpits may provide selection if its runtime text confirms that role, and Fabled Passage plus typed lands improve color access rather than raw speed. Prioritize velocity when life total and battlefield are stable; prioritize interaction when visible attackers or stack threats can punish a slow engine turn.

- Interaction: Leyline Binding, March of Otherworldly Light, Seam Rip, Skyclave Apparition, Dovin's Veto, High Noon, and sideboard Dovin's Veto, March of Otherworldly Light, Rest in Peace, Thought Distortion, Archon of Emeria, Clarion Conqueror, Elesh Norn, Mother of Machines, and Ruric Thar, the Unbowed form the disruption package. Use interaction to buy the turn cycle needed for Enigmatic Incarnation, Up the Beanstalk, or a large creature to dominate.

- Protection: Dovin's Veto protects key turns against noncreature stack interaction, High Noon can constrain multi-spell opponents, Dream Trawler may be a resilient stabilizer if its runtime legal actions confirm protection modes, and Zur, Eternal Schemer can make enchantment permanents more relevant if legal actions expose that role. Protect Enigmatic Incarnation turns when the opponent's visible mana and public cards imply likely interaction.

- Recursion: Angel of Serenity is the only main-deck card in this list that clearly suggests a recursion or delayed-resource role from known card identity, but Veles must still follow the rules-engine text and targets. Treat graveyard or exile movement as tactical only when legal target prompts and public zones prove what can be moved.

- Mana: Breeding Pool, Floodfarm Verge, Fabled Passage, Forest, Hallowed Fountain, Hushwood Verge, Island, Plains, Raugrin Triome, Temple Garden, Willowrush Verge, Zagoth Triome, and Spara's Headquarters are the infrastructure that lets the deck cast five-color interaction and expensive payoffs. Early sequencing should preserve green and white for Up the Beanstalk, Enigmatic Incarnation, Leyline Binding, and Overlord of the Hauntwoods while keeping blue or white available for Dovin's Veto and March of Otherworldly Light when relevant.

- Sideboard modules: Dovin's Veto and Thought Distortion fight stack-heavy opponents, Rest in Peace fights graveyard reliance, March of Otherworldly Light increases cheap interaction, Pinnacle Starcage adds additional engine or stabilizing density if runtime text supports it, and Archon of Emeria, Clarion Conqueror, Elesh Norn, Mother of Machines, Ruric Thar, the Unbowed, and Agent of Treachery are tutor or matchup bullets. Sideboarding should preserve enough enchantments for Enigmatic Incarnation while changing which bullets and answers the engine can access.

## Primary Win Conditions

- Enigmatic Incarnation is the primary conversion engine: establish an enchantment that can be sacrificed, protect enough life and board to reach the end step, then use only rules-engine-confirmed legal sacrifice and search actions to convert expendable enchantments into the creature that best changes the visible game. Prioritize this path when the opponent is not presenting immediate lethal pressure, when a sacrificed Leyline Binding, High Noon, Up the Beanstalk, Seam Rip, Pinnacle Starcage, Overlord of the Hauntwoods, or Overlord of the Floodpits will not release a more dangerous permanent or collapse the current board, and when the resulting creature materially advances stabilization or pressure.

- Atraxa, Grand Unifier is the highest-impact refill finisher when Enigmatic Incarnation or hard-cast mana can legally produce it. Use this line when the deck is at parity or slightly behind on cards, when the opponent has spent visible removal, or when a large body plus card selection is more valuable than a narrower answer; avoid forcing it through open stack interaction unless waiting risks losing the engine, the battlefield, or the chance to resolve a decisive threat.

- Angel of Serenity is the main large-board swing path when legal targets in public zones make it a stabilizer or recovery card. Prioritize Angel of Serenity over pure card-advantage threats when visible creatures or graveyard objects are the pressure point; Card text check required at runtime for exact target legality and zone handling, so choose targets only from the rules-engine prompt.

- Dream Trawler closes games by stabilizing life totals and pressuring planes or life totals when the legal action text confirms its defensive or protective modes. Prioritize Dream Trawler when racing matters, when a single resilient attacker changes combat math, or when holding Dovin's Veto is less important than presenting a threat that can end the game through removal-light boards.

- Overlord of the Hauntwoods and Overlord of the Floodpits create the most reliable midgame pressure because they are main-deck four-of and two-of threats that also interact with Up the Beanstalk and Enigmatic Incarnation decisions. Card text check required for exact costs, zones, and triggered text; use them as win paths when they develop mana, selection, board presence, or enchantment material without exposing the deck to a lethal counterattack.

- Zur, Eternal Schemer is a finisher only when visible enchantment permanents and legal actions prove that its abilities convert enchantments into meaningful attackers or defensive bodies. Prioritize Zur, Eternal Schemer in stalled games with multiple enchantments, not in games where a removal spell on Zur leaves the board unchanged and the opponent remains ahead.

## Secondary Win Conditions

- Up the Beanstalk can become a card-flow win condition when repeated expensive spells such as Leyline Binding, Overlord of the Hauntwoods, Overlord of the Floodpits, Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, Summon: Leviathan, or sideboard bullets are legal to cast. Prioritize this value path when life total is safe, when the opponent is trading one-for-one, and when Enigmatic Incarnation is absent or too risky to expose.

- Leyline Binding plus large creatures is the cleanest fair-game route: answer the visible permanent that blocks survival or pressure, then attack with Overlord of the Hauntwoods, Overlord of the Floodpits, Dream Trawler, Atraxa, Grand Unifier, Angel of Serenity, Summon: Leviathan, Skyclave Apparition, or Zur, Eternal Schemer. Do not sacrifice Leyline Binding to Enigmatic Incarnation if returning the exiled permanent creates immediate lethal, restores a combo piece, or removes the only answer to a dominant threat.

- High Noon can create a soft-lock pressure route when the opponent needs multiple spells in a turn and this deck already has a board or engine. Prioritize High Noon when one-spell turns favor resolved permanents, Up the Beanstalk triggers, Enigmatic Incarnation end-step value, or a single large attacker; de-prioritize it when the deck must cast multiple setup spells to survive.

- Skyclave Apparition is a tempo-threat route when it answers a visible permanent and leaves a body for combat, Enigmatic Incarnation planning, or defensive blocking. Use it to bridge into a larger win condition rather than as a standalone closer unless the opponent is already low or out of resources.

- Summon: Leviathan and Pinnacle Starcage are conditional secondary closers or stabilizers. Card text check required; treat them as win-path cards only when legal action text confirms they create pressure, protection, removal, or durable material better than holding mana for Dovin's Veto, March of Otherworldly Light, Leyline Binding, or Seam Rip.

- Glasspool Mimic is a backup threat multiplier only when a visible friendly creature makes the copy mode legal and tactically clear. Copy a creature that improves the current board state, such as a stabilizing large threat or a value creature, and avoid copy lines that merely add power while leaving lethal pressure unanswered.

## Emergency Lines

- When behind on life, choose survival before engine elegance: prioritize Leyline Binding, March of Otherworldly Light, Seam Rip, Skyclave Apparition, Dream Trawler, Angel of Serenity, or legal Overlord lines that reduce incoming damage or gain enough time for one decisive Enigmatic Incarnation end step. Do not spend mana on Up the Beanstalk or a low-impact tutor line if visible attackers can punish the delay.

- When behind on board, remove or neutralize the permanent that creates the shortest clock, then convert the next safe enchantment into a stabilizing creature. If Enigmatic Incarnation can find Angel of Serenity, Atraxa, Grand Unifier, Dream Trawler, Skyclave Apparition, or another legal body that changes combat, prefer that over a value-only creature.

- When behind on cards, rebuild through Up the Beanstalk, Atraxa, Grand Unifier, Overlord of the Floodpits if legal text confirms selection or draw, and Enigmatic Incarnation chains that produce immediate material. Avoid trading Dovin's Veto or March of Otherworldly Light for low-impact spells unless the visible game says the next resolved threat is fatal.

- When behind on mana or colors, sequence typed lands, Fabled Passage, Overlord of the Hauntwoods if legal text confirms mana development, and cheap interaction so the deck reaches domain and five-color access. Do not keep sacrificing mana-fixing enchantments or tapping out for off-plan threats if the next turn requires Leyline Binding, Enigmatic Incarnation, or Dovin's Veto.

- When Enigmatic Incarnation is removed or unavailable, pivot to fair midrange: cast threats, draw with Up the Beanstalk, answer key permanents, and win through combat with Overlord of the Hauntwoods, Overlord of the Floodpits, Dream Trawler, Atraxa, Grand Unifier, Angel of Serenity, Summon: Leviathan, Skyclave Apparition, Zur, Eternal Schemer, or Glasspool Mimic.

- When facing graveyard recursion, prioritize public-zone hate after sideboard with Rest in Peace and use Leyline Binding, March of Otherworldly Light, Seam Rip, Skyclave Apparition, Dovin's Veto, or Thought Distortion only when legal timing and visible targets justify the exchange. In game one, do not invent graveyard answers; manage the board and race with large threats.

- When facing combo or stack-based inevitability, protect the turn that matters with Dovin's Veto, High Noon, Leyline Binding, March of Otherworldly Light, Seam Rip, or sideboard Thought Distortion and Ruric Thar, the Unbowed when legal and relevant. If the opponent can win before the next end step, interaction has priority over Enigmatic Incarnation value.

## Resource Model

- Life is a buffer for tapped five-color development, not a resource to spend casually. Take early damage to make Breeding Pool, Temple Garden, Hallowed Fountain, Raugrin Triome, Spara's Headquarters, Zagoth Triome, Fabled Passage, and Verge lands build correct colors, but switch to survival once visible attacks make the next Enigmatic Incarnation end step too slow.

- Hand size is converted into inevitability through Up the Beanstalk, expensive spells, and Enigmatic Incarnation chains. Preserve a mix of lands, one engine piece, and one answer; avoid emptying the hand into High Noon if the deck still needs multiple spells to stabilize.

- Mana is the limiting resource until domain and five colors are online. Leyline Binding, Enigmatic Incarnation, Overlord of the Hauntwoods, Overlord of the Floodpits, Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, and sideboard Ruric Thar, the Unbowed or Agent of Treachery all reward early land sequencing more than short-term tempo.

- Board presence is built from enchantments first and creatures second. Treat Up the Beanstalk, Leyline Binding, High Noon, Seam Rip, Pinnacle Starcage, and Overlord enchantment modes only as Enigmatic Incarnation material when sacrificing them does not undo the stabilizing effect they are providing.

- Graveyard value is mostly opponent-dependent in this registered list. Use the graveyard as public information for clocks, recursion risk, and Rest in Peace timing after sideboard; do not assume the main deck can recur its own cards unless rules-engine text proves a legal line.

- Exile is both removal and a risk zone. Leyline Binding, March of Otherworldly Light, Skyclave Apparition, and Rest in Peace can answer important cards, but sacrificing or losing the permanent that created the exile effect may return or change access to the exiled object if the rules engine says so.

- Lands are strategic inventory, not interchangeable mana. Typed lands improve Leyline Binding and five-color access, Fabled Passage can fix missing basics or domain texture, and Floodfarm Verge, Hushwood Verge, and Willowrush Verge need card text check required for exact color conditions before relying on them as full fixing.

- Sacrifice fodder for Enigmatic Incarnation should be chosen by replacement value. Sacrifice spent or low-impact enchantments before Leyline Binding that is holding a lethal permanent, Up the Beanstalk that is the only card-flow engine, or High Noon that is constraining a spell-chain opponent.

- Tempo is gained by casting a single high-impact spell per turn. High Noon, Leyline Binding, Seam Rip, March of Otherworldly Light, and Dovin's Veto are tempo tools only when they stop the opponent's best visible turn; avoid slow engine setup when the board demands an immediate answer.

- Information comes from public permanents, revealed cards, legal action text, and known sideboard roles. Let visible game state decide whether sideboard bullets like Dovin's Veto, Archon of Emeria, Clarion Conqueror, Elesh Norn, Mother of Machines, Thought Distortion, Rest in Peace, Pinnacle Starcage, Ruric Thar, the Unbowed, March of Otherworldly Light, or Agent of Treachery are narrow answers or proactive commitments.

## Mana Guide

- Build green and white early because Temple Garden, Breeding Pool, Spara's Headquarters, Forest, Plains, and related duals support the deck's engines and removal. Prioritize access to Enigmatic Incarnation, Up the Beanstalk, Leyline Binding, March of Otherworldly Light, and Overlord of the Hauntwoods before chasing luxury colors.

- Build blue by the time Dovin's Veto, Overlord of the Floodpits, Dream Trawler, Atraxa, Grand Unifier, or sideboard Agent of Treachery matters. Hallowed Fountain, Breeding Pool, Island, Raugrin Triome, Zagoth Triome, and Spara's Headquarters are the cleanest visible sources, subject to tapped timing and life pressure.

- Build all five colors when Leyline Binding, Atraxa, Grand Unifier, Angel of Serenity, Summon: Leviathan, Ruric Thar, the Unbowed, or Thought Distortion shapes the next turns. Card text check required for Summon: Leviathan, Seam Rip, Pinnacle Starcage, and the Verge lands before treating them as fixed-color answers.

- Keep mana only when the first three turns produce both development and interaction. A keep should normally have two or more lands, at least one path to green or white, and either Up the Beanstalk, Leyline Binding, High Noon, March of Otherworldly Light, Seam Rip, or a credible Overlord/Enigmatic Incarnation curve.

- Mulligan mana that cannot cast spells before the opponent's pressure matters. Hands with only tapped lands may be keepable with Leyline Binding and Up the Beanstalk against slower opponents, but they are risky against visible fast starts unless March of Otherworldly Light or Seam Rip is already castable.

- Play tapped lands early when no immediate answer is required. Raugrin Triome, Zagoth Triome, Spara's Headquarters, and any Verge land that enters or functions conditionally should usually enter before the turn needed for Dovin's Veto, Leyline Binding, Enigmatic Incarnation, or High Noon.

- Play lands before draw when the legal action requires domain, a specific color, or enough mana for the current spell. Play after draw or selection when Up the Beanstalk, Overlord of the Floodpits, Seam Rip, or another legal effect could reveal a better land choice and no current action depends on landfall or exact mana.

- Hold Fabled Passage until it fixes a missing basic, improves Leyline Binding cost, or preserves information about final colors. Crack it sooner when tapped timing, life pressure, or a required next-turn color makes waiting worse.

- Sequence interaction around untapped mana. Leave Dovin's Veto up only when a noncreature spell matters more than developing Enigmatic Incarnation or Up the Beanstalk; leave March of Otherworldly Light, Leyline Binding, or Seam Rip mana when a visible permanent or combat step can punish tapping out.

## Mulligan Guide

- Strong keep: keep two to four lands with early green or white, Up the Beanstalk or Overlord of the Hauntwoods, and one stabilizer such as Leyline Binding, High Noon, March of Otherworldly Light, Seam Rip, or Enigmatic Incarnation. This hand develops mana, creates an enchantment engine, and has a path to survive until the end-step tutor loop matters.

- Strong keep: keep three lands including typed duals or triomes plus Leyline Binding, Up the Beanstalk, Enigmatic Incarnation, and any expensive creature. Leyline Binding buys time, Up the Beanstalk converts expensive spells into cards, and Enigmatic Incarnation can later turn expendable enchantments into Skyclave Apparition, Zur, Eternal Schemer, Dream Trawler, Angel of Serenity, or Atraxa, Grand Unifier as legal chains allow.

- Medium keep: keep two lands plus Up the Beanstalk, Overlord of the Hauntwoods, and interaction when at least one land produces green or white and the second land contributes domain. This hand is slower if both lands enter tapped, but it has a coherent turn-two or turn-three engine plan.

- Medium keep: keep three lands plus High Noon, Leyline Binding, and Enigmatic Incarnation against spell-chain, prowess, Phoenix-style, or combo opponents. High Noon is poor against creature-heavy boards if it does not slow the visible opponent, so the hand needs Leyline Binding, March of Otherworldly Light, Seam Rip, or Skyclave Apparition access.

- Risky keep: keep five-land hands only with Up the Beanstalk, Leyline Binding, or Enigmatic Incarnation plus strong color coverage. Ship five-land hands whose only spell is Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, Summon: Leviathan, Pinnacle Starcage, or Overlord of the Floodpits unless visible matchup speed is very low.

- Matchup-dependent keep: keep Dovin's Veto hands on the draw against control or combo only when the lands cast it on turn two and the hand still develops with Up the Beanstalk, Overlord of the Hauntwoods, or Enigmatic Incarnation. Against creature pressure, Dovin's Veto without Leyline Binding, March of Otherworldly Light, Seam Rip, or High Noon is not enough.

- Play/draw adjustment: on the play, favor Enigmatic Incarnation plus enchantment material because the first end step can seize tempo before the opponent fully develops. On the draw, favor Leyline Binding, March of Otherworldly Light, Seam Rip, and High Noon because the opponent's first threat or noncreature setup may already be active.

- Trap hand: ship hands with Enigmatic Incarnation and expensive creatures but no cheap enchantment or early interaction. Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, Summon: Leviathan, and Agent of Treachery-style top end are payoffs, not early-game plans.

- Trap hand: ship hands that depend on unknown Verge land text for exact colors. Card text check required for Floodfarm Verge, Hushwood Verge, and Willowrush Verge before keeping a hand where those lands alone cast High Noon, Leyline Binding, Enigmatic Incarnation, Dovin's Veto, or March of Otherworldly Light.

- Automatic ship: ship zero-land, one-land without multiple cheap legal plays, six-land without Up the Beanstalk or Leyline Binding, and hands unable to cast any nonland spell by turn three. Also ship hands with only tapped lands and no early Leyline Binding, March of Otherworldly Light, Seam Rip, or High Noon against visible aggro.

## Turn Arc

- Turn 1: lead with Raugrin Triome, Spara's Headquarters, Zagoth Triome, Temple Garden, Breeding Pool, Hallowed Fountain, or Fabled Passage to build domain and colors before pressure forces untapped shocks. Deviate to untapped mana only when March of Otherworldly Light, Leyline Binding, or Seam Rip can answer a visible threat or when holding Dovin's Veto post-board against a critical noncreature spell.

- Turn 2: prioritize Up the Beanstalk when safe because it turns Overlord of the Hauntwoods, Overlord of the Floodpits, Leyline Binding, Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, and other expensive legal casts into resource advantage. Deviate to Leyline Binding, March of Otherworldly Light, Seam Rip, or High Noon when the opponent's visible board or spell-chain risk makes setup too slow.

- Turn 3: deploy Enigmatic Incarnation when an enchantment can be sacrificed without losing the only answer to a lethal or snowballing permanent. If Enigmatic Incarnation is not safe, cast Overlord of the Hauntwoods or Overlord of the Floodpits when legal, hold Dovin's Veto against high-impact noncreature turns, or use Leyline Binding, High Noon, March of Otherworldly Light, Seam Rip, or Skyclave Apparition to stabilize.

- Turn 3 deviation: avoid sacrificing Leyline Binding to Enigmatic Incarnation while it is containing the opponent's best permanent unless the tutor target immediately solves the same problem. Prefer sacrificing spent High Noon, redundant Up the Beanstalk, an Overlord enchantment mode that has already produced value, or a low-impact enchantment whose absence will not reopen lethal pressure.

- Turns 4-5: convert enchantments into exact board roles through Enigmatic Incarnation. Use Skyclave Apparition for small problematic permanents, Zur, Eternal Schemer to turn enchantments into pressure or blockers when legal, Dream Trawler for stabilizing lifelink pressure, Angel of Serenity for creature-heavy boards when legal, and Atraxa, Grand Unifier for refill when survival is already plausible.

- Turns 4-5 deviation: cast Pinnacle Starcage only when its visible legal text meaningfully affects the board or unlocks a needed engine line. Card text check required for Pinnacle Starcage, Seam Rip, and Summon: Leviathan before relying on them for removal, protection, or closing speed.

- Late game: protect inevitability by sequencing one high-impact spell per turn under High Noon and preserving answers for cards that beat Atraxa, Grand Unifier, Dream Trawler, Angel of Serenity, or a Zur, Eternal Schemer battlefield. Use Up the Beanstalk to reload, Enigmatic Incarnation to chain into the correct creature, and Leyline Binding or March of Otherworldly Light to clear the permanent that blocks the chosen finish.

- Late-game deviation: stop tutoring for more value when the opponent presents lethal, a planeswalker-like snowballing permanent, or a stack-based win. In those spots, spend Enigmatic Incarnation, Leyline Binding, Dovin's Veto, March of Otherworldly Light, Seam Rip, Skyclave Apparition, or Angel of Serenity on survival first, then resume the engine after the board is stable.

## Card Roles

- Enigmatic Incarnation is the deck's central conversion engine, so cast it when a sacrificeable enchantment is available and the first end-step trigger can improve the board without reopening a contained threat. Prefer feeding expendable Up the Beanstalk copies, spent Overlord of the Hauntwoods or Overlord of the Floodpits enchantment bodies after their immediate value, redundant High Noon, or low-impact enchantments over sacrificing Leyline Binding that is holding the opponent's best permanent. Treat every trigger as a role choice, not automatic value: find Skyclave Apparition for small permanents, Zur, Eternal Schemer for enchantment pressure, Dream Trawler for lifelink stabilization, Angel of Serenity for creature-heavy boards, and Atraxa, Grand Unifier when cards matter more than immediate survival.

- Up the Beanstalk is the preferred early engine because the deck naturally casts expensive spells and cost-reduced domain interaction. Cast it before Overlord of the Hauntwoods, Overlord of the Floodpits, Leyline Binding, Dream Trawler, Angel of Serenity, or Atraxa, Grand Unifier when the board is not punishing a setup turn. Do not let the extra-card plan override visible pressure; against fast starts, Leyline Binding, March of Otherworldly Light, Seam Rip, or High Noon may need to come first. Extra copies are excellent Enigmatic Incarnation material once the first copy is active.

- Overlord of the Hauntwoods is the key early setup permanent and one of the safest bridge cards between mana development, Beanstalk value, and Enigmatic Incarnation food. Cast it early when legal to improve domain, smooth colors, or add an enchantment for the next Enigmatic Incarnation trigger. Preserve it as a creature only when the body is needed for blocking, pressure, or surviving removal-heavy games; otherwise its early enchantment mode is often the cleanest way to turn a slow hand into a functioning five-color engine.

- Overlord of the Floodpits is a secondary high-impact setup card whose exact role depends on current Oracle text. Card text check required before using it as removal, filtering, tempo, or a finisher. In runtime play, treat it as an expensive Beanstalk trigger and potential Enigmatic Incarnation sacrifice object only when its visible legal action text confirms the immediate effect is worth the mana or the end-step conversion.

- Leyline Binding is the main universal stabilizer and the most important card not to sacrifice casually. Use it to answer the permanent most likely to snowball, kill the engine, or make combat unwinnable, and account for domain before deciding whether to leave mana open. Keep Leyline Binding on the battlefield when it is containing the opponent's best card; sacrifice it to Enigmatic Incarnation only when the tutor target immediately answers the same problem or wins the exchange decisively.

- High Noon is a matchup-specific throttle, strongest against opponents relying on multiple spells per turn or stack-heavy turns. Cast it before the opponent's burst turn when it restricts their visible plan, then sequence your own turns around one meaningful spell plus Enigmatic Incarnation end-step value. It is weaker against wide creature boards that already deployed threats, so do not prioritize it over removal when life total or board presence is under pressure. Redundant copies are good sacrifice material.

- Seam Rip is registered as a four-copy interaction spell, but card text check required before assuming removal range, target type, timing, or bonus text. Use it according to visible legal action text as an early stabilizer before engine setup when the opponent has a threatening permanent or combat step. Because it appears in high count, expect it to be part of the deck's baseline anti-pressure plan, but do not rely on unverified text for lethal, protection, or stack interaction.

- March of Otherworldly Light is flexible exile interaction that trades cards or mana for tempo. Use it early when a cheap artifact, creature, or enchantment is the opponent's best pressure or engine piece, and be willing to exile spare white cards only when survival, a protected Enigmatic Incarnation turn, or a key tempo swing justifies the card loss. In slower games, preserve it for a permanent type Leyline Binding or Skyclave Apparition cannot conveniently handle.

- Dovin's Veto is a narrow but decisive permission slot in the main deck. Hold it for noncreature spells that beat your engine, answer your finisher, sweep your board advantage, or start the opponent's combo. Do not keep it stranded while creature pressure kills you; against creature decks, it is a support card behind Leyline Binding, March of Otherworldly Light, Seam Rip, Skyclave Apparition, and High Noon.

- Pinnacle Starcage is a registered two-copy main-deck permanent with sideboard copies, but card text check required before assigning a precise role. Treat it as a high-impact card only when visible legal text confirms whether it stabilizes, constrains casting, produces value, or supports Enigmatic Incarnation. Avoid tapping out for it into pressure unless the legal action text directly improves survival or creates a needed engine bridge.

- Skyclave Apparition is the clean tutor and cast target for small problematic nonland permanents. Find it with Enigmatic Incarnation when the opponent's low-cost threat, hate piece, or engine permanent matters more than raw card advantage. Avoid using it on replaceable material if Leyline Binding, March of Otherworldly Light, or Seam Rip can answer the same object while saving the creature tutor slot for a harder permanent.

- Zur, Eternal Schemer turns the enchantment-heavy battlefield into pressure and defense when legal. Tutor or cast Zur, Eternal Schemer when multiple enchantments are already present and animating or protecting them can stabilize combat or close the game. Avoid exposing Zur, Eternal Schemer into open removal when the board has no enchantment follow-up and a different Enigmatic Incarnation target would produce immediate value.

- Glasspool Mimic is a flexible copy slot rather than a default land or creature. Use it as mana only when the hand cannot function otherwise or color sequencing demands it. Use it as a creature when copying Skyclave Apparition, Zur, Eternal Schemer, Dream Trawler, Angel of Serenity, Atraxa, Grand Unifier, or another visible creature creates a concrete role; confirm legal targets and current text before assuming copy timing or interaction details.

- Dream Trawler is the stabilizing finisher for games decided by life total, blocking, or removal attrition. Prioritize it when the opponent is attacking through the ground or racing with damage and you can survive to untap or immediately gain life. Do not tutor for Dream Trawler over Angel of Serenity or Skyclave Apparition when a specific permanent must be removed first.

- Angel of Serenity is the creature-board reset and late-game swing target. Use it when the visible battlefield contains multiple creatures that must be answered or when returning key creatures from graveyard matters under confirmed legal text. Card text is broadly known, but still follow engine output for exact targets and zone choices; avoid selecting targets that give the opponent a better recovery than the board state allows.

- Atraxa, Grand Unifier is the premier refill and inevitability target. Cast or tutor for Atraxa, Grand Unifier when survival is plausible and the hand needs a new wave of interaction, enchantments, or finishers. Do not use Atraxa, Grand Unifier as the first stabilization choice if life total, combat, or a single threatening permanent requires Dream Trawler, Angel of Serenity, Skyclave Apparition, Leyline Binding, or March of Otherworldly Light instead.

- Summon: Leviathan is a registered one-copy top-end spell, but card text check required before treating it as a finisher, blocker, token maker, or removal spell. Use it only when visible legal text shows it advances the current role better than holding interaction or developing Enigmatic Incarnation.

- Lands are tactical resources because domain and colors determine whether Leyline Binding is cheap and whether the deck can cast its five-color threats. Prioritize Raugrin Triome, Spara's Headquarters, Zagoth Triome, Breeding Pool, Temple Garden, Hallowed Fountain, Fabled Passage, Forest, Island, Plains, Floodfarm Verge, Hushwood Verge, and Willowrush Verge to unlock green-white setup plus domain. Card text check required for the Verge lands before keeping or sequencing hands that depend on their exact color production.

## Interaction Priorities

- Priority: answer the permanent or spell that stops Enigmatic Incarnation from generating end-step value before answering ordinary damage. Use Leyline Binding, March of Otherworldly Light, Seam Rip, Skyclave Apparition, or Dovin's Veto on hate, combo pieces, planeswalkers, lethal pressure, and lock-breaking noncreature spells before spending them on replaceable creatures.

- Exile first: use Leyline Binding on the opponent's highest-impact nonland permanent when its mana discount is active and the permanent cannot be handled cleanly by Skyclave Apparition or March of Otherworldly Light. Keep Leyline Binding attached when it contains the opponent's best card; sacrifice it to Enigmatic Incarnation only when the tutor target immediately replaces the answer, such as Skyclave Apparition for a smaller permanent, Angel of Serenity for a creature board, Dream Trawler for survival, or Atraxa, Grand Unifier for refill.

- Counter first: save Dovin's Veto for noncreature spells that remove Enigmatic Incarnation, break High Noon at a decisive moment, counter or exile a finisher, sweep a developed board, or start a combo turn. Against creature pressure, do not hold Dovin's Veto while dying; spend mana on Leyline Binding, March of Otherworldly Light, Seam Rip, Skyclave Apparition, or a stabilizing tutor line instead.

- Remove first: prioritize creatures that create lethal clocks, snowball resources, tax your spells, or invalidate combat before removing small attackers. March of Otherworldly Light should handle cheap artifacts, creatures, or enchantments when tempo matters; Seam Rip is a registered four-copy interaction spell, but card text check required before assuming target type, timing, exile/bounce behavior, or combat utility.

- Tutor-answer first: use Enigmatic Incarnation as interaction when the battlefield asks for a creature answer more than raw advantage. Skyclave Apparition is the small-permanent answer, Angel of Serenity is the creature-board swing, Dream Trawler is the life-total stabilizer, Atraxa, Grand Unifier is the refill after stabilization, and Zur, Eternal Schemer is the enchantment pressure or defense pivot when legal text and board state support it.

- Bait first: expose redundant Up the Beanstalk, High Noon, extra Enigmatic Incarnation, or Pinnacle Starcage before committing the only Enigmatic Incarnation when the opponent is representing interaction and your hand can still function. Do not bait with Leyline Binding that is answering the opponent's best permanent or with Overlord of the Hauntwoods when it is required for mana, domain, or board presence.

- Ignore first: ignore low-impact creatures when life total is high, blockers are available, or Angel of Serenity can later swing the board. Ignore nonlethal utility permanents if removing them delays Enigmatic Incarnation, Up the Beanstalk value, or a needed land/domain sequence. The deck has no registered discard effect, so do not choose discard plans unless the rules engine exposes a legal action from another source.

- Archetype shift: against aggro, spend interaction early and value life over engine greed. Against control, protect Enigmatic Incarnation and high-impact enchantments with Dovin's Veto and force them to answer repeated threats. Against combo or spell-chain decks, High Noon and Dovin's Veto become primary interaction. Against graveyard decks after sideboard, Rest in Peace changes priorities by making graveyard engines the first target class.

## Combat And Trading Rules

- Survival: treat life total as a resource only while the next two combat steps are survivable. Below roughly eight life against visible pressure, prioritize Dream Trawler, Angel of Serenity, Skyclave Apparition, Leyline Binding, March of Otherworldly Light, Seam Rip, and legal blocks over developing extra Up the Beanstalk or speculative Enigmatic Incarnation chains.

- Blocking: block to preserve the engine when a creature is replaceable or when Enigmatic Incarnation can convert an enchantment into a stabilizer at the next end step. Do not trade away Zur, Eternal Schemer, Dream Trawler, Atraxa, Grand Unifier, or Angel of Serenity unless the block prevents lethal damage, protects a stronger board state, or the engine output makes the exchange clearly recoverable.

- Attacking: attack only when the resulting shields still cover the opponent's visible crack-back. Zur, Eternal Schemer and animated enchantments can turn the corner quickly, but do not convert defensive enchantments into attackers if losing them to combat or removal would expose life total, release a Leyline Binding target, or break the Enigmatic Incarnation chain.

- Trading: trade small or redundant bodies for creatures that represent repeated damage, mana, card advantage, or lethal setup. Avoid trading an Overlord of the Hauntwoods or Overlord of the Floodpits while it is still serving as the main battlefield stabilizer, enchantment count, or engine bridge; follow the rules engine on whether impending or other alternate states allow attacking or blocking.

- Protection: preserve Dream Trawler as the preferred race stabilizer when legal text and visible actions support lifelink or protection decisions. Preserve Enigmatic Incarnation by blocking or removing attackers that threaten planeswalker-like pressure on your life total; the deck wins long games once the engine survives, so early damage prevention can be worth more than marginal card economy.

- Pressure pivot: turn from defense to attacks after the opponent's best permanent is contained and your board has a resilient finisher, multiple enchantments for Zur, Eternal Schemer, or a refill from Atraxa, Grand Unifier. Do not race burn, haste, or wide boards without a life-gain plan or removal held up.

- Archetype shift: against aggro, block aggressively and trade resources to reach Angel of Serenity or Dream Trawler. Against midrange, preserve unique threats and make trades that keep Enigmatic Incarnation active. Against control, attack with durable threats while forcing them to answer enchantments. Against combo, combat is secondary unless it creates a short clock under High Noon or Dovin's Veto backup.

## Selection And Tutor Rules

- Enigmatic Incarnation is the main tutor engine, so choose sacrifice lines from the visible end-step prompt by asking what the battlefield needs immediately. Keep a Leyline Binding that is containing the opponent's best permanent unless the creature found by sacrificing it answers the released threat or wins the exchange on board.

- Sacrifice expendable enchantments first when the tutor target is more important than the enchantment text. Redundant Up the Beanstalk, extra High Noon against creature decks, spare Enigmatic Incarnation, and low-impact Pinnacle Starcage are preferred fuel; do not sacrifice the only engine, active lock piece, or critical removal enchantment without a concrete legal target payoff.

- Find stabilizers before finishers when behind. Skyclave Apparition is the small-permanent answer, Angel of Serenity is the creature-board reset, Dream Trawler is the survival/race pivot, Atraxa, Grand Unifier is the refill after the board is stable, Zur, Eternal Schemer is the enchantment-pressure pivot, and Glasspool Mimic is a copy line only when a visible creature is worth duplicating.

- Use Overlord of the Hauntwoods and Overlord of the Floodpits as engine bridges when the rules engine exposes them as legal enchantment or creature objects. Card text check required before assuming exact impending timing, token creation, draw/filter text, or whether they can be sacrificed to Enigmatic Incarnation in the current zone/state.

- Sequence Up the Beanstalk before expensive legal spells when tempo allows and life total is not under immediate pressure. If a legal spell or ability will trigger Up the Beanstalk, value the card draw highly; if the opponent can punish a slow turn, spend mana on Leyline Binding, March of Otherworldly Light, Seam Rip, High Noon, or board development instead.

- Treat Atraxa, Grand Unifier selection as role completion, not raw maximum cards. Prioritize Enigmatic Incarnation or Leyline Binding when engine/removal is missing, Dovin's Veto or March of Otherworldly Light when stack or tempo interaction matters, a land when the next turn needs colors, and a creature only when it is the best visible follow-up.

- Use Fabled Passage and land selection to unlock domain and colors before maximizing tapped-land efficiency. Fetch the basic Forest, Island, or Plains that makes Leyline Binding cheaper, enables Enigmatic Incarnation, supports Dovin's Veto, or balances future turns; delay the fetch only when the current legal land drop already casts the needed spell and hidden library information is irrelevant.

- Bottom or decline speculative selection when the hand already contains engine plus interaction. If a scry, surveil, draw-discard, or filter prompt appears from a registered card, keep lands needed for five-color sequencing, Enigmatic Incarnation, Leyline Binding, Up the Beanstalk, and matchup-critical interaction; move redundant legends, excess expensive finishers, or dead High Noon effects away when the visible matchup does not reward them.

## Priority And Stack Rules

- Hold priority for meaningful stack interaction, not to appear active. Cast Dovin's Veto on noncreature spells that remove Enigmatic Incarnation, answer a decisive enchantment, sweep a winning board, start a combo turn, or stop a protected finisher; let low-impact cantrips or setup spells resolve when mana must be preserved for Leyline Binding, March of Otherworldly Light, Seam Rip, or an end-step engine line.

- Respect High Noon as a tactical constraint. When High Noon is on the battlefield, choose the one spell for the turn that most changes survival, engine setup, or disruption; do not spend the turn's spell on low-impact development if a visible threat requires Leyline Binding, March of Otherworldly Light, Seam Rip, Dovin's Veto, or a creature from Enigmatic Incarnation.

- Use instant-speed removal at the last safe window. Leyline Binding, March of Otherworldly Light, and Seam Rip should usually wait until the opponent commits a target, attacks, pays costs, or exposes a key permanent, but remove immediately when waiting allows lethal damage, a snowball trigger, protected combo setup, or loss of the required color/mana window. Card text check required for Seam Rip before assuming target class or timing.

- Let Enigmatic Incarnation triggers resolve only after confirming the sacrifice choice still improves the board. If the opponent responds by removing the intended target class, changing combat math, or threatening the engine, re-evaluate the legal sacrifice/action prompt rather than following a stale plan.

- Use optional payments and optional triggers only when they advance the current role. Pay or accept value triggers from Up the Beanstalk, Dream Trawler, Overlord of the Floodpits, Overlord of the Hauntwoods, Pinnacle Starcage, or Summon: Leviathan only as the rules engine presents them; card text check required before assuming the exact benefit, cost, or trigger condition for Pinnacle Starcage and Summon: Leviathan.

- Protect the stack position of finishers when possible. Cast Atraxa, Grand Unifier, Dream Trawler, Angel of Serenity, Zur, Eternal Schemer, or Agent of Treachery only into open mana when waiting is worse, Dovin's Veto can cover the important answer, High Noon constrains the opponent, or the current board demands immediate stabilization.

- Use combat priority windows for survival and value. Before blockers, remove creatures that invalidate blocks or create lethal; after blockers, use March of Otherworldly Light, Seam Rip, Leyline Binding, or legal activated/triggered abilities only if the exchange saves more life, preserves Enigmatic Incarnation, or converts a doomed creature/enchantment into a stronger position.

- Do not invent graveyard or activated-ability lines. Rest in Peace, March of Otherworldly Light, Dovin's Veto, and other sideboard cards should be used only when visible legal actions support the timing; if the rules engine exposes a graveyard, exile, or activated prompt, choose based on the visible threat and public information rather than assumed hidden cards.

## Sideboard Map

- Sideboard with the engine intact. Keep enough enchantments for Enigmatic Incarnation, Up the Beanstalk, Leyline Binding, Overlord of the Hauntwoods, Overlord of the Floodpits, High Noon, Pinnacle Starcage, and removal enchantments to create sacrifice fuel and expensive-spell value; do not overload on creatures unless the matchup demands a specific tutor endpoint.

- Dovin's Veto comes in against control, combo, sweepers, planeswalker-heavy midrange, and decks where noncreature spells decide the game. Its role is to protect Enigmatic Incarnation, Up the Beanstalk, High Noon, Leyline Binding, and large creatures from decisive interaction while stopping combo setup; it is poor against creature-dense aggro when the opponent can win mostly through battlefield pressure.

- March of Otherworldly Light comes in against fast creature decks, artifact/enchantment threats, low-curve pressure, and matchups where instant-speed exile matters more than long-game card volume. Its role is early survival and clean tempo; it is weaker when the opponent's threats are mostly expensive spells, uncounterable engines, or card-advantage permanents better answered by Leyline Binding, Skyclave Apparition, Angel of Serenity, or Agent of Treachery.

- Rest in Peace comes in against graveyard recursion, delve, reanimation, sacrifice loops, flashback-like engines, and decks where the graveyard is a visible resource. Its role is a cheap lock piece that also supplies enchantment material for Enigmatic Incarnation later; it is poor when the opponent's graveyard is incidental and the game is about board size, stack fights, or planeswalkers.

- Archon of Emeria comes in against spell-chain combo, low-curve prowess shells, cascade-like turns, and decks that need multiple spells in one turn. Its role overlaps with High Noon as a pressure-plus-tax creature that Enigmatic Incarnation can find or protect with the deck's enchantment shell; it is worse when the opponent wins with one large spell or a wide battlefield already in play.

- Clarion Conqueror comes in only when its named or static text is confirmed relevant to the opponent's visible plan. Card text check required; treat it as a narrow hate creature until Veles confirms the legal impact, and avoid bringing it into generic midrange games merely because it is tutorable.

- Elesh Norn, Mother of Machines comes in against battlefield-trigger decks, creature-value midrange, blink mirrors, and engines built around enters-the-battlefield triggers. Its role is both a hate permanent and a high-value creature endpoint; it is poor against pure control, spell combo, and aggro starts where five mana does not stabilize before combat damage matters.

- Thought Distortion comes in against control and spell combo when resolving one decisive discard spell can clear counters, sweepers, or combo pieces. Its role is a tap-main-phase commitment gate, so cast it only when mana is stable, the opponent is likely to hold relevant noncreature cards, and losing the turn to a countermeasure or pressure is acceptable.

- Pinnacle Starcage comes in when the matchup rewards additional enchantment permanents, expensive-spell triggers, or whatever confirmed defensive/offensive role the card provides. Card text check required; use it as an Enigmatic Incarnation fuel and Up the Beanstalk-adjacent card only when the rules engine confirms legal text and timing, and avoid it against tempo decks if it does not affect the battlefield immediately.

- Ruric Thar, the Unbowed comes in against spell-heavy combo and control decks that must cast many noncreature spells to win. Its role is a punishing creature endpoint that can close after Enigmatic Incarnation has stabilized; it is poor against go-wide creature decks, removal-heavy decks with clean creature answers, or games where its damage trigger also threatens your own survival.

- Agent of Treachery comes in for slow midrange, ramp, mirror, and control games where stealing one permanent changes the board more than killing it. Its role is the top-end tutor target for Enigmatic Incarnation or hard-cast inevitability; it is poor against fast aggro and low-resource games where seven mana is unrealistic.

Control / spell-combo pressure plan
Role cards: 3 Dovin's Veto; 1 Thought Distortion; 1 Ruric Thar, the Unbowed; 1 Archon of Emeria
Trim roles: 1 March of Otherworldly Light; 1 Skyclave Apparition; 1 Angel of Serenity; 1 Seam Rip; 1 Overlord of the Floodpits; 1 Pinnacle Starcage

Graveyard engine plan
Role cards: 2 Rest in Peace; 2 March of Otherworldly Light; 1 Dovin's Veto
Trim roles: 2 High Noon; 1 Dream Trawler; 1 Pinnacle Starcage; 1 Seam Rip

Creature aggro survival plan
Role cards: 2 March of Otherworldly Light; 1 Elesh Norn, Mother of Machines; 1 Archon of Emeria
Trim roles: 1 Dovin's Veto; 1 Dream Trawler; 1 Atraxa, Grand Unifier; 1 Pinnacle Starcage

Slow midrange / mirror value plan
Role cards: 1 Agent of Treachery; 1 Elesh Norn, Mother of Machines; 2 Pinnacle Starcage; 1 Dovin's Veto
Trim roles: 1 March of Otherworldly Light; 2 High Noon; 1 Seam Rip; 1 Glasspool Mimic

- Against control, Add role cards: Dovin's Veto, Thought Distortion, Ruric Thar, the Unbowed, Agent of Treachery, and sometimes Pinnacle Starcage. Reduce main-deck emphasis: spot removal that lacks targets, small-board stabilizers, and expensive creatures that walk into counters without immediate value.

- Against spell combo, Add role cards: Dovin's Veto, Archon of Emeria, Thought Distortion, Ruric Thar, the Unbowed, and Rest in Peace only when the visible combo uses graveyards. Reduce main-deck emphasis: slow creature finishers and removal that does not interact with the combo's legal permanents or stack actions.

- Against creature aggro, Add role cards: March of Otherworldly Light, Elesh Norn, Mother of Machines when triggers or combat bodies matter, and Archon of Emeria when one-spell pressure slows burst turns. Reduce main-deck emphasis: Thought Distortion, excess Dovin's Veto, Agent of Treachery, and any Pinnacle Starcage copy that is confirmed too slow.

- Against graveyard decks, Add role cards: Rest in Peace first, then Dovin's Veto for noncreature enablers and March of Otherworldly Light for early threats. Reduce main-deck emphasis: High Noon when the opponent wins through recursive board states rather than multiple-spell turns, and expensive finishers when survival is not yet secured.

- Against artifact, enchantment, or permanent-based engines, Add role cards: March of Otherworldly Light, Agent of Treachery, Elesh Norn, Mother of Machines when triggers matter, and Dovin's Veto for key noncreature setup. Reduce main-deck emphasis: narrow creature-only answers and slow top-end that does not answer the active permanent.

- Against the mirror or other enchantment-toolbox decks, Add role cards: Agent of Treachery, Elesh Norn, Mother of Machines, Dovin's Veto, Pinnacle Starcage, and possibly Clarion Conqueror after card text verification. Reduce main-deck emphasis: High Noon if both players mostly cast one impactful spell per turn, and cheap removal when it cannot tag the engine pieces that matter.

Explicit Sideboard Repair Plans

These balanced plans are legal Veles candidates built from the registered sideboard and main deck. Use them as baseline sideboarding options only when the matchup role fits; keep the role guidance above as the strategic source of truth.

Legal repair plan 1
Side in: 3 Dovin's Veto; Archon of Emeria
Cut: 2 Overlord of the Floodpits; 2 Overlord of the Hauntwoods

Legal repair plan 2
Side in: 2 Dovin's Veto; Archon of Emeria; Clarion Conqueror
Cut: Overlord of the Floodpits; 3 Overlord of the Hauntwoods

Legal repair plan 3
Side in: Dovin's Veto; Archon of Emeria; Clarion Conqueror; Elesh Norn, Mother of Machines
Cut: 4 Overlord of the Hauntwoods

Legal repair plan 4
Side in: Archon of Emeria; Clarion Conqueror; Elesh Norn, Mother of Machines; March of Otherworldly Light
Cut: 3 Overlord of the Hauntwoods; Pinnacle Starcage

## Matchup Guidance

- Aggro: Prioritize survival over engine greed against low-curve creature decks. Keep hands that produce early untapped interaction, Leyline Binding with domain support, March of Otherworldly Light, High Noon, or a castable Overlord of the Hauntwoods line; ship hands that only start on Enigmatic Incarnation without a stabilizing play. Add role cards: March of Otherworldly Light, Archon of Emeria, and Elesh Norn, Mother of Machines when enter-the-battlefield triggers or combat bodies matter. Reduce main-deck emphasis: Dovin's Veto, Atraxa, Grand Unifier, Dream Trawler, and slow Pinnacle Starcage lines unless the card text is confirmed to stabilize immediately. Use Enigmatic Incarnation defensively by turning expendable enchantments into Skyclave Apparition, Zur, Eternal Schemer, Dream Trawler, or Angel of Serenity according to visible pressure and legal tutor options.

- Control: Make every tap-out spell ask whether it either resolves the engine or forces a decisive answer. Up the Beanstalk and Overlord of the Hauntwoods are strong pressure points because they make normal one-for-one exchanges awkward, while Enigmatic Incarnation demands a counter or removal plan before it starts converting enchantments into haymakers. Add role cards: Dovin's Veto, Thought Distortion, Ruric Thar, the Unbowed, Agent of Treachery, and sometimes Pinnacle Starcage. Reduce main-deck emphasis: March of Otherworldly Light, Skyclave Apparition, and creature removal lines with no visible targets. Hold Dovin's Veto for sweepers, counters over Enigmatic Incarnation, exile removal on Zur, Eternal Schemer or Dream Trawler, and combo-like card draw turns rather than spending it on low-impact cantrips.

- Combo: Identify whether the opponent wins through the stack, graveyard, permanents, or multiple-spell turns before choosing the hate axis. High Noon and Archon of Emeria matter most when one spell per turn breaks their setup or payoff sequence; Dovin's Veto and Thought Distortion matter most when a single noncreature spell decides the game; Rest in Peace matters only when the graveyard is a visible resource. Add role cards: Dovin's Veto, Archon of Emeria, Thought Distortion, Ruric Thar, the Unbowed, and Rest in Peace when graveyard text is relevant. Reduce main-deck emphasis: Angel of Serenity, Dream Trawler, and removal that cannot hit a visible combo permanent. Do not fire Enigmatic Incarnation into a turn where leaving Dovin's Veto up is the only visible protection from losing.

- Tempo: Preserve mana efficiency and avoid exposing the only engine piece into open interaction when behind on board. Tempo opponents punish tapped lands, expensive sorcery-speed setup, and single-spell turns that do not affect combat, so prefer Leyline Binding, March of Otherworldly Light, and Seam Rip when rules text confirms it interacts profitably with the current threat. Add role cards: Dovin's Veto for counter wars and March of Otherworldly Light for cheap exile pressure. Reduce main-deck emphasis: Thought Distortion, Agent of Treachery, and slow Pinnacle Starcage copies. Fetch or play lands to make Leyline Binding cheap before committing Up the Beanstalk or Enigmatic Incarnation if the life total is already under pressure.

- Midrange: Trade resources early, then win by making each enchantment permanent threaten a tutor or card-advantage conversion. Leyline Binding and Skyclave Apparition should answer the permanent that blocks the next engine turn, not necessarily the first legal target. Add role cards: Agent of Treachery, Elesh Norn, Mother of Machines, Dovin's Veto for planeswalker or sweeper fights, and Pinnacle Starcage if card text check confirms a durable value role. Reduce main-deck emphasis: High Noon when both decks naturally play one spell per turn, and excess March of Otherworldly Light when the matchup is about large permanents rather than early threats. Protect Zur, Eternal Schemer if it turns enchantments into a battlefield plan the opponent cannot answer cleanly.

- Big mana: Pressure their setup while reserving answers for the payoff permanent or spell that actually wins the game. High Noon can slow explosive catch-up turns, but it is not enough if the opponent casts one huge spell each turn. Add role cards: Dovin's Veto, Thought Distortion, Agent of Treachery, Ruric Thar, the Unbowed when their plan is spell-heavy, and Pinnacle Starcage only if confirmed relevant. Reduce main-deck emphasis: small creature removal and defensive bodies that do not shorten the clock. Use Enigmatic Incarnation to climb into Atraxa, Grand Unifier, Angel of Serenity, or Agent of Treachery when legal, because matching big mana on raw casting cost is weaker than tutoring the exact swing permanent.

- Graveyard: Treat Rest in Peace as the first priority when the opponent's graveyard is a resource rather than a discard pile. Add role cards: Rest in Peace, Dovin's Veto for enablers, and March of Otherworldly Light for early recursive threats or support permanents. Reduce main-deck emphasis: High Noon when recursion ignores spell count, and Dream Trawler or Atraxa, Grand Unifier when the immediate problem is dying before stabilization. Do not sacrifice Rest in Peace to Enigmatic Incarnation unless the graveyard is no longer strategically active or the tutor target prevents a higher-probability loss that turn.

- Artifact/enchantment engines: Answer the active engine permanent, not the easiest permanent. Leyline Binding is the cleanest broad answer when domain is online; March of Otherworldly Light covers cheap targets; Skyclave Apparition covers qualifying permanents; Agent of Treachery can swing slow permanent mirrors. Add role cards: March of Otherworldly Light, Agent of Treachery, Dovin's Veto, Elesh Norn, Mother of Machines when triggers matter, and Clarion Conqueror only after card text check confirms relevance. Reduce main-deck emphasis: Angel of Serenity when the battlefield is not creature-centric and High Noon when the opponent's engine works through one activation or one permanent per turn.

- Go-wide: Stabilize the board before chasing card advantage. Leyline Binding and March of Otherworldly Light should buy time against the biggest damage source or anthem-like permanent; Enigmatic Incarnation should tutor stabilizers rather than pure value. Add role cards: March of Otherworldly Light, Archon of Emeria against burst turns, and Elesh Norn, Mother of Machines when body plus trigger suppression is relevant. Reduce main-deck emphasis: Dovin's Veto, Thought Distortion, Agent of Treachery, and slow top-end. Avoid attacks that trade away the only blocker unless the visible crack-back remains survivable.

- Single-threat: Spend premium exile on the threat that represents the actual clock. Leyline Binding, March of Otherworldly Light, Skyclave Apparition, Angel of Serenity, and Agent of Treachery each answer different visible permanent ranges, so let the rules engine's legal actions determine which answer is live. Add role cards: March of Otherworldly Light, Dovin's Veto when the single threat is protected by noncreature spells, and Agent of Treachery in slow games. Reduce main-deck emphasis: High Noon against decks that commit one threat and protect it, unless the protection plan uses multiple spells per turn.

- Burn: Protect life total as a finite resource and avoid unnecessary shock-land damage unless it unlocks immediate interaction. High Noon and Archon of Emeria can reduce multi-spell burst turns, while Dovin's Veto should be held for direct damage, card-advantage burn, or a lethal noncreature spell. Add role cards: Dovin's Veto, March of Otherworldly Light for creature pressure, and Archon of Emeria. Reduce main-deck emphasis: Thought Distortion, Agent of Treachery, and expensive spells that do not gain life or stop damage before the next attack. Dream Trawler becomes important only if the game is stable enough for it to connect or block profitably.

- Removal-heavy decks: Make them answer enchantments and value triggers instead of only creatures. Up the Beanstalk, Overlord of the Hauntwoods, Leyline Binding, and Enigmatic Incarnation diversify threats across permanent types, and Zur, Eternal Schemer can turn enchantments into threats after removal has been spent. Add role cards: Dovin's Veto, Agent of Treachery, Elesh Norn, Mother of Machines against trigger mirrors, and Pinnacle Starcage if card text check confirms resilience. Reduce main-deck emphasis: March of Otherworldly Light when few targets exist and High Noon when the opponent is trading one-for-one. Do not run the only creature payoff into visible open removal if an enchantment-engine line keeps pressure without exposing a creature.

## Specific Matchup Notes

- General/archetype-only: Use these notes as matchup priors when the exact opponent is absent, and let revealed cards, visible permanents, stack objects, and legal actions override assumptions. Against unknown opponents, keep opening hands that cast Up the Beanstalk or Overlord of the Hauntwoods on time while preserving access to Leyline Binding or March of Otherworldly Light against early pressure.

- Aggro and go-wide: Prioritize survival over engine greed. Leyline Binding, March of Otherworldly Light, Seam Rip, Skyclave Apparition, and Angel of Serenity should be pointed at the threat or permanent that changes the next combat most. Add role cards: March of Otherworldly Light, Archon of Emeria, Elesh Norn, Mother of Machines if triggered abilities or battlefield bodies matter, and Pinnacle Starcage only after card text check confirms a stabilizing role. Reduce main-deck emphasis: Dovin's Veto, Thought Distortion, Agent of Treachery, and slow top-end when life total is already compressed.

- Control and spell-heavy combo: Force the opponent to answer enchantments, then commit Enigmatic Incarnation only when protection, redundancy, or urgency justifies it. Dovin's Veto should guard Enigmatic Incarnation, Atraxa, Grand Unifier, Thought Distortion, or a decisive noncreature exchange rather than the first minor spell. Add role cards: Dovin's Veto, Thought Distortion, Ruric Thar, the Unbowed if the opponent relies on noncreature spell chains, and Agent of Treachery for slow permanent mirrors. Reduce main-deck emphasis: March of Otherworldly Light and creature-only stabilizers when targets are scarce.

- Midrange: Trade early, then convert enchantments into larger bodies or card flow. Up the Beanstalk, Overlord of the Hauntwoods, Leyline Binding, and Enigmatic Incarnation create the best attrition texture because they pressure multiple answer types. Add role cards: Agent of Treachery, Elesh Norn, Mother of Machines, Dovin's Veto, and Pinnacle Starcage if card text check confirms it improves long games. Reduce main-deck emphasis: High Noon when both players are already exchanging one spell per turn.

- Graveyard decks: Treat Rest in Peace as a priority permanent when public information shows graveyard recursion, escape, reanimation, or graveyard-count payoffs. Add role cards: Rest in Peace, Dovin's Veto for key enablers, and March of Otherworldly Light for early support permanents. Reduce main-deck emphasis: High Noon and slow closers if they do not stop the graveyard engine before the next decisive turn. Do not sacrifice Rest in Peace to Enigmatic Incarnation unless the visible game state shows the graveyard plan is no longer the main loss vector.

- Big mana and permanent engines: Advance a clock while saving broad answers for the payoff that actually changes the game. Leyline Binding and Agent of Treachery are the highest-swing answers to large permanents when legal; Thought Distortion and Dovin's Veto matter when the payoff is spell-based. Add role cards: Thought Distortion, Agent of Treachery, Ruric Thar, the Unbowed, Dovin's Veto, and Clarion Conqueror only after card text check confirms relevance. Reduce main-deck emphasis: small removal and purely defensive creatures.

## Risk Summary

- Mana risk: The deck is powerful but color-hungry, so fetch and land choices must preserve early green-white access for Overlord of the Hauntwoods and Leyline Binding while still leaving blue or white interaction available. Avoid unnecessary shock-land damage against pressure unless the immediate legal action prevents more damage than the life paid.

- Matchup risk: High Noon is matchup-polarizing, because it can punish spell chains but may be low-impact against decks that deploy one large threat or one permanent engine per turn. Reassess High Noon after revealed cards instead of treating it as universal disruption.

- Draw risk: Hands with only top-end creatures such as Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, or Agent of Treachery can stumble if they lack an enchantment bridge. Prefer hands where Up the Beanstalk, Overlord of the Hauntwoods, Leyline Binding, or Enigmatic Incarnation creates an early plan.

- Over-sideboarding risk: Do not dilute the enchantment engine by adding narrow answers without enough early enchantments and sacrifice material for Enigmatic Incarnation. Add role cards only when their text matches the revealed opponent plan, and keep enough proactive cards to close.

- Graveyard risk: Rest in Peace can conflict with no visible opponent plan if boarded reflexively, and sacrificing it too early can reopen the opponent's main engine. Treat it as a lock piece only when public information supports that role.

- Sweeper/removal risk: Creature finishers are exposed if committed without value or protection. Lean on Up the Beanstalk, Overlord of the Hauntwoods, Leyline Binding, and Enigmatic Incarnation to make removal awkward before relying on Dream Trawler, Atraxa, Grand Unifier, Zur, Eternal Schemer, or Angel of Serenity.

- Closer risk: The deck can stabilize without ending the game quickly. When safe, use Enigmatic Incarnation chains, Zur, Eternal Schemer pressure, Dream Trawler combat, Summon: Leviathan after card text check, or Atraxa, Grand Unifier to convert control into a win before the opponent rebuilds.

- Interaction risk: Dovin's Veto and March of Otherworldly Light are easy to spend too early. Hold Dovin's Veto for decisive noncreature spells when possible, and use March of Otherworldly Light on the permanent that changes survival or engine access rather than the first legal target.

- Sequencing risk: Casting Enigmatic Incarnation before an expendable enchantment or before the target chain matters can waste the engine turn. Sequence Up the Beanstalk, Overlord of the Hauntwoods, Leyline Binding, High Noon, or Pinnacle Starcage so the end-step sacrifice is a planned conversion, not an emergency.

## Test Feedback Checklist

- Deciding factor: Identify the exact turn where the game became favored or lost, and name the visible permanent, stack exchange, combat step, or missed engine trigger that mattered most. Record whether the pivot came from Enigmatic Incarnation, Up the Beanstalk, Overlord of the Hauntwoods, Leyline Binding, High Noon, or a sideboard card.

- Mulligans: Record whether the opener had castable early action, green-white access, a Leyline Binding domain path, and either Up the Beanstalk or Overlord of the Hauntwoods as velocity. Flag any keep that depended on drawing a land, a missing color, or Enigmatic Incarnation without a usable enchantment.

- Mana: Track every game where a legal action was delayed by color access, tapped lands, shock-land life loss, or Fabled Passage sequencing. Note whether Breeding Pool, Temple Garden, Raugrin Triome, Zagoth Triome, Spara's Headquarters, Hallowed Fountain, Hushwood Verge, Willowrush Verge, Floodfarm Verge, Forest, Island, or Plains created the bottleneck.

- Velocity: Ask whether Up the Beanstalk, Overlord of the Hauntwoods, Overlord of the Floodpits, Seam Rip, or Atraxa, Grand Unifier actually converted into enough cards or selection before the opponent's clock became decisive. Card text check required for Seam Rip if a replay claim depends on exact mode or timing.

- Engine quality: Record every Enigmatic Incarnation end step with the sacrificed enchantment, available legal creature outcomes, chosen creature, and whether waiting would have preserved a more important Leyline Binding, High Noon, Rest in Peace, or Pinnacle Starcage.

- Removal discipline: Review whether March of Otherworldly Light, Leyline Binding, Skyclave Apparition, Angel of Serenity, and Agent of Treachery answered the permanent that changed the next turn cycle. Flag answers used on low-pressure targets while a visible threat, engine, or lethal setup remained.

- Sideboard impact: For each post-board game, list which sideboard cards were drawn, cast, stranded, sacrificed, or irrelevant. Specifically evaluate Dovin's Veto, Archon of Emeria, Clarion Conqueror, Elesh Norn, Mother of Machines, March of Otherworldly Light, Rest in Peace, Thought Distortion, Pinnacle Starcage, Ruric Thar, the Unbowed, and Agent of Treachery.

- Closing: Check whether the deck stabilized but failed to win quickly enough. Name the missed or delayed closer among Zur, Eternal Schemer, Dream Trawler, Summon: Leviathan, Atraxa, Grand Unifier, Angel of Serenity, Agent of Treachery, or Enigmatic Incarnation chains. Card text check required for Summon: Leviathan if the close depends on exact token, chapter, or combat text.

- Role accuracy: Compare the pilot's declared role with the visible board state. Flag games where the deck played as slow control against an opponent that required racing, or played as tap-out midrange when Dovin's Veto or High Noon should have constrained a spell-heavy turn.

- Mistakes and stranded cards: List any card stranded in hand for two or more turns and why: missing color, no legal target, wrong matchup, timing conflict, or over-sideboarding. Separate unavoidable engine variance from pilot errors such as sacrificing the wrong enchantment, passing with decisive interaction, or shocking unnecessarily.

- Overperformers and underperformers: Name the cards that produced material advantage, survival, or closing pressure, then name cards that were dead, late, or actively conflicting. Include Pinnacle Starcage, High Noon, Seam Rip, Overlord of the Floodpits, and Overlord of the Hauntwoods in this review because their quantities shape the deck's texture.

## First Tuning Questions

- Card quantities: Should Overlord of the Hauntwoods remain the full four copies if it is the best early stabilizer and Enigmatic Incarnation fuel, or should one slot become more interaction when aggro pressure is the common loss pattern?

- Card quantities: Should Overlord of the Floodpits, Seam Rip, or Pinnacle Starcage change counts after card text checks and replay review show whether they are true velocity, stabilizers, or matchup-specific tools?

- Mana: Does the land mix consistently cast Overlord of the Hauntwoods, Leyline Binding, Up the Beanstalk, Dovin's Veto, and March of Otherworldly Light on the turns they matter, or does the deck need fewer tapped lands, different basics, or different shock/triome balance?

- Aggro plan: Are March of Otherworldly Light, Leyline Binding, Skyclave Apparition, Angel of Serenity, and sideboard Archon of Emeria or Elesh Norn, Mother of Machines enough to survive fast creature starts, or does the sideboard need more early interaction?

- Control plan: Are Dovin's Veto, Thought Distortion, High Noon, Ruric Thar, the Unbowed, and Agent of Treachery enough against spell-heavy decks, or is the deck losing because Enigmatic Incarnation commits into open interaction without enough protection?

- Closers: Does the deck need all of Atraxa, Grand Unifier, Dream Trawler, Angel of Serenity, Summon: Leviathan, Zur, Eternal Schemer, and Agent of Treachery, or are too many expensive cards creating stranded hands before the engine is online?

- Sideboard slots: Are Rest in Peace, Clarion Conqueror, Pinnacle Starcage, and Ruric Thar, the Unbowed appearing in matchups where their text is decisive, or are they occupying slots that should become broader interaction? Card text check required for Clarion Conqueror and Pinnacle Starcage before final slot judgments.

- Role conflicts: Does High Noon interfere with the deck's own recovery turns, Up the Beanstalk chains, or Enigmatic Incarnation setup often enough to reduce its main-deck count, or is its disruption worth the self-limitation?

- Engine density: Does Enigmatic Incarnation have enough expendable enchantments after sideboarding, especially when Rest in Peace or Leyline Binding must stay on the battlefield, or are post-board plans cutting too much fuel?

- Decision quality: Are losses coming from deck construction or from pilot sequencing around legal actions, especially Fabled Passage timing, Leyline Binding target priority, Dovin's Veto patience, and end-step Enigmatic Incarnation chains?

## Veles Tactical Policy

### Policy: Engine Keep Gate
- Priority: High
- Decision families: mulligan; pregame
- Cards: Enigmatic Incarnation; Overlord of the Hauntwoods; Up the Beanstalk; Leyline Binding
- Phase windows: opening hand; mulligan decisions
- Runtime cues: action:keep; action:mulligan
- Use when: the opener has castable lands plus either early enchantment velocity, Leyline Binding interaction, or a clear Overlord of the Hauntwoods into Enigmatic Incarnation path.
- Avoid when: the hand has expensive creatures only, no green-white path, or Enigmatic Incarnation without any expendable enchantment.
- Instructions: Keep hands that can affect turns two to four and produce enchantment material; ship hands that only hope to topdeck mana or interaction.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: First Enabling Permanent
- Priority: Medium
- Decision families: priority; mana
- Cards: Up the Beanstalk; Overlord of the Hauntwoods; High Noon; Leyline Binding
- Phase windows: main phase one; main phase two
- Runtime cues: action:cast Up the Beanstalk; action:cast Overlord of the Hauntwoods; action:cast High Noon; action:cast Leyline Binding
- Use when: the pilot must choose the first permanent that enables cards, stabilizes mana, or constrains opposing spell volume.
- Avoid when: a visible threat requires immediate March of Otherworldly Light or Leyline Binding before setup.
- Instructions: Prefer Up the Beanstalk or Overlord of the Hauntwoods as early infrastructure against unknown boards; prefer High Noon only when the opponent's visible plan rewards spell-count restriction.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Domain Mana Discipline
- Priority: High
- Decision families: mana; priority
- Cards: Leyline Binding; Fabled Passage; Raugrin Triome; Zagoth Triome; Spara's Headquarters; Breeding Pool; Temple Garden; Hallowed Fountain
- Phase windows: land play; fetch activation; spell payment
- Runtime cues: action:play; action:activate Fabled Passage; action:pay mana
- Use when: land sequencing changes Leyline Binding cost, color access, or whether Enigmatic Incarnation and Dovin's Veto remain castable.
- Avoid when: the legal action is a forced payment with only one visible source combination.
- Instructions: Build domain early without stranding green-white; preserve untapped blue-white when Dovin's Veto matters and avoid shock damage unless the turn's legal action changes combat, removal, or engine timing.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Single Mana Payment
- Priority: Low
- Decision families: mana
- Cards: none
- Phase windows: spell payment; ability payment
- Runtime cues: action:pay mana
- Use when: exactly one legal payment action is visible and no alternative source choice is offered.
- Avoid when: multiple payment actions name different lands, colors, floating mana, or life-payment consequences.
- Instructions: Submit the only visible payment action; do not reinterpret the spell or source choice.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Enigmatic Incarnation Commitment
- Priority: High
- Decision families: priority; selection
- Cards: Enigmatic Incarnation; Leyline Binding; High Noon; Up the Beanstalk; Overlord of the Hauntwoods; Pinnacle Starcage; Rest in Peace
- Phase windows: end step trigger; main phase setup before end step
- Runtime cues: action:trigger Enigmatic Incarnation; action:sacrifice
- Use when: the engine can convert an enchantment into a creature and the sacrificed permanent might be removal, lock text, graveyard hate, or card velocity.
- Avoid when: losing the enchantment releases a visible permanent, unlocks the opponent's graveyard, or removes the only stabilizing restriction.
- Instructions: Treat every sacrifice as a commitment gate; choose the creature line only after comparing current board safety, available legal creature outcomes, and whether waiting preserves a more important enchantment.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Toolbox Creature Selection
- Priority: High
- Decision families: selection; interaction
- Cards: Skyclave Apparition; Zur, Eternal Schemer; Dream Trawler; Angel of Serenity; Atraxa, Grand Unifier; Agent of Treachery; Ruric Thar, the Unbowed; Elesh Norn, Mother of Machines; Archon of Emeria; Clarion Conqueror
- Phase windows: Enigmatic Incarnation resolution; search or put-onto-battlefield prompts
- Runtime cues: action:choose; action:search; action:put
- Use when: multiple creature outcomes are legal from an Enigmatic Incarnation or similar selection prompt.
- Avoid when: only one creature action is visible.
- Instructions: Select removal creatures when a visible permanent is decisive, select card-advantage finishers when stable, and select hate creatures only when their text is live; Card text check required for Clarion Conqueror before relying on its exact lock role.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Single Choice
- Priority: Low
- Decision families: selection
- Cards: none
- Phase windows: resolution prompts; replacement prompts
- Runtime cues: action:choose
- Use when: exactly one legal non-pass choice is visible and the prompt offers no target, order, payment, or sacrifice alternative.
- Avoid when: the prompt contains multiple visible card names, zone choices, optional declines, or ordering choices.
- Instructions: Submit the lone visible choice exactly as offered by the rules engine.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Leyline Binding Target Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Leyline Binding
- Phase windows: opponent combat; opponent end step; own main phase; stack interaction if legal
- Runtime cues: action:cast Leyline Binding; action:target
- Use when: Leyline Binding can answer a visible permanent and the target choice changes the next turn cycle.
- Avoid when: removing a low-impact permanent leaves a visible lethal attacker, engine, planeswalker, or lock piece untouched.
- Instructions: Prioritize permanents that threaten lethal, stop Enigmatic Incarnation, invalidate blockers, or create immediate card advantage; remember that sacrificing Leyline Binding later may release its target.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: March Removal Gate
- Priority: Medium
- Decision families: interaction; priority; mana
- Cards: March of Otherworldly Light
- Phase windows: combat; end step; main phase; stack when legal
- Runtime cues: action:cast March of Otherworldly Light; action:target
- Use when: exile-based interaction is legal and the pilot must choose whether to spend mana, cards, or timing.
- Avoid when: exact card text or exile payment options are unclear and a lower-risk legal answer is available; Card text check required for nonstandard permanent types or payment assumptions.
- Instructions: Use March of Otherworldly Light to prevent lethal, remove mana-efficient pressure, or protect engine turns; avoid pitching irreplaceable engine pieces unless survival or a decisive tempo swing requires it.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Permission Spend Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Dovin's Veto
- Phase windows: opponent spell on stack; own protective stack window
- Runtime cues: action:cast Dovin's Veto; action:target
- Use when: a visible noncreature spell on the stack threatens the engine, lethal setup, card advantage, or a sideboard lock.
- Avoid when: countering a low-impact spell exposes Enigmatic Incarnation or a finisher to a more important follow-up.
- Instructions: Spend Dovin's Veto on spells that undo the current plan, protect the opponent's win, or answer a committed Enigmatic Incarnation turn; pass on filler when the board is stable and future interaction matters more.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: High Noon Lock Timing
- Priority: Medium
- Decision families: priority; interaction
- Cards: High Noon
- Phase windows: own main phase; post-board setup turns
- Runtime cues: action:cast High Noon
- Use when: limiting spell volume disrupts the opponent more than it restricts this deck's recovery or multi-spell stabilization turn.
- Avoid when: the pilot must cast multiple spells this turn or next turn to avoid falling behind.
- Instructions: Use High Noon to slow spell-chain decks, protect tap-out turns, and force single-threat pacing; do not strand needed removal plus engine sequencing under your own restriction.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Up the Beanstalk Velocity
- Priority: Medium
- Decision families: priority; selection
- Cards: Up the Beanstalk; Overlord of the Hauntwoods; Overlord of the Floodpits; Leyline Binding; Atraxa, Grand Unifier
- Phase windows: own main phase; draw trigger resolution
- Runtime cues: action:cast Up the Beanstalk; action:draw
- Use when: the deck can convert high-mana-value spells or Overlord lines into cards before the opponent's clock becomes decisive.
- Avoid when: spending the turn on velocity leaves a visible lethal or near-lethal board unanswered.
- Instructions: Establish Up the Beanstalk before large spells when safe; prioritize stabilizing interaction first when the visible board demands survival.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Overlord Deployment
- Priority: Medium
- Decision families: priority; mana; selection
- Cards: Overlord of the Hauntwoods; Overlord of the Floodpits
- Phase windows: own main phase; setup turns; post-stabilization turns
- Runtime cues: action:cast Overlord of the Hauntwoods; action:cast Overlord of the Floodpits
- Use when: an Overlord line creates mana, cards, board presence, or Enigmatic Incarnation fuel.
- Avoid when: exact impending text matters and the line conflicts with survival; Card text check required for timing, impending counters, and trigger assumptions.
- Instructions: Prefer Overlord of the Hauntwoods when mana development and enchantment density matter; prefer Overlord of the Floodpits when card flow or board texture is the limiting resource after a text check.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Finisher Tap-Out Gate
- Priority: High
- Decision families: priority; combat; mana
- Cards: Atraxa, Grand Unifier; Dream Trawler; Angel of Serenity; Summon: Leviathan; Zur, Eternal Schemer; Agent of Treachery; Ruric Thar, the Unbowed
- Phase windows: own main phase; end-step engine resolution; post-board late game
- Runtime cues: action:cast Atraxa, Grand Unifier; action:cast Dream Trawler; action:cast Angel of Serenity; action:cast Summon: Leviathan; action:cast Zur, Eternal Schemer
- Use when: committing a finisher could stabilize, close the game, or walk into visible interaction pressure.
- Avoid when: the opponent can immediately punish a tap-out and holding interaction changes survival; Card text check required for Summon: Leviathan before exact combat assumptions.
- Instructions: Commit expensive threats when they change board state immediately or the opponent is constrained; preserve permission or removal when the visible board already favors patience.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Zur Animation Discipline
- Priority: Medium
- Decision families: combat; priority; selection
- Cards: Zur, Eternal Schemer; Leyline Binding; Up the Beanstalk; High Noon; Enigmatic Incarnation; Rest in Peace; Pinnacle Starcage
- Phase windows: own main phase; combat setup
- Runtime cues: action:activate Zur, Eternal Schemer; action:target
- Use when: turning an enchantment into a creature advances pressure or defense without sacrificing critical static or removal value.
- Avoid when: animating exposes the only important enchantment to combat damage or removal.
- Instructions: Animate expendable enchantments for clocks or blocks; avoid animating Leyline Binding, Rest in Peace, or High Noon when their battlefield text is more important than the body.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Combat Survival And Race
- Priority: High
- Decision families: combat; interaction
- Cards: Dream Trawler; Angel of Serenity; Atraxa, Grand Unifier; Overlord of the Hauntwoods; Zur, Eternal Schemer; Skyclave Apparition
- Phase windows: declare attackers; declare blockers; combat damage; end of combat
- Runtime cues: action:attack; action:block
- Use when: attacks or blocks determine survival, lethal pressure, or whether the deck reaches its next Enigmatic Incarnation turn.
- Avoid when: exactly one legal no-attack or no-block action is offered and no combat damage choice exists.
- Instructions: Block to preserve life until engines dominate; attack when the board is stable or the attack pressures lethal without losing a needed blocker.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact No-Block Pass
- Priority: Low
- Decision families: combat
- Cards: none
- Phase windows: declare blockers
- Runtime cues: action:no blocks
- Use when: the legal action list contains exactly one no-block action and no legal block action is visible.
- Avoid when: any legal block action, damage assignment, prevention action, or instant-speed interaction action is visible.
- Instructions: Submit the no-block action exactly as offered.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Graveyard Hate Commitment
- Priority: Medium
- Decision families: sideboard; interaction; priority
- Cards: Rest in Peace
- Phase windows: sideboarded opening turns; own main phase before graveyard value resolves
- Runtime cues: action:cast Rest in Peace
- Use when: the opponent's visible or known plan uses graveyard resources and Rest in Peace does not disable this deck's more important current line.
- Avoid when: it is only an enchantment body for Enigmatic Incarnation and the opponent has shown no graveyard reliance.
- Instructions: Cast Rest in Peace early against graveyard engines; preserve it on board unless sacrificing it wins or prevents a larger loss.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sideboard Plan Selection
- Priority: High
- Decision families: sideboard; pregame
- Cards: Dovin's Veto; Archon of Emeria; Clarion Conqueror; Elesh Norn, Mother of Machines; March of Otherworldly Light; Rest in Peace; Thought Distortion; Pinnacle Starcage; Ruric Thar, the Unbowed; Agent of Treachery
- Phase windows: sideboarding after game one; sideboarding after game two
- Runtime cues: action:sideboard; action:submit sideboard
- Use when: selecting a legal post-board configuration from validated sideboard actions.
- Avoid when: the proposed action violates registered 75 constraints or cuts too much enchantment fuel for Enigmatic Incarnation.
- Instructions: Add interaction and hate cards that map to the opponent's revealed plan; maintain enough enchantments, mana, and finishers for the engine to function.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Thought Distortion And Ruric Thar Gate
- Priority: Medium
- Decision families: sideboard; priority; interaction
- Cards: Thought Distortion; Ruric Thar, the Unbowed
- Phase windows: post-board main phase; late setup turns
- Runtime cues: action:cast Thought Distortion; action:cast Ruric Thar, the Unbowed
- Use when: the opponent is spell-heavy and the pilot can commit a high-impact anti-spell action without dying on board.
- Avoid when: creature pressure requires removal or blockers first.
- Instructions: Use Thought Distortion to break stocked noncreature hands when mana allows; use Ruric Thar, the Unbowed when its punishment text is expected to constrain the opponent more than it harms this deck.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes
