# Strategy Specifications
## Deck Name And Archetype
Dredgeless Dredge is a Pioneer Sultai graveyard-combo midrange deck built from a validated 60-card main deck and 15-card sideboard. The registered main deck contains 4 Bloodghast, 4 Prized Amalgam, 4 Silversmote Ghoul, 4 Creeping Chill, 4 Otherworldly Gaze, 4 Stitcher's Supplier, 4 Dredger's Insight, 4 Timeline Culler, 4 Willow Geist, 3 Souls of the Lost, 2 Witherbloom Command, and a 21-land mana base of 4 Mana Confluence, 3 Blooming Marsh, 3 Botanical Sanctum, 3 Darkslick Shores, 2 Breeding Pool, 2 Overgrown Tomb, and 2 Watery Grave. The registered sideboard is 4 Leyline of the Void, 2 Damping Sphere, 2 Fatal Push, 4 Duress, 1 Tear Asunder, and 2 Witherbloom Command.

The archetype is best classified as hybrid rather than stock: it plays the familiar graveyard-recursion pressure role of Bloodghast, Prized Amalgam, Silversmote Ghoul, and Creeping Chill, but the exact shell uses deck-specific enablers and payoffs such as Dredger's Insight, Timeline Culler, Willow Geist, and Souls of the Lost. Runtime decisions should not assume a conventional list, hidden card text, or a standard sideboard plan beyond the registered cards and legal actions exposed by Veles.

The core tags are combo, midrange, and graveyard; duplicate tag input should be normalized to combo, midrange, graveyard. The combo label means the deck can convert self-mill and graveyard triggers into sudden battlefield and life-total swings. The midrange label means it can also win by sequencing recursive creatures, growing threats, removal, discard after sideboard, and repeated pressure through normal combat. The graveyard label is mandatory for risk assessment because many strong draws require cards to enter or remain in the graveyard before payoff triggers become available.

The deck passes the active Pioneer format validation contract at 60 main-deck cards and 15 sideboard cards. Treat legality as validated for deck registration, but do not infer tactical legality during play without the rules engine: the pilot must choose only currently legal actions, must respect priority, must use visible zones and public information, and must not assume a graveyard trigger, cast permission, target, or replacement choice is available unless Forge/Veles exposes it.

The mana base is powerful but pain-sensitive and nonbasic-heavy. Mana Confluence, Watery Grave, Overgrown Tomb, and Breeding Pool can pressure the pilot's life total while enabling the deck's multi-color curve, so early sequencing should balance color access against Creeping Chill lifegain expectations and the opponent's visible clock. Blooming Marsh, Botanical Sanctum, and Darkslick Shores are highest-value early untapped sources when they cast the visible hand's enablers without additional life loss.

Role concerns are graveyard access, enabler density, payoff timing, and life management. Opening hands usually need a credible way to put cards into the graveyard, a payoff that rewards self-mill or recursion, or a sideboard-specific disruption plan. Hands that contain only recursive threats without a visible enabler, only enablers without pressure, or several painful lands against visible aggression should be treated as suspect unless the legal mulligan context, matchup role, and visible hand texture justify keeping.

Opponent information status is currently unspecified. This guide therefore starts from generic Pioneer opponent categories only in later matchup sections, and no opponent card should be assumed in hand, deck, graveyard, exile, or sideboard unless it is visible, logged, revealed, or provided by match context. When opponent identity is unknown, the pilot should default to developing its own graveyard engine while preserving life total and avoiding speculative plays that rely on unobserved opposing interaction.

## Thesis
Dredgeless Dredge assembles graveyard access, recursive creatures, and incidental life swings into a battlefield that is hard to trade with profitably. The deck's best games use Otherworldly Gaze, Stitcher's Supplier, Witherbloom Command, Dredger's Insight, and Timeline Culler only when their visible legal text advances graveyard density, card flow, or trigger setup, then convert Bloodghast, Prized Amalgam, Silversmote Ghoul, Creeping Chill, Willow Geist, and Souls of the Lost into pressure.

The primary plan is to make the graveyard behave like a second hand without assuming hidden card text or automatic triggers. Bloodghast turns land drops into recurring attackers, Prized Amalgam rewards creatures returning from the graveyard, Silversmote Ghoul pairs naturally with Creeping Chill lifegain when the rules engine exposes the trigger sequence, and Willow Geist plus Souls of the Lost can turn graveyard movement or graveyard size into combat pressure. If a trigger, target, return, or cast action is not exposed by Veles, do not assume it is available.

The deck wins by compressing the opponent's clock with recursive damage while buffering races through Creeping Chill and Silversmote Ghoul. Prioritize lines that put multiple relevant cards into the graveyard, create a recurring creature event, or produce a large attack over lines that merely trade one card for one card. When the opponent presents lethal pressure, prioritize survival actions, blockers, removal, and lifegain-triggered recursion over maximizing future graveyard value.

The deck is not trying to be a pure control deck, a normal creature-curve deck, or a speculative graveyard pile. Do not spend early turns holding up interaction with no pressure unless the visible matchup demands it. Do not keep hands that rely on drawing a missing enabler unless the mulligan context is punishing and the hand already has lands, castable threats, and a credible sideboard interaction plan. Do not overcommit to graveyard setup when a visible hate permanent, exile effect, or fast clock makes immediate board presence more important.

The tactical priority stack is enabler density first, payoff conversion second, mana and life management third, and narrow interaction fourth. Self-mill is valuable only when it creates a material graveyard or battlefield payoff; recursive threats are valuable only when the deck can return or exploit them; interaction is valuable when it protects the engine, stops lethal, clears blockers, or disrupts opposing hate. Card text check required for Dredger's Insight and Timeline Culler before treating them as deterministic enablers, payoffs, or interaction.

## Role Package
- Threats: Bloodghast, Prized Amalgam, Silversmote Ghoul, Willow Geist, Souls of the Lost, Stitcher's Supplier, and Timeline Culler are the registered bodies that can pressure life totals. Prioritize recursive or scaling threats when the game will involve removal and attrition, and prioritize immediate blockers or lifelink-adjacent recovery only when the visible legal text and board state support that role.

- Payoffs: Creeping Chill, Prized Amalgam, Silversmote Ghoul, Bloodghast, Willow Geist, and Souls of the Lost are the main graveyard payoffs. Creeping Chill is a race-swing payoff when milled or otherwise exposed through legal engine output; Prized Amalgam and Silversmote Ghoul are battlefield-conversion payoffs; Bloodghast is land-drop recursion; Willow Geist and Souls of the Lost are combat payoffs whose exact scaling must follow visible card text.

- Engines: Otherworldly Gaze, Stitcher's Supplier, Witherbloom Command, Dredger's Insight, and Timeline Culler are the likely engine cards, but Dredger's Insight and Timeline Culler require card text verification before the pilot treats a mode or trigger as known. Use engine actions to stock the graveyard, find missing lands or payoffs, and create return events; avoid engine actions that mill away the current plan without a visible payoff or recovery path.

- Velocity: Otherworldly Gaze and Dredger's Insight are the named velocity package, with Stitcher's Supplier and Witherbloom Command acting as board-attached or modal graveyard velocity when legal. Velocity choices should favor cards that unlock immediate recursion, hit land drops for Bloodghast, or find interaction against visible danger over abstract long-term card volume.

- Interaction: Witherbloom Command is the main-deck interactive card, while Fatal Push, Duress, Tear Asunder, Damping Sphere, Leyline of the Void, and the extra Witherbloom Command copies form the sideboard interaction suite. Use interaction to answer hate, survive lethal pressure, strip sweepers or graveyard disruption when Duress is boarded, and slow opposing spell engines when Damping Sphere is boarded.

- Protection: Duress is the clearest proactive protection card after sideboard, and Tear Asunder plus Witherbloom Command can protect the graveyard plan by answering visible permanents when their legal modes allow it. Protection means preserving the engine and recursion loop, not protecting a single creature at all costs.

- Recursion: Bloodghast, Prized Amalgam, and Silversmote Ghoul are the recursion core. Sequence land drops, lifegain events, and graveyard-return events to maximize legal returns, but never assume a return window, end-step trigger, or replacement timing unless Veles exposes it.

- Mana: Mana Confluence, Blooming Marsh, Botanical Sanctum, Darkslick Shores, Watery Grave, Overgrown Tomb, and Breeding Pool must support early black, blue, and green while limiting pain. Favor painless fast lands for early enablers, use shock lands and Mana Confluence when color access is worth the life, and value land drops highly when Bloodghast is in the graveyard or hand.

- Sideboard modules: Leyline of the Void is the graveyard-war module, Damping Sphere is the spell-chain or mana-engine module, Fatal Push is the cheap creature-removal module, Duress is the disruption and protection module, Tear Asunder is the flexible permanent-answer module, and extra Witherbloom Command copies deepen the attrition, removal, and graveyard-setup module.

## Primary Win Conditions
- Recursive swarm is the default win path: use Otherworldly Gaze, Stitcher's Supplier, Witherbloom Command, Dredger's Insight, and Timeline Culler to put Bloodghast, Prized Amalgam, Silversmote Ghoul, and Creeping Chill into the zones where their legal triggers matter. Prioritize this line when the opening hand has lands plus at least one self-mill or selection action and at least one payoff already in hand, graveyard, or likely to be found by exposed legal text.

- Execute the swarm line by creating return events before committing low-impact attacks. A land drop that returns Bloodghast can also enable Prized Amalgam if Forge exposes the trigger, and a Creeping Chill lifegain event can enable Silversmote Ghoul if Forge exposes that return action or trigger. Preserve land drops when Bloodghast is in the graveyard unless the immediate spell cast is worth more than the recursive creature event.

- Creeping Chill race compression is the cleanest noncombat damage path: self-mill aggressively when the opponent's life total is already under pressure or when your life total needs a swing. Do not treat Creeping Chill as castable burn unless the rules engine exposes a legal action; the reliable plan is to let legal graveyard movement and trigger output produce the drain when available.

- Scaling creature pressure is the main battlefield payoff when graveyard recursion is partially disrupted. Willow Geist and Souls of the Lost can become high-damage threats when their visible card text and current graveyard state support growth or size, while Stitcher's Supplier and Timeline Culler can provide bodies that turn sideways after their setup value is spent. Card text check required for Timeline Culler before making it a primary damage or engine commitment.

- Prioritize the fastest legal win path when graveyard hate is absent, the opponent is tapped low, or the opponent's clock is slower than the recursive board. Prioritize wider recursive pressure over one large creature against visible spot removal, and prioritize Willow Geist or Souls of the Lost over small recursive bodies when the opponent has blockers that invalidate 2-power attacks.

- Disruption changes the win path but does not cancel aggression. Against visible graveyard exile, replacement, or lock effects, shift toward castable creatures, Witherbloom Command interaction if legal, and sideboard answers after Game 1. Against sweepers or mass damage inferred from public play patterns, hold redundant enablers or a land drop when possible so Bloodghast, Prized Amalgam, and Silversmote Ghoul can rebuild after the battlefield is cleared.

## Secondary Win Conditions
- Cast-and-attack midrange is the backup plan when the graveyard is shut off or too slow. Cast Bloodghast, Prized Amalgam, Silversmote Ghoul, Willow Geist, Souls of the Lost, Stitcher's Supplier, and Timeline Culler as normal battlefield resources when legal, then trade damage and blockers based on visible combat math rather than waiting for perfect graveyard setup.

- Witherbloom Command value can become a secondary path when its visible modes answer a small permanent, rebuy a land, drain, mill, or otherwise improve both board and graveyard position. Choose modes that either remove a blocker or hate piece, recover a land drop for Bloodghast, or create graveyard density for Willow Geist and Souls of the Lost; Card text check required if the exact available modes are not exposed by Veles.

- Silversmote Ghoul plus Creeping Chill can stabilize races even when it is not lethal. If Creeping Chill resolves or triggers through the rules engine, reassess whether Silversmote Ghoul can return, block, attack, or be converted into card flow only if legal text allows. This line is strongest against creature decks where the life swing changes attacks and blocks for both players.

- Prized Amalgam attrition is a slow win condition when removal trades one-for-one. Favor sequences that create repeated creature-return events over casting every card from hand, because each returned Bloodghast or Silversmote Ghoul may create another Prized Amalgam trigger if the engine exposes it. Do not overvalue this plan if the opponent has a public exile effect or if the game will end before the delayed return matters.

- Sideboard pressure can win by buying time rather than increasing damage. Duress can clear a key interactive card before a graveyard push, Fatal Push can remove a blocker or lethal attacker, Leyline of the Void can suppress opposing graveyard engines, Damping Sphere can slow spell-chain or mana-engine opponents, Tear Asunder can answer a visible problem permanent, and extra Witherbloom Command copies can deepen attrition.

## Emergency Lines
- When behind on life, stop maximizing graveyard volume and first choose legal actions that prevent lethal. Use Fatal Push or Witherbloom Command if boarded or available, keep blockers back, value Creeping Chill triggers highly, and avoid Mana Confluence or shock-land pain unless the spell cast changes the survival math.

- When behind on board, convert graveyard setup into bodies instead of more setup. A land drop for Bloodghast, a legal Silversmote Ghoul return, or a Prized Amalgam trigger is often better than another selection spell if the opponent's next attack is threatening lethal or forcing bad blocks.

- When behind on cards, lean on recursion and selection instead of trading premium pieces casually. Otherworldly Gaze and Dredger's Insight should find engines, lands, or interaction when their text supports it, while Bloodghast and Prized Amalgam should be spent in combat more freely than Willow Geist or Souls of the Lost if those larger threats are your only route through blockers.

- When behind on mana, protect land drops and prioritize color access over perfect sequencing. Mana Confluence fixes urgent casts at a life cost, while Blooming Marsh, Botanical Sanctum, Darkslick Shores, Watery Grave, Overgrown Tomb, and Breeding Pool should be sequenced to cast early enablers and still enable Bloodghast returns later.

- When graveyard recursion is removed or disabled, become a small midrange deck and play only what is legal from hand. Attack with cast creatures, answer the hate permanent if Tear Asunder or Witherbloom Command is legal, and avoid milling more payoffs into a zone that cannot currently use them.

- When win conditions are exiled or exhausted, identify the remaining damage source before taking speculative actions. Count visible Bloodghast, Prized Amalgam, Silversmote Ghoul, Willow Geist, Souls of the Lost, Timeline Culler, and Creeping Chill access, then choose the line that creates the shortest credible clock while still surviving the opponent's next turn.

## Resource Model
- Life is a spendable fixer only while the race is stable. Use Mana Confluence and untapped Watery Grave, Overgrown Tomb, or Breeding Pool to unlock a high-impact early spell, but stop paying life when the opponent's visible attack threatens to make Creeping Chill recovery or Silversmote Ghoul stabilization necessary.

- Hand cards are staging tools, not the only material source. Prioritize keeping at least one legal self-mill or selection action, one castable creature or payoff, and lands that produce the colors for Otherworldly Gaze, Stitcher's Supplier, Willow Geist, Souls of the Lost, Witherbloom Command, Dredger's Insight, or Timeline Culler as exposed by the engine. Card text check required for Dredger's Insight and Timeline Culler before treating them as guaranteed graveyard velocity.

- Mana converts setup into pressure when it enables multiple cheap actions before the opponent stabilizes. Spend early mana on Otherworldly Gaze, Stitcher's Supplier, Willow Geist, or Witherbloom Command when legal and tactically relevant; hold mana for interaction only when visible board state, stack context, or sideboard cards such as Fatal Push, Duress, Tear Asunder, or extra Witherbloom Command make that line concrete.

- Board presence is the pressure scoreboard. Bloodghast, Prized Amalgam, Silversmote Ghoul, Willow Geist, Souls of the Lost, Stitcher's Supplier, and Timeline Culler should be evaluated by visible attack damage, blocking duty, and recursive rebuild potential rather than by hand value alone.

- Graveyard volume is the deck's engine fuel but not a promise of future value. Mill aggressively when Bloodghast, Prized Amalgam, Silversmote Ghoul, Creeping Chill, Willow Geist, Souls of the Lost, or legal graveyard text can convert it; slow down when visible graveyard hate, exile replacement effects, or public sideboard cards make more milling low impact.

- Exile is the failure ledger for recursive plans. Count exiled Bloodghast, Prized Amalgam, Silversmote Ghoul, Creeping Chill, Willow Geist, and Souls of the Lost before choosing a long-game line, and switch to cast-and-attack pressure if too many payoffs are gone.

- Lands are both mana and trigger timing. Preserve land drops when Bloodghast is in the graveyard and the engine exposes a return trigger, but play the land first when color access is required to cast the spell that keeps the game alive or starts the engine.

- Sacrifice fodder must be based on legal prompts. Treat Stitcher's Supplier, Bloodghast, and Silversmote Ghoul as expendable before Willow Geist or Souls of the Lost only when a visible legal action asks for a sacrifice or cost payment; do not assume any sacrifice outlet exists from deck identity alone.

- Tempo is gained by making the opponent answer returned bodies twice. Prefer lines that produce an immediate battlefield change, a Bloodghast landfall return, a Prized Amalgam delayed return, a Silversmote Ghoul return, or a Creeping Chill swing over speculative selection when under pressure.

- Information changes commitment. Use public plays, revealed cards, Duress results after sideboarding, visible graveyards, and stack actions to decide whether to commit more graveyard material, hold a land drop, answer a hate permanent, or race.

- Sideboard bullets are resource converters. Leyline of the Void trades a card for opposing graveyard suppression, Damping Sphere trades speed for spell-chain or mana-engine disruption, Duress trades a card for information and protection, Fatal Push trades mana for board tempo, Tear Asunder trades flexibility for a visible permanent answer, and extra Witherbloom Command copies increase attrition and utility if their legal modes fit the board.

## Mana Guide
- Keep hands that cast an early enabler and have a second color path. A strong opener has one or two lands plus access to black or blue for Stitcher's Supplier or Otherworldly Gaze, green or black for Willow Geist, Souls of the Lost, or Witherbloom Command as needed, and enough lands to make Bloodghast landfall meaningful.

- Mulligan hands that cannot take a legal early action by turn two. Do not keep slow hands on recursive payoffs alone if Bloodghast, Prized Amalgam, Silversmote Ghoul, and Creeping Chill have no visible way to enter or matter from the graveyard.

- Sequence fast lands before shock lands when they cast the same spell. Blooming Marsh, Botanical Sanctum, and Darkslick Shores should usually enter early while untapped, saving Watery Grave, Overgrown Tomb, Breeding Pool, and Mana Confluence for color gaps, later turns, or landfall timing.

- Use Mana Confluence as the emergency bridge for awkward colors. Pay life for Mana Confluence when it enables a critical Otherworldly Gaze, Stitcher's Supplier, Witherbloom Command, Willow Geist, Souls of the Lost, Dredger's Insight, Timeline Culler, Fatal Push, Duress, Tear Asunder, or Damping Sphere; avoid it when another land produces the same mana without changing the line.

- Decide shock-land pain from the current turn's legal actions. Put Watery Grave, Overgrown Tomb, or Breeding Pool onto the battlefield untapped only when the spell cast this turn improves survival, engine speed, or protection more than the life loss hurts the race.

- Play land before draw or selection when Bloodghast return, color access, or immediate spell casting matters. Delay the land until after Otherworldly Gaze, Dredger's Insight, or Witherbloom Command only when the deck needs new information to choose the correct land, preserve a Bloodghast trigger, or decide whether to shock.

- Prioritize black and blue for the first graveyard action, then green for scaling pressure and utility. Black supports Stitcher's Supplier, Bloodghast, Silversmote Ghoul, Fatal Push, and Duress; blue supports Otherworldly Gaze and Watery Grave lines; green supports Willow Geist, Witherbloom Command, Tear Asunder, and Overgrown Tomb/Breeding Pool pressure.

- Leave interaction mana only for named legal cards and visible need. Holding Fatal Push, Duress, Tear Asunder, or Witherbloom Command mana is correct when the opponent presents a target, stack risk, hate permanent, or protected combo turn; otherwise spend mana to advance self-mill and board pressure.

- Treat sideboard mana as a sequencing constraint. Leyline of the Void matters most when it begins in the opening hand if the rules engine exposes pregame placement; Damping Sphere must be cast before the opponent's engine turn; Duress needs black before commitment; Fatal Push needs black at the removal window; Tear Asunder and Witherbloom Command need green or black access according to legal costs shown by Veles.

## Mulligan Guide
- Strong keep: keep one-to-three-land hands with Otherworldly Gaze or Stitcher's Supplier plus at least one graveyard payoff or pressure card. A hand like Blooming Marsh, Watery Grave, Stitcher's Supplier, Otherworldly Gaze, Bloodghast, Prized Amalgam, Willow Geist has mana, velocity, a landfall payoff, and pressure.

- Strong keep: keep hands that cast turn-one Willow Geist or Stitcher's Supplier and have follow-up graveyard volume. Willow Geist plus Otherworldly Gaze, Witherbloom Command, Dredger's Insight, or Stitcher's Supplier is a real engine start only if the colors work and the hand can keep adding cards to graveyard or battlefield.

- Medium keep: keep two-land hands with Dredger's Insight or Timeline Culler only when the engine exposes legal early card-flow or setup text. Card text check required for Dredger's Insight and Timeline Culler; do not keep them as guaranteed self-mill unless Veles confirms the relevant legal action.

- Risky keep: keep one-land hands only with an untapped source for Otherworldly Gaze or Stitcher's Supplier and a realistic second-land path from selection. A one-land Mana Confluence hand with Otherworldly Gaze, Stitcher's Supplier, Bloodghast, Creeping Chill, Prized Amalgam, Silversmote Ghoul can be acceptable on the draw, but it is fragile on the play.

- Automatic ship: ship hands with no land, one land and no turn-one/two enabler, or five-plus lands without Otherworldly Gaze, Stitcher's Supplier, Witherbloom Command, Dredger's Insight, or Timeline Culler. Recursive cards alone do not make a keep if Bloodghast, Prized Amalgam, Silversmote Ghoul, and Creeping Chill have no route to matter.

- Automatic ship: ship hands that cannot cast any visible spell by turn two after accounting for tapped lands. Multiple Bloodghast, Prized Amalgam, Silversmote Ghoul, and Creeping Chill with only awkward lands is a trap unless Otherworldly Gaze or Stitcher's Supplier is already castable.

- Matchup-dependent keep: keep slower hands with Witherbloom Command, Souls of the Lost, or extra lands when the opponent is pressuring resources or small permanents rather than racing. Post-board, Leyline of the Void, Duress, Fatal Push, Damping Sphere, Tear Asunder, or extra Witherbloom Command changes the keep only when its role matches visible or known matchup pressure.

- Play/draw adjustment: on the play, prefer a hand that creates battlefield pressure by turn two; on the draw, accept slightly more selection-heavy hands if Otherworldly Gaze, Dredger's Insight, or Stitcher's Supplier can find lands and graveyard payoffs. Do not keep a hand merely because it has many recursive cards if it gives the opponent two uncontested turns.

- Trap hand: avoid hands full of Prized Amalgam, Silversmote Ghoul, Creeping Chill, and Bloodghast with no self-mill or discard-like legal action. These cards are strongest when converted from graveyard movement, landfall, or life-swing triggers, not when stranded in hand without pressure.

- Mulligan bottom rule: bottom redundant expensive or currently uncastable payoffs before enablers and lands. Preserve Otherworldly Gaze, Stitcher's Supplier, castable Willow Geist, functional lands, and matchup-critical sideboard cards; bottom extra Prized Amalgam, Silversmote Ghoul, Creeping Chill, or color-locked spells when the opening engine still functions.

## Turn Arc
- Turn 1: lead on an untapped land that casts Otherworldly Gaze, Stitcher's Supplier, or Willow Geist. Prefer Stitcher's Supplier when a body and immediate graveyard volume are useful, prefer Otherworldly Gaze when the hand needs land or payoff selection, and prefer Willow Geist when follow-up graveyard movement is already likely.

- Turn 1 deviation: cast Duress post-board before committing a fragile graveyard line when the matchup is interaction-heavy and black mana is available. Cast Leyline of the Void only through the pregame action if Veles exposes it; do not assume it can be deployed later for the same effect.

- Turn 2: add the second engine piece or convert graveyard setup into pressure. Cast Witherbloom Command if a legal mode advances mana, mills, removes a relevant small permanent, or stabilizes; cast Dredger's Insight or Timeline Culler only according to confirmed legal text; deploy Bloodghast, Willow Geist, Souls of the Lost, or Stitcher's Supplier when it improves the battlefield.

- Turn 2 deviation: cast Fatal Push, Damping Sphere, Tear Asunder, Duress, or Witherbloom Command instead of self-mill when the visible opponent line will otherwise outpace or lock the deck. Interaction is a tempo play here, not a default holding pattern.

- Turn 3: start forcing recursive pressure and life-total swings. Prioritize lines that return Bloodghast, enable Prized Amalgam, trigger or cast Silversmote Ghoul, expose Creeping Chill from graveyard movement, or grow Willow Geist and Souls of the Lost while adding attackers.

- Turn 3 deviation: preserve a land drop when Bloodghast is in the graveyard and the return trigger matters more after selection. Play the land first if color access is required to cast the spell that creates the graveyard movement or answers a hate permanent.

- Turns 4-5: convert every legal action into damage, recursion, or stabilization. Sequence landfall, self-mill, and combat so Bloodghast, Prized Amalgam, Silversmote Ghoul, Willow Geist, Souls of the Lost, Timeline Culler, and Stitcher's Supplier create the widest or most durable board Veles legally offers.

- Turns 4-5 deviation: slow graveyard commitment when public hate, exile effects, or a visible permanent answer changes the exchange. Use Tear Asunder, Witherbloom Command, Fatal Push, Duress, or Damping Sphere when they directly protect the attack plan or prevent a faster opposing kill.

- Late game: count remaining recursive threats before choosing between mill and cast-and-attack. If too many Bloodghast, Prized Amalgam, Silversmote Ghoul, Creeping Chill, Willow Geist, or Souls of the Lost are exiled or already exhausted, prioritize hard-casting threats, preserving blockers, and using legal interaction over speculative graveyard volume.

- Late-game deviation: race when Creeping Chill swings, Bloodghast returns, or evasive/large attackers create a visible lethal clock; stabilize when the opponent's public battlefield threatens lethal first. Use Veles legal combat, stack, and target prompts as the final authority for whether a line is available.

## Card Roles
- Otherworldly Gaze is the cleanest turn-one setup spell because it fixes the next draw while moving Bloodghast, Prized Amalgam, Silversmote Ghoul, Creeping Chill, and extra graveyard-scaling material toward the zone where the deck converts them into pressure. Cast it early when the hand needs land, a self-mill burst, or a payoff bin; hold or flash it back later when a visible landfall, recursive trigger, or lethal race math matters more than blind volume.

- Stitcher's Supplier is both an enabler and a combat resource, so lead with it when an immediate graveyard dump plus a disposable body is better than selection. Do not protect Stitcher's Supplier like a normal threat; trading, chump blocking, or sacrificing it is often correct when the death trigger or graveyard count advances Willow Geist, Souls of the Lost, Prized Amalgam, Bloodghast, Silversmote Ghoul, or Creeping Chill.

- Willow Geist is the early creature that rewards repeated graveyard movement, especially when Bloodghast returns, Prized Amalgam moves out of the graveyard, Silversmote Ghoul returns, Creeping Chill exiles itself, or Otherworldly Gaze uses flashback. Deploy Willow Geist before the graveyard starts emptying when possible; avoid casting it late into a board where it will remain a small attacker and cannot profitably block or pressure.

- Bloodghast is a recursive damage engine, not a defensive creature. Prioritize putting Bloodghast into the graveyard with Otherworldly Gaze, Stitcher's Supplier, Witherbloom Command, Dredger's Insight, or Timeline Culler when Veles confirms legal text, then sequence land drops after it is in the graveyard so landfall generates a body and can wake Prized Amalgam at the next end step. Do not keep Bloodghast in hand merely to curve out unless the deck lacks any graveyard route or needs immediate pressure through visible graveyard hate.

- Prized Amalgam is the payoff that turns one returning creature into multiple attackers. It is strongest in the graveyard before Bloodghast or Silversmote Ghoul returns, so mill or discard-like legal actions that place Prized Amalgam in the graveyard are often better than hard-casting it. Hard-cast Prized Amalgam only when graveyard access is blocked, the battlefield needs a body now, or the hand has no near-term recursive trigger.

- Silversmote Ghoul links life swings to recursion and card flow, making Creeping Chill and other three-life-gain events strategically important. Prefer lines that put Silversmote Ghoul into the graveyard before Creeping Chill resolves from the graveyard, and treat its sacrifice-to-draw style action as conditional on Veles legal text, available mana, race math, and whether losing a recursive attacker weakens the next combat step.

- Creeping Chill is primarily a milled life-total swing, so do not plan to cast it from hand unless the rules engine exposes a legal cast and the tactical need is clear. Value self-mill higher when Creeping Chill remains in library and the race is close; value hard battlefield development higher when Creeping Chill copies are already drawn, exiled, resolved, or too unreliable to chase.

- Souls of the Lost is a graveyard-scaling battlefield threat whose exact tactical ceiling depends on visible card types and confirmed current power/toughness. Cast it when the graveyard is already stocked or when the matchup demands a large blocker; avoid running it out as a fragile low-impact body if the hand can first add permanent cards to the graveyard through Stitcher's Supplier, Otherworldly Gaze, Witherbloom Command, Dredger's Insight, or Timeline Culler.

- Witherbloom Command is the flexible main-deck bridge between engine setup, small-permanent interaction, land recovery, and stabilization. Use it early when a legal mode mills, finds or returns a land, kills a relevant small creature or noncreature permanent, or creates a life swing that matters for Silversmote Ghoul; do not choose a low-impact mode just because mana is available if a self-mill or battlefield line produces more pressure.

- Dredger's Insight is a named engine card, but card text check required before assuming it mills, draws, discards, or recurs. Treat it as a keep or sequencing reason only when Veles exposes legal action text that clearly advances graveyard setup, card selection, or pressure; if the legal action text is ambiguous, prefer known enablers such as Otherworldly Gaze, Stitcher's Supplier, and Witherbloom Command.

- Timeline Culler is a named engine card, but card text check required before assigning combat, selection, graveyard, or removal value. Cast it on curve only when the legal text presented by Veles improves the current battlefield or graveyard plan; hold it when the visible line requires mana for Bloodghast landfall sequencing, Witherbloom Command interaction, or post-board answers.

- Mana Confluence is the best color fixer and the most dangerous repeated source, so use it to unlock high-impact early actions rather than as the default land for every payment. Spend life freely when enabling turn-one Otherworldly Gaze, Stitcher's Supplier, or Willow Geist, but shift to shock lands, fast lands, or color-stable sources when the opponent's visible clock makes each point of life matter.

- Blooming Marsh supports the deck's black-green early core, especially Stitcher's Supplier, Willow Geist, Witherbloom Command, Bloodghast, Souls of the Lost, and post-board Fatal Push, Duress, Tear Asunder, or extra Witherbloom Command. Lead with Blooming Marsh when it enters untapped and casts the current engine spell; avoid sequencing it after too many lands if doing so would make it enter tapped and cost a critical turn.

- Botanical Sanctum and Darkslick Shores are early-speed lands that reward planning the first three turns. Use Botanical Sanctum to enable blue setup while still supporting green cards, and use Darkslick Shores to enable black setup plus blue selection; do not delay them unnecessarily when their untapped window is needed for Otherworldly Gaze, Stitcher's Supplier, Dredger's Insight, or Timeline Culler.

- Watery Grave, Overgrown Tomb, and Breeding Pool provide durable color access after fast lands stop entering untapped. Shock them in when the life payment enables a decisive early engine, answer, or recursive turn; choose tapped entry when the current turn has no legal high-impact play and life preservation changes the race.

- Leyline of the Void is a sideboard pregame hate card, not a normal engine card. Keep it when the matchup is graveyard-dependent and Veles exposes the legal pregame action; do not overvalue it against decks where the main plan is faster battlefield pressure and Leyline of the Void does not affect visible opposing resources.

- Damping Sphere is a sideboard pacing card for opponents relying on repeated spell chains or unusual mana scaling. Deploy it when it meaningfully slows the opponent more than this deck's own multi-spell recursion turns; avoid bringing it or casting it by reflex when the game is about creature combat, graveyard hate, or spot removal.

- Fatal Push is the clean sideboard answer to early creatures that race the graveyard engine. Use it before self-mill when a visible attacker or utility creature changes lethal math, blocks Bloodghast pressure, or forces bad trades; hold it when the opponent has no relevant target and the deck needs to spend mana building a graveyard.

- Duress is the sideboard protection and disruption spell for interaction-heavy or noncreature-combo matchups. Cast it before committing a fragile graveyard sequence, a key Witherbloom Command mode, or a high-pressure recursive turn when black mana is available; choose a target only from the revealed hand and never infer hidden cards not shown by Veles.

- Tear Asunder is the sideboard catch-all for visible permanents that block the deck's graveyard, combat, or race plan. Use it on a public hate permanent or decisive artifact/enchantment threat when Veles confirms a legal target; do not spend it on a low-impact permanent if the opponent's most dangerous visible card has not appeared yet.

- Extra sideboard Witherbloom Command copies make the deck more interactive and stabilizing without abandoning graveyard setup. Bring and cast them when small creatures, small permanents, land pressure, or life-total races matter; reduce reliance on them when the matchup is about large threats, stack interaction, or speed that Witherbloom Command cannot legally affect.

## Interaction Priorities

- Stop graveyard hate first when it prevents Bloodghast, Prized Amalgam, Silversmote Ghoul, Souls of the Lost, Willow Geist, Otherworldly Gaze, Dredger's Insight, Witherbloom Command, or Stitcher's Supplier from converting the graveyard into pressure. Use Tear Asunder or Witherbloom Command on a visible hate permanent only when Veles confirms a legal target; do not spend the answer on a minor artifact, enchantment, or creature if the opponent has a public card that actually shuts off the graveyard plan.

- Remove early racing creatures before engine value when the opponent's visible board threatens to make Creeping Chill life swings insufficient. Post-board Fatal Push should hit the creature that changes the shortest clock, blocks recursive attackers cleanly, or enables a snowballing combat step; main-deck Witherbloom Command should take a removal mode only when its legal target matters more than milling, land recovery, or stabilizing life.

- Discard protection is for commitment turns, not random information. Cast Duress before a fragile graveyard push, a key Tear Asunder turn, or a decisive Witherbloom Command mode against interactive or combo opponents; choose only from the revealed hand and prioritize graveyard hate, sweepers, exile effects, combo pieces, or stack interaction over low-impact creatures.

- Exile pressure with Leyline of the Void only in matchups where the opponent's graveyard is a real resource. Keep or deploy Leyline of the Void against graveyard engines, recursive threats, escape-style pressure, and graveyard combo; do not let it distract from casting Stitcher's Supplier, Otherworldly Gaze, Willow Geist, or Bloodghast against opponents whose visible plan is ordinary creature combat.

- Counter and bounce decisions are normally absent for this registered deck. Do not search for counterspell or bounce lines unless Veles exposes a legal action from an actual visible card; spend decision effort on discard, removal, exile, self-mill sequencing, and combat math instead.

- Bait interaction with replaceable pressure before exposing the best engine payoff. Against removal or sweepers, lead with Bloodghast, Stitcher's Supplier, Willow Geist, or a low-investment self-mill spell when the hand has redundancy; avoid making Prized Amalgam, Souls of the Lost, or Silversmote Ghoul the only meaningful threat if a visible or revealed answer can punish the whole turn.

- Ignore creatures that do not change the clock, block profitably, or attack the graveyard plan. A small attacker can be raced with Creeping Chill, Silversmote Ghoul, and recursive Bloodghast pressure; save Fatal Push, Tear Asunder, and Witherbloom Command for cards that shorten lethal math, stop recursion, or make attacks impossible.

## Combat And Trading Rules

- Attack with recursive creatures when trades advance the graveyard plan or preserve pressure. Bloodghast and Prized Amalgam are good attackers into trades when they are likely to return through visible land drops or graveyard triggers; do not trade away Souls of the Lost or Willow Geist casually if they are the only large blocker, the only scaling threat, or the only creature holding back lethal damage.

- Preserve engine creatures when their next trigger matters more than immediate damage. Stitcher's Supplier is often acceptable to trade or sacrifice because dying can stock the graveyard, but Willow Geist should survive when future exile events, Creeping Chill resolution, Leyline of the Void pressure, or other visible triggers will grow it beyond current combat.

- Block aggressively at low life totals when Creeping Chill is not enough to stabilize. Treat life below the opponent's visible two-turn clock as a survival threshold: trade Bloodghast, Stitcher's Supplier, or Silversmote Ghoul if that prevents lethal or forces the opponent to spend mana; keep attacking only when the return swing plus possible Creeping Chill makes the race clearly favorable from public information.

- Use Silversmote Ghoul as both pressure and a stabilizing body only when the life-gain condition is realistically supported. If Creeping Chill or a legal Witherbloom Command life mode can enable recursion, trading Silversmote Ghoul is more attractive; if no visible life-gain path exists, treat it as a normal creature and avoid throwing it away without race value.

- Convert self-mill into combat pressure before overcommitting extra bodies. When the graveyard already contains Bloodghast, Prized Amalgam, or Silversmote Ghoul, prioritize landfall, legal recursion triggers, and attacks that pressure life totals; against sweepers or open interaction, hold surplus creatures if the current battlefield already forces action.

- Defend differently by archetype. Against fast creature decks, value Fatal Push, Witherbloom Command, large Souls of the Lost blocks, and Silversmote Ghoul trades; against control, make recurring threats demand answers while avoiding unnecessary all-in combat; against combo, shorten the clock with Bloodghast, Prized Amalgam, Willow Geist, and Souls of the Lost while Duress or Damping Sphere buys time.

- Do not chump block with the last engine piece unless survival requires it. A single point of life can matter with Mana Confluence and shock lands, but losing the only Willow Geist, Souls of the Lost, or Stitcher's Supplier may reduce future pressure more than the prevented damage; let Veles combat math and visible lethal risk decide.

## Selection And Tutor Rules

- Treat this deck as pseudo-selection rather than true tutoring. The registered main deck has no deterministic library tutor, so choose from visible legal actions that mill, surveil, draw, recover a land, or select among revealed cards; never assume a specific hidden card is available.

- Use Otherworldly Gaze to sculpt graveyard plus next draw before committing low-resource turns. Put Bloodghast, Prized Amalgam, Silversmote Ghoul, and Creeping Chill into the graveyard when Veles exposes that choice and the current plan needs pressure or life swing; keep lands on top when Bloodghast landfall, color fixing, or spell casting is the bottleneck.

- Sequence self-mill before draw/filter when the payoff depends on graveyard contents. If Otherworldly Gaze, Stitcher's Supplier, Witherbloom Command, Dredger's Insight, or Timeline Culler can legally change the graveyard before a later selection, prefer the line that increases information and enables Bloodghast, Prized Amalgam, Silversmote Ghoul, Souls of the Lost, or Willow Geist before choosing a follow-up action.

- Time land drops around Bloodghast and color requirements. When Bloodghast is in the graveyard or may enter the graveyard this turn, delay the land drop until after legal self-mill or discard-like selection if doing so can trigger recursion; make the land drop first only when Mana Confluence, Blooming Marsh, Botanical Sanctum, Darkslick Shores, Breeding Pool, Overgrown Tomb, or Watery Grave mana is needed to cast the setup spell.

- Use Witherbloom Command selection modes conditionally because exact mode text must come from Veles. Card text check required for any uncertain mode interaction; if Veles presents a land-recursion or self-mill mode, choose it when missing land drops, enabling Bloodghast, or rebuilding after graveyard pressure matters more than removal or life stabilization.

- Keep top cards that solve the current bottleneck, not cards that are abstractly powerful. Keep lands when the hand cannot cast spells or needs landfall; keep Otherworldly Gaze, Stitcher's Supplier, or Dredger's Insight when the graveyard is empty; keep Witherbloom Command, Fatal Push, Tear Asunder, or Duress only when the visible or revealed matchup makes that interaction timely.

- Bottom or mill excess copies when the role is already covered. Extra Bloodghast or Prized Amalgam in hand can be worse than graveyard access; extra lands after stable colors can be worse than a self-mill spell; extra Souls of the Lost or Willow Geist can be weaker than interaction when the opponent has a visible clock or graveyard hate.

- Treat Dredger's Insight and Timeline Culler as card-text-dependent engines. Card text check required; if Veles exposes draw, surveil, mill, exile-from-graveyard, or selection choices, prefer options that convert the graveyard into recursive board presence, grow Willow Geist, support Souls of the Lost, or find a needed land or interaction spell.

## Priority And Stack Rules

- Spend priority on setup when the stack is empty and mana would otherwise go unused. Cast Otherworldly Gaze, Stitcher's Supplier, Dredger's Insight, Witherbloom Command, Willow Geist, Bloodghast, Souls of the Lost, Timeline Culler, or Silversmote Ghoul only through legal Veles actions, and pass when no action improves mana use, graveyard density, board pressure, or survival.

- Let opposing spells resolve when the registered deck has no legal response that changes the outcome. This deck normally lacks counterspells, so do not pause for imaginary stack interaction; respond only with exposed legal actions from Otherworldly Gaze, Fatal Push, Tear Asunder, Witherbloom Command, or another visible card.

- Use instant-speed Otherworldly Gaze in the last safe window before the card quality matters. Prefer opponent end step when digging without immediate pressure; use upkeep or precombat only when a visible Bloodghast, Prized Amalgam, Silversmote Ghoul, Creeping Chill, Souls of the Lost, or Willow Geist interaction can affect this turn's landfall, life total, attackers, blockers, or lethal math.

- Answer graveyard hate before committing more graveyard resources. If the opponent presents a visible permanent that stops recursion or graveyard access, hold priority for Tear Asunder or Witherbloom Command when Veles confirms a legal target; do not fire self-mill into a public effect that makes Bloodghast, Prized Amalgam, Silversmote Ghoul, or Creeping Chill fail to matter.

- Use removal at the latest window that preserves life and information. Fatal Push and Witherbloom Command should usually wait until the opponent commits attacks, targets, or mana unless waiting risks losing a legal target, taking lethal damage, or letting a snowballing creature generate value.

- Respect recursive and triggered timing exactly as Veles reports it. Accept Bloodghast, Prized Amalgam, Silversmote Ghoul, Creeping Chill, Willow Geist, Souls of the Lost, and Stitcher's Supplier triggers when they are beneficial and legal; decline only if Veles exposes an optional trigger whose resolution visibly harms the current plan.

- Cast Duress before the commitment point, not after the payoff is already exposed. Use it in the main phase before a major graveyard push, Tear Asunder turn, or vulnerable threat when the opponent has unknown interaction; choose only from revealed legal options and do not infer hidden cards.

- In combat priority windows, act only when the spell changes combat or survival. Use Fatal Push, Otherworldly Gaze, Witherbloom Command, or Tear Asunder before damage if it alters lethal math, frees attacks, enables recursion, or removes a blocker; otherwise preserve resources and let recursive creatures pressure over multiple turns.

- Avoid unnecessary Mana Confluence and shock-land life loss during priority decisions. Pay painful mana only when the resulting spell or action materially improves board pressure, fixes a near-term bottleneck, removes a threat, or prevents losing the race.

## Sideboard Map

- Sideboard with the role first, then the card count. Dredgeless Dredge wins by turning graveyard volume into recurring pressure, so every sideboard plan must preserve enough self-mill, creatures, landfall recursion, and payoff density for Bloodghast, Prized Amalgam, Silversmote Ghoul, Willow Geist, and Souls of the Lost to remain functional.

- Leyline of the Void is the high-impact graveyard mirror and graveyard-combo tool. Bring it against decks whose visible or known plan depends on graveyard contents resolving into threats, mana, recursion, or combo material; reduce its priority against fair creature decks, control decks with few graveyard dependencies, and opponents where opening-hand Leyline pressure does not outweigh drawing a non-engine card later.

- Damping Sphere is the anti-combo and anti-big-mana pressure valve. Use it when the opponent needs multiple spells in one turn, unusually large mana turns, or repeated noncreature engine turns; reduce its priority when the opponent is attacking with normal creatures, using one spell per turn, or when your own best line needs maximum mana efficiency for self-mill plus recursive pressure.

- Fatal Push is the efficient survival card. Add it against creature decks where one early attacker, mana creature, sacrifice outlet, or snowballing threat decides the race; reduce its priority against creature-light combo, graveyard mirrors where Leyline of the Void matters more, and control shells where it may sit without legal targets.

- Duress is the commitment-protection and disruption card. Add it against control, combo, sweepers, graveyard hate, and decks with noncreature interaction that can stop a graveyard push; reduce its priority against low-spell creature decks where the main issue is battlefield survival rather than hand disruption.

- Tear Asunder is the flexible answer to visible hate or engine permanents. Add it when the opponent can present artifact, enchantment, or permanent-based disruption that blocks graveyard recursion, combat, or life-total stabilization; reduce its priority when the opponent’s threats are mostly creatures and Fatal Push or Witherbloom Command gives cleaner interaction.

- Sideboard Witherbloom Command is for flexible low-curve interaction and graveyard-support turns. Add extra copies when the matchup rewards land recovery, small-permanent interaction, self-mill, life stabilization, or redundant answers to hate; reduce its priority when the opponent is faster than a modal setup card or when the card text exposed by Veles does not line up with visible targets.

Graveyard Mirror Or Graveyard Combo
Side in: 4 Leyline of the Void; 2 Witherbloom Command; 1 Tear Asunder
Cut: 4 Creeping Chill; 2 Timeline Culler; 1 Souls of the Lost

- Plan logic: Leyline of the Void changes the opponent’s resource model while your deck can still pressure with cast creatures, landfall Bloodghast, and hard-cast threats. Tear Asunder and extra Witherbloom Command help when the opponent has visible hate, a permanent engine, or a battlefield card that must be answered before graveyard pressure matters.

- Role change: become a disruption-first graveyard deck rather than a pure race deck. Keep hands with Leyline of the Void plus lands and at least one real engine or threat; do not keep Leyline-only hands that cannot cast Stitcher's Supplier, Otherworldly Gaze, Dredger's Insight, Willow Geist, Bloodghast, or follow-up pressure.

Creature Aggro And Go-Wide Pressure
Side in: 2 Fatal Push; 2 Witherbloom Command
Cut: 2 Timeline Culler; 2 Dredger's Insight

- Plan logic: Fatal Push and extra Witherbloom Command buy time for recursive blockers and Creeping Chill life swings. Preserve Stitcher's Supplier, Bloodghast, Prized Amalgam, and Silversmote Ghoul because repeated bodies are the main way to stabilize without spending too many cards one-for-one.

- Role change: become a stabilizing graveyard midrange deck. Trade early when the creature returns later or when the exchange protects life total; avoid overvaluing Souls of the Lost or Willow Geist if they cannot block profitably this turn.

Spell Combo Or Noncreature Engine
Side in: 4 Duress; 2 Damping Sphere
Cut: 2 Witherbloom Command; 2 Timeline Culler; 2 Silversmote Ghoul

- Plan logic: Duress protects the setup turn and Damping Sphere taxes explosive turns. Keep enough recursive pressure to end the game after disruption; avoid hands that only interact but do not put Bloodghast, Prized Amalgam, Willow Geist, Souls of the Lost, Stitcher's Supplier, Otherworldly Gaze, or Dredger's Insight into action.

- Role change: become a fast disruptive pressure deck. Cast Duress before the turn where you commit self-mill or recursive threats if the opponent may have visible or revealed interaction; use Damping Sphere before the opponent’s key mana turn when Veles presents the legal action.

Control Or Heavy Interaction
Side in: 4 Duress; 1 Tear Asunder; 2 Witherbloom Command
Cut: 2 Dredger's Insight; 2 Timeline Culler; 2 Silversmote Ghoul; 1 Creeping Chill

- Plan logic: this exact plan uses all four Duress and the flexible permanent answer while keeping the graveyard engine dense. Use it only when the matchup label matches the control or heavy-interaction role; otherwise use the broader role guidance below instead.

- Role change: protect recursive engines and avoid walking every payoff into one answer. Duress should clear a path for Otherworldly Gaze, Dredger's Insight, Stitcher's Supplier, or a major recursion turn, while Tear Asunder is held for a visible permanent that actually blocks the game plan.

- Add role cards: Duress, Tear Asunder, and sideboard Witherbloom Command against slow decks with removal, sweepers, graveyard hate, or noncreature win conditions.

- Reduce main-deck emphasis: the slowest engine pieces and the least target-relevant interaction when the opponent is not pressuring life total with creatures.

Artifact Or Enchantment Hate Decks
Side in: 1 Tear Asunder; 2 Witherbloom Command; 4 Duress
Cut: 3 Timeline Culler; 2 Dredger's Insight; 2 Silversmote Ghoul

- Plan logic: answer or preempt hate before investing heavily in graveyard volume. Duress can remove a noncreature hate card before it resolves, Tear Asunder can answer a visible permanent, and Witherbloom Command may provide a second flexible answer if Veles confirms the legal target and mode.

- Role change: delay the biggest graveyard commitment until the hate question is answered. Continue casting threats that matter without the graveyard, but do not spend premium self-mill into a public effect that stops Bloodghast, Prized Amalgam, Silversmote Ghoul, or Creeping Chill from mattering.

Big Mana Or Multi-Spell Ramp
Side in: 2 Damping Sphere; 4 Duress
Cut: 2 Witherbloom Command; 2 Timeline Culler; 2 Silversmote Ghoul

- Plan logic: pressure their setup while slowing the payoff turn. Damping Sphere is strongest before the opponent converts mana into a decisive board or stack sequence, while Duress is strongest before they can deploy the noncreature card that ignores your recursive combat plan.

- Role change: race with disruption rather than attempting a long attrition game. Prioritize opening hands with a fast graveyard enabler, a recursive payoff, and either Duress or Damping Sphere; mulligan slow hands that neither disrupt nor produce early pressure.

- When sideboard cards are weak, keep the main engine intact. Leyline of the Void is weak without opposing graveyard reliance, Damping Sphere is weak against normal one-spell creature turns, Fatal Push is weak without targets, Duress is weak against creature-heavy hands, Tear Asunder is weak without relevant permanents, and extra Witherbloom Command is weak when its exposed modes do not answer the visible problem.

- When Veles reveals uncertainty, choose the lower-risk legal plan. If card text, mode text, or target legality is unclear at runtime, prefer maintaining mana, self-mill density, and recursive pressure over a speculative sideboard card that does not have a visible target or timing purpose.

## Matchup Guidance

- Aggro: prioritize life total and board presence before maximizing graveyard volume. Keep hands that cast Stitcher's Supplier, Willow Geist, Bloodghast, Otherworldly Gaze, or Witherbloom Command early, and value Creeping Chill triggers highly because each resolved life swing buys a combat step for Prized Amalgam and Silversmote Ghoul to stabilize. Add role cards: Fatal Push and Witherbloom Command. Reduce main-deck emphasis: slower Timeline Culler turns and Dredger's Insight lines that spend mana without affecting the current board unless Veles shows the action also creates immediate bodies or life-buffering value.

- Go-wide decks: trade recursively and protect against being overrun. Bloodghast, Prized Amalgam, Silversmote Ghoul, and Stitcher's Supplier can trade down if the exchange preserves life total or enables another recursion wave; do not preserve Souls of the Lost or Willow Geist as future attackers when a block prevents lethal or a short-clock attack. Add role cards: Fatal Push and Witherbloom Command. Reduce main-deck emphasis: card-selection actions that do not change blockers before the opponent's next combat.

- Burn: treat every point of self-inflicted damage as a real cost and use Creeping Chill as a stabilizing payoff rather than a luxury mill hit. Prefer Blooming Marsh, Botanical Sanctum, Darkslick Shores, Watery Grave, Overgrown Tomb, and Breeding Pool lines that avoid unnecessary life payment when the same colors remain available; use Mana Confluence only when it unlocks a materially stronger play. Add role cards: Duress against spell-dense burn, Fatal Push against creature-heavy burn, and Witherbloom Command when Veles exposes life or small-permanent modes that matter. Reduce main-deck emphasis: slow Timeline Culler or Dredger's Insight actions that leave no blocker and do not find Creeping Chill pressure.

- Tempo: force the opponent to answer recurring threats while avoiding a single all-in stack exchange. Lead with Stitcher's Supplier, Otherworldly Gaze, Bloodghast, and Willow Geist to make cheap interaction awkward, then commit Dredger's Insight or Timeline Culler only when the opponent is tapped low, Duress has cleared the way, or waiting gives up too much pressure. Add role cards: Duress, Fatal Push, and Tear Asunder when a visible permanent is the tempo engine. Reduce main-deck emphasis: fragile expensive commitments if legal actions show a lower-risk recursive threat line.

- Control: become a disruption-backed recursive pressure deck and avoid overcommitting visible resources into one answer. Duress should be used before a major Otherworldly Gaze, Dredger's Insight, Stitcher's Supplier, or Timeline Culler commitment when the opponent can plausibly stop the payoff, while Bloodghast, Prized Amalgam, Silversmote Ghoul, Willow Geist, and Souls of the Lost pressure from different angles. Add role cards: Duress, Tear Asunder, and Witherbloom Command. Reduce main-deck emphasis: Fatal Push unless the control deck presents visible creatures, and any graveyard-only line if a public hate permanent is already constraining recursion.

- Removal-heavy decks: make removal inefficient by sequencing recursive bodies before singular threats. Prefer Bloodghast and Stitcher's Supplier early, then use Prized Amalgam and Silversmote Ghoul to rebuild after exchanges; cast Souls of the Lost or Willow Geist when the visible board and graveyard make the threat meaningful even if it is answered. Add role cards: Duress against noncreature removal and Tear Asunder against permanent-based hate. Reduce main-deck emphasis: one-large-threat lines that lose to one visible answer when a recursive line is legal.

- Midrange: play for resource compression, not pure speed. Use self-mill and recursion to make one-for-one removal poor, but respect battlefield size because midrange can turn the corner quickly with a single large threat. Witherbloom Command is valuable when its legal modes answer a small permanent, recover a land, fuel the graveyard, or stabilize; Card text check required if Veles does not expose mode text clearly. Add role cards: Duress, Fatal Push, Tear Asunder, and Witherbloom Command according to visible threat mix. Reduce main-deck emphasis: the least board-relevant engine card in hands already rich on self-mill.

- Single-threat decks: identify whether the threat is answered on board, on stack, or by racing. Fatal Push handles eligible creature threats only when Veles confirms target legality; Tear Asunder and Witherbloom Command matter only against visible permanent types their legal mode text can address. If no answer is legal, race with Bloodghast, Prized Amalgam, Silversmote Ghoul, Willow Geist, Souls of the Lost, and Creeping Chill rather than spending mana on low-impact selection. Add role cards: Fatal Push, Tear Asunder, Witherbloom Command, and Duress when the key threat is noncreature or not yet resolved. Reduce main-deck emphasis: slow setup actions under a short clock.

- Combo: apply pressure first, then disrupt the turn that matters. Keep hands with a fast enabler such as Stitcher's Supplier, Otherworldly Gaze, or Dredger's Insight plus recursive payoff, or hands with Duress/Damping Sphere plus functional pressure; mulligan hands that only interact or only mill slowly. Add role cards: Duress and Damping Sphere, with Leyline of the Void only when the opposing combo visibly depends on graveyard zones. Reduce main-deck emphasis: Witherbloom Command and Fatal Push when Veles shows no relevant targets, and slow Silversmote Ghoul lines if they do not contribute to the immediate clock.

- Big mana: shorten the game and tax explosive turns before they start. Damping Sphere should be deployed before the opponent's key mana-development turn when legal, while Duress should take the noncreature payoff or stabilizer revealed by the rules engine. Keep pressure dense with Bloodghast, Prized Amalgam, Willow Geist, Souls of the Lost, and Creeping Chill; do not keep a hand that only plays fair midrange into a larger late game. Add role cards: Damping Sphere and Duress. Reduce main-deck emphasis: creature removal without visible targets and modal setup that does not increase clock or disruption.

- Graveyard decks: decide whether Leyline of the Void is worth becoming slightly less explosive. When Leyline of the Void is in the opening hand and the opponent relies on the graveyard, it can justify a slower hand only if lands and a real engine remain; do not keep a hand that contains Leyline of the Void but cannot cast pressure or self-mill. Add role cards: Leyline of the Void, Witherbloom Command, and Tear Asunder. Reduce main-deck emphasis: Creeping Chill or slower Timeline Culler pressure when the matchup is decided by graveyard containment and post-hate board development.

- Artifact/enchantment decks: answer the permanent that blocks recursion or enables the opponent's clock, not the first legal target by default. Duress can preempt noncreature hate, Tear Asunder can answer a visible artifact or enchantment when legal, and Witherbloom Command may cover smaller permanent problems if Veles exposes the correct mode and target. Add role cards: Tear Asunder, Duress, and Witherbloom Command. Reduce main-deck emphasis: heavy self-mill into a public effect that neutralizes Bloodghast, Prized Amalgam, Silversmote Ghoul, or Creeping Chill.

- Unknown opponent: keep the most internally coherent graveyard hand and avoid speculative sideboard cards. Prioritize lands, a one- or two-mana enabler, and a payoff spread across Bloodghast, Prized Amalgam, Silversmote Ghoul, Willow Geist, Souls of the Lost, or Creeping Chill; use Duress, Fatal Push, Damping Sphere, Leyline of the Void, Tear Asunder, and sideboard Witherbloom Command only when the matchup label, revealed cards, or visible board state makes their role concrete.

## Specific Matchup Notes

These notes are general/archetype-only because no exact opposing decklists are supplied; revealed cards, legal actions, and public board state override archetype assumptions. Treat matchup labels as starting priors, then let Veles-visible hand, graveyard, battlefield, stack, and legal targets decide the tactical line.

- Aggro and creature pressure: stabilize without abandoning the graveyard clock. Prioritize Fatal Push for a visible creature that changes the race, Witherbloom Command when its legal modes answer a small permanent or recover tempo, and Silversmote Ghoul or Creeping Chill lines when life total pressure is decisive. Add role cards: Fatal Push and Witherbloom Command. Reduce main-deck emphasis: slow Timeline Culler or Dredger's Insight commitments when immediate board impact is required.

- Control and removal-heavy decks: make answers line up poorly by presenting recursive threats first. Bloodghast, Prized Amalgam, Silversmote Ghoul, and Creeping Chill punish one-for-one interaction, while Willow Geist and Souls of the Lost become closers after graveyards grow. Priority targets are counterspells, sweepers, exile effects, and graveyard hate revealed to Duress. Add role cards: Duress, Tear Asunder, and Witherbloom Command.

- Midrange: pressure from multiple zones and avoid making one large creature the whole plan. Use Stitcher's Supplier and Otherworldly Gaze to stock the graveyard, then attack with recursive bodies while sizing Willow Geist and Souls of the Lost around visible removal and blockers. Priority targets are graveyard hate, high-impact removal, and creatures that dominate combat. Add role cards: Duress, Fatal Push, Tear Asunder, and Witherbloom Command.

- Combo and big mana: race while disrupting the turn that matters. Damping Sphere is a priority permanent when legal before the opponent's explosive turn, and Duress should take the revealed payoff, protection, or stabilizer that most directly beats current pressure. Bloodghast, Prized Amalgam, Willow Geist, Souls of the Lost, and Creeping Chill should form a fast clock. Add role cards: Duress and Damping Sphere.

- Graveyard mirrors and graveyard engines: decide whether Leyline of the Void is worth slowing the engine. Keep Leyline of the Void only with lands and a coherent pressure or self-mill plan; do not keep a hand that only contains hate. Priority targets are opposing graveyard payoffs, graveyard enablers, and permanents that invalidate Leyline of the Void. Add role cards: Leyline of the Void, Tear Asunder, and Witherbloom Command.

- Artifact or enchantment pressure: answer the permanent that changes recursion, racing, or combat. Tear Asunder is the cleanest broad answer when legal, Witherbloom Command may answer smaller permanents if Veles exposes the correct mode, and Duress can remove noncreature hate before it resolves. Add role cards: Tear Asunder, Duress, and Witherbloom Command.

## Risk Summary

- Mana risk: the deck needs colored mana early and can pay life for it. Mana Confluence, Watery Grave, Overgrown Tomb, and Breeding Pool enable flexible starts, but repeated damage matters against aggro; prefer Blooming Marsh, Botanical Sanctum, and Darkslick Shores when they cast the same legal spell without life loss.

- Matchup risk: graveyard hate can turn the deck into an underpowered creature deck. When a public effect constrains Bloodghast, Prized Amalgam, Silversmote Ghoul, or Creeping Chill, shift toward Willow Geist, Souls of the Lost, hard-cast pressure, Duress, Tear Asunder, and Witherbloom Command instead of blindly milling.

- Draw risk: hands with payoffs but no enabler are slow, and hands with enablers but no payoff may spin wheels. Mulligan hands that cannot produce an early Stitcher's Supplier, Otherworldly Gaze, Dredger's Insight, or meaningful threat unless sideboard disruption is clearly matchup-winning.

- Over-sideboarding risk: too many narrow answers dilute the self-mill and recursion density. Add role cards only when the matchup label, revealed cards, or visible board makes their job concrete; preserve enough Bloodghast, Prized Amalgam, Silversmote Ghoul, Willow Geist, Souls of the Lost, and Creeping Chill to actually end the game.

- Sweeper and removal risk: singular battlefield commitment loses value into mass removal or exile. Lead with recursive bodies when possible, avoid stacking the whole game on one Souls of the Lost or Willow Geist, and use Duress before a major commitment when the opponent can represent a revealed or likely stabilizer.

- Closer risk: the deck can fill the graveyard without closing if pressure arrives too late. Prioritize land drops that return Bloodghast, self-mill that finds Prized Amalgam, Silversmote Ghoul, and Creeping Chill, and attacks that shorten the clock before spending mana on low-impact selection.

- Interaction risk: Fatal Push, Tear Asunder, Witherbloom Command, Duress, Damping Sphere, and Leyline of the Void are powerful only in the right windows. Do not choose them over engine development when Veles shows no legal target, no relevant revealed card, or no opposing plan they meaningfully disrupt.

- Sequencing risk: milling before playing a land can miss Bloodghast value, and playing a land before selection can waste a recursion trigger. When Bloodghast is in the graveyard or likely to be milled, evaluate whether Otherworldly Gaze, Stitcher's Supplier, Dredger's Insight, or Timeline Culler should happen before the land drop.

## Test Feedback Checklist

- Deciding factor: Identify whether the match was decided by graveyard velocity, recursive threat density, disruption, mana damage, combat stabilization, or failure to close. Record the exact cards that mattered, especially Bloodghast, Prized Amalgam, Silversmote Ghoul, Creeping Chill, Willow Geist, Souls of the Lost, Stitcher's Supplier, Otherworldly Gaze, Dredger's Insight, Timeline Culler, and Witherbloom Command.

- Mulligans: Ask whether each opener had lands, colored access, an early enabler, and at least one payoff or disruptive reason to keep. Flag hands that kept Bloodghast, Prized Amalgam, Silversmote Ghoul, or Creeping Chill without Stitcher's Supplier, Otherworldly Gaze, Dredger's Insight, Timeline Culler, or a clear sideboard plan.

- Mana: Check whether Mana Confluence, Watery Grave, Overgrown Tomb, and Breeding Pool life loss changed race math. Note when Blooming Marsh, Botanical Sanctum, or Darkslick Shores would have cast the same legal spell without damage, and note whether any hand failed to cast Otherworldly Gaze, Stitcher's Supplier, Witherbloom Command, Duress, Fatal Push, Tear Asunder, or Damping Sphere on time.

- Velocity: Measure whether self-mill and selection produced actual board pressure by turn three or merely moved cards between zones. For Dredger's Insight and Timeline Culler, Card text check required; evaluate only the rules-engine-observed effect, not assumed card function.

- Engine conversion: Ask whether milling Prized Amalgam, Bloodghast, Silversmote Ghoul, and Creeping Chill translated into life swing, power on board, or lethal pressure. Flag games where the graveyard filled but Willow Geist and Souls of the Lost were the only meaningful threats.

- Removal and disruption: Record whether Fatal Push, Witherbloom Command, Tear Asunder, Duress, Damping Sphere, and Leyline of the Void were drawn in matchups where they had legal, high-impact jobs. Note when interaction was stranded because no legal target, no revealed card, or no relevant opposing permanent existed.

- Sideboard discipline: Ask whether added role cards improved the matchup or diluted the recursive core. Track games where Leyline of the Void, Damping Sphere, Duress, Fatal Push, Tear Asunder, or sideboard Witherbloom Command slowed the opponent enough to justify reducing main-deck emphasis on engine cards.

- Closing: Identify whether the deck missed lethal by sequencing, land-drop timing, overly defensive attacks, or lack of a final drain/combat step. Check whether Creeping Chill triggers, Bloodghast landfall returns, Prized Amalgam returns, Silversmote Ghoul recursion, Willow Geist growth, or Souls of the Lost attacks would have shortened the clock.

- Role accuracy: Ask whether the pilot correctly chose race, stabilize, disrupt, or grind. Mark mistakes where the pilot played like control while recursive pressure was available, or raced while visible attackers required Fatal Push, Witherbloom Command, Silversmote Ghoul life buffering, or better blocks.

- Stranded cards: List every card that remained unusable for two or more turns and why. Separate mana-color failures, missing legal targets, graveyard hate, timing restrictions, and low-impact board states.

- Overperformers and underperformers: Name the exact cards that exceeded or failed expectations in wins and losses. Compare main-deck engine cards against sideboard cards without assuming hidden opponent cards or nonvisible lines.

## First Tuning Questions

- Card quantities: If the deck repeatedly has payoffs without enablers, should the configuration favor more early velocity around Stitcher's Supplier, Otherworldly Gaze, Dredger's Insight, or Timeline Culler? If the deck mills efficiently but lacks bodies, should Prized Amalgam, Bloodghast, Silversmote Ghoul, Willow Geist, or Souls of the Lost remain at current pressure density?

- Mana base: If Mana Confluence and shock lands cost too much life, can the land mix reduce pain while still casting black, blue, and green early? If hands stumble on color, identify whether Watery Grave, Overgrown Tomb, Breeding Pool, Blooming Marsh, Botanical Sanctum, or Darkslick Shores failed specific spell timing.

- Aggro plan: If creature decks win before recursion stabilizes, should the sideboard dedicate more effective space to Fatal Push, Witherbloom Command, or other legal role cards? Also ask whether Silversmote Ghoul and Creeping Chill are enough life-buffering when the opening turns involve Mana Confluence damage.

- Control plan: If removal-heavy opponents answer the first wave and exile the graveyard, should Duress and Tear Asunder be emphasized more often after sideboarding? Ask whether Willow Geist and Souls of the Lost are reliable closers through visible removal, or whether the deck needs a less graveyard-dependent threat plan.

- Combo and big mana plan: If fast noncombat decks ignore creature pressure, does Damping Sphere plus Duress create enough time? Track whether the deck loses with disruption in hand because it prioritized self-mill, or loses after disruption because the clock was too slow.

- Graveyard-hate plan: If Leyline of the Void mirrors or opposing hate effects create role conflict, decide whether the deck can function while reducing graveyard reliance. Ask whether Tear Asunder, Witherbloom Command, and Duress answer hate often enough, or whether sideboard slots need a clearer anti-hate package.

- Closer package: If games stall after a strong graveyard start, evaluate whether Willow Geist, Souls of the Lost, Bloodghast, Prized Amalgam, Silversmote Ghoul, and Creeping Chill provide enough closing speed. Separate losses caused by no payoff from losses caused by conservative combat.

- Role conflict: If sideboard cards crowd out engine density, define which matchups truly require Leyline of the Void, Damping Sphere, Duress, Fatal Push, Tear Asunder, and extra Witherbloom Command. Preserve the deck's ability to produce recursive pressure unless the matchup evidence shows disruption is the deciding factor.

## Veles Tactical Policy

### Policy: Engine Mulligan Gate
Priority: High
Decision families: mulligan
Cards: Stitcher's Supplier; Otherworldly Gaze; Dredger's Insight; Timeline Culler; Bloodghast; Prized Amalgam; Silversmote Ghoul; Creeping Chill
Phase windows: opening hand, mulligan decisions
Runtime cues: prompt:mulligan; action:keep; action:mulligan
Use when: the opening hand decision is pending with visible lands and card names.
Avoid when: sideboarded matchup instructions require a hate card check first.
Instructions: Keep hands with castable early self-mill or selection plus lands and either recursive pressure or disruption; mulligan hands that only contain graveyard payoffs without a way to put cards into graveyard. Card text check required for Dredger's Insight and Timeline Culler, so value them by observed legal actions and known prior logs.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Hate Mulligan Gate
Priority: Medium
Decision families: mulligan; sideboard
Cards: Leyline of the Void; Damping Sphere; Duress; Fatal Push; Tear Asunder; Witherbloom Command
Phase windows: opening hand, post-board games
Runtime cues: prompt:mulligan; sideboard_stage:post-board
Use when: the game is post-board and matchup context names graveyard, combo, big-mana, control, artifact, enchantment, or creature pressure concerns.
Avoid when: the hand lacks lands and cannot cast the relevant kept interaction after the opening turns.
Instructions: Raise keep priority for Leyline of the Void in graveyard mirrors, Damping Sphere against spell-chain or big-mana decks, Duress against noncreature disruption or combo, Fatal Push against fast creatures, and Tear Asunder or Witherbloom Command against visible hate plans. Do not keep an otherwise nonfunctional hand just because it contains one sideboard card.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Early Enabler Setup
Priority: Medium
Decision families: priority; mana; selection
Cards: Stitcher's Supplier; Otherworldly Gaze; Dredger's Insight; Timeline Culler; Willow Geist; Souls of the Lost
Phase windows: turns 1-3 main phases, early priority windows
Runtime cues: action:cast Stitcher's Supplier; action:cast Otherworldly Gaze; action:cast Dredger's Insight; action:cast Timeline Culler
Use when: multiple legal setup actions exist before meaningful combat or opposing pressure has forced interaction.
Avoid when: visible lethal pressure or a must-answer permanent makes interaction higher priority.
Instructions: Start the graveyard engine before deploying slower threats unless Willow Geist or Souls of the Lost is the only castable pressure. Prefer actions that both advance graveyard count and preserve future land drops for Bloodghast. Treat Dredger's Insight and Timeline Culler as conditional until rules-engine output confirms their actual effect.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: First Land And Color Gate
Priority: Medium
Decision families: mana
Cards: Mana Confluence; Blooming Marsh; Botanical Sanctum; Darkslick Shores; Watery Grave; Overgrown Tomb; Breeding Pool
Phase windows: pregame hand evaluation, turns 1-3 land plays
Runtime cues: action:play Blooming Marsh; action:play Darkslick Shores; action:play Botanical Sanctum; action:play Mana Confluence
Use when: choosing a land play while early black, blue, or green spells are visible in hand.
Avoid when: a specific legal action requires a different land immediately.
Instructions: Prioritize painless lands that cast the current turn's enabler; use Mana Confluence or shock lands when color access unlocks Stitcher's Supplier, Otherworldly Gaze, Witherbloom Command, Duress, Fatal Push, or Tear Asunder on schedule. Preserve life when Creeping Chill or Silversmote Ghoul has not yet buffered racing math.
Pilot skill floor: low
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Shock Untapped Payment
Priority: Low
Decision families: mana
Cards: Watery Grave; Overgrown Tomb; Breeding Pool
Phase windows: land entry choices
Runtime cues: action:pay 2 life; action:enter untapped
Use when: the only current-turn legal spell requires the shock land untapped and no other visible mana source can cast it.
Avoid when: another visible land or source can cast the same spell without life payment.
Instructions: Choose the untapped payment only to enable the visible current-turn play. Do not pay life for speculative future turns when the legal action list already supports passing or playing the land tapped.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Landfall Recursion Timing
Priority: Medium
Decision families: mana; priority
Cards: Bloodghast; Prized Amalgam; Silversmote Ghoul
Phase windows: main phases before land play, post-combat main phase
Runtime cues: action:play land; zone:graveyard Bloodghast
Use when: Bloodghast is visible in graveyard and a land play is legal.
Avoid when: holding the land clearly enables a required discard, bluff, or post-combat trigger shown by legal actions.
Instructions: Use land drops to return Bloodghast when it produces pressure, enables Prized Amalgam return timing, or supports sacrifice/blocking math later. Consider delaying a land only when the visible board shows stronger interaction or sequencing from waiting.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard Commitment Gate
Priority: High
Decision families: priority; selection
Cards: Otherworldly Gaze; Stitcher's Supplier; Dredger's Insight; Timeline Culler; Prized Amalgam; Bloodghast; Silversmote Ghoul; Creeping Chill
Phase windows: main phases, end steps, self-mill prompts
Runtime cues: action:cast Otherworldly Gaze; action:activate; action:select
Use when: a legal action would materially commit cards to graveyard or start a large engine sequence.
Avoid when: opponent controls visible graveyard hate or stack interaction that makes waiting safer and the clock allows waiting.
Instructions: Commit when the deck needs velocity, recursive payoffs are available, or waiting loses tempo. Pause for light reasoning when self-mill could expose key resources into visible exile effects or when sideboard interaction should be used first.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Self-Mill Selection Discipline
Priority: Medium
Decision families: selection
Cards: Otherworldly Gaze; Dredger's Insight; Timeline Culler; Creeping Chill; Prized Amalgam; Bloodghast; Silversmote Ghoul
Phase windows: selection prompts, surveil-like or mill-like resolution prompts
Runtime cues: prompt:select; prompt:put; prompt:mill; prompt:graveyard
Use when: the engine asks to order, keep, mill, or move visible cards.
Avoid when: the prompt is a hidden random mill with no choices.
Instructions: Move recursive cards and Creeping Chill toward graveyard when legal and strategically selected; keep lands or interaction when the current hand lacks mana or answers. Card text check required for Dredger's Insight and Timeline Culler; follow only visible prompt options.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Willow Geist Deployment Gate
Priority: Low
Decision families: priority; combat
Cards: Willow Geist
Phase windows: early main phases, post-removal turns
Runtime cues: action:cast Willow Geist
Use when: Willow Geist is legal to cast and graveyard movement is likely from visible hand, battlefield, or graveyard state.
Avoid when: immediate self-mill or interaction is more urgent against visible pressure.
Instructions: Deploy Willow Geist before sequences that can grow it, especially when recursive threats need a non-graveyard-exile-sensitive attacker. Do not overvalue it as a standalone blocker unless visible combat math requires a body.
Pilot skill floor: low
No-API allowed: no
Light-model allowed: yes

### Policy: Souls Of The Lost Threat Gate
Priority: Medium
Decision families: priority; combat
Cards: Souls of the Lost
Phase windows: main phases, attack steps
Runtime cues: action:cast Souls of the Lost; action:attack with Souls of the Lost
Use when: Souls of the Lost is legal and graveyard size or visible board makes it a meaningful threat.
Avoid when: the graveyard is small, removal is visibly represented on stack, or a setup spell increases threat size first.
Instructions: Cast Souls of the Lost when it converts graveyard volume into a clock or stabilizing blocker. Attack only when losing it does not collapse defense against visible counterattacks.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Creeping Chill Race Conversion
Priority: Medium
Decision families: priority; selection
Cards: Creeping Chill; Silversmote Ghoul; Bloodghast; Prized Amalgam
Phase windows: self-mill resolution, life-total race decisions
Runtime cues: trigger:Creeping Chill; life_total_change
Use when: Creeping Chill is revealed or moved by a visible engine action.
Avoid when: no legal choice is presented by the rules engine.
Instructions: Treat Creeping Chill life swings as race-changing information after the engine confirms them. Reassess attacks, blocks, and shock-land payments after the life change, and look for Silversmote Ghoul recursion only when the rules engine exposes it as legal.
Pilot skill floor: low
No-API allowed: no
Light-model allowed: yes

### Policy: Witherbloom Command Mode And Target Gate
Priority: Medium
Decision families: interaction; selection
Cards: Witherbloom Command
Phase windows: main phases, target and mode prompts
Runtime cues: action:cast Witherbloom Command; prompt:choose mode; action:target
Use when: Witherbloom Command is legal and visible targets or graveyard/mana needs are present.
Avoid when: Card text check or prompt text does not expose the relevant mode, target, or outcome.
Instructions: Choose modes from visible legal text only. Prefer removal or hate-answer modes when the board demands interaction; prefer graveyard or land-development modes when the deck needs velocity and no urgent target exists. Never assume unshown mode text.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Duress Target Resolution
Priority: Medium
Decision families: interaction; selection
Cards: Duress
Phase windows: post-board main phases, revealed-hand prompt
Runtime cues: action:cast Duress; prompt:choose card
Use when: Duress has resolved and the opponent's revealed hand choices are visible.
Avoid when: no legal card choice is offered.
Instructions: Take the visible card that most disrupts the current role: graveyard hate, sweeper, combo piece, removal for the current threat, or card that beats the sideboard plan. Use matchup context, not guessed hidden cards.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Fatal Push Removal Gate
Priority: Medium
Decision families: interaction
Cards: Fatal Push
Phase windows: opponent combat, end step, main phase before damage matters
Runtime cues: action:cast Fatal Push; action:target
Use when: a visible opposing creature is a legal target and affects lethal, stabilization, or engine survival.
Avoid when: the target is low-impact and recursive pressure can race without spending the card.
Instructions: Use Fatal Push to prevent lethal, protect a key attack, or stop a creature that invalidates blocking. Do not fire it into irrelevant bodies when the deck's pressure is already ahead.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Tear Asunder And Hate Answer Gate
Priority: High
Decision families: interaction; sideboard
Cards: Tear Asunder; Witherbloom Command
Phase windows: main phases, opponent end step, stack windows if legal
Runtime cues: action:cast Tear Asunder; action:cast Witherbloom Command; action:target
Use when: a visible permanent is suppressing graveyard recursion, combat, mana, or the sideboard plan.
Avoid when: the target does not change current access to attacks, recursion, mana, or combo prevention.
Instructions: Spend hate answers on visible cards that stop Bloodghast, Prized Amalgam, Silversmote Ghoul, Creeping Chill, or the current disruptive plan. Route target choice through light reasoning because target priority depends on board and matchup context.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Damping Sphere Deployment Gate
Priority: Medium
Decision families: sideboard; priority
Cards: Damping Sphere
Phase windows: early main phases, post-board games
Runtime cues: action:cast Damping Sphere
Use when: matchup context identifies spell-chain combo or big-mana pressure and Damping Sphere is legal.
Avoid when: casting Damping Sphere prevents establishing necessary pressure and the opponent's visible board is already creature-combat focused.
Instructions: Deploy Damping Sphere early when it buys turns for recursive pressure. Do not let it replace the clock; follow with self-mill and attackers unless visible interaction is required.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Leyline Opening Placement
Priority: Low
Decision families: pregame; sideboard
Cards: Leyline of the Void
Phase windows: pregame opening-hand placement
Runtime cues: action:begin with Leyline of the Void on battlefield; action:put Leyline of the Void onto battlefield
Use when: Leyline of the Void is in the opening hand and the legal action explicitly puts it onto the battlefield before the game begins.
Avoid when: no legal Leyline pregame action is presented.
Instructions: Choose the pregame battlefield action because the sideboard plan has already selected Leyline of the Void for that matchup and the action text is deterministic.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Combat Pressure Versus Stabilization
Priority: Medium
Decision families: combat
Cards: Bloodghast; Prized Amalgam; Silversmote Ghoul; Willow Geist; Souls of the Lost
Phase windows: declare attackers, declare blockers, combat trick windows
Runtime cues: prompt:declare attackers; prompt:declare blockers
Use when: combat choices involve recursive bodies, growing threats, or life-buffer creatures.
Avoid when: exactly one legal no-attack or mandatory block action is exposed and no reasoning is needed.
Instructions: Attack with recursive creatures when trades preserve pressure or trigger future returns; hold blockers when visible crack-back damage beats the life buffer from Creeping Chill or Silversmote Ghoul. Protect Willow Geist and Souls of the Lost from unnecessary trades when they are the primary nonrecursive clock.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Empty-Stack Pass After Setup
Priority: Low
Decision families: priority
Cards: none
Phase windows: empty-stack priority, no available impactful legal action
Runtime cues: action:pass priority
Use when: the stack is empty, no legal cast or activation in hand advances mana, graveyard, interaction, or combat, and passing is the only non-mana action.
Avoid when: any legal action names Stitcher's Supplier, Otherworldly Gaze, Dredger's Insight, Timeline Culler, Witherbloom Command, Fatal Push, Duress, Tear Asunder, or Damping Sphere.
Instructions: Pass priority only when the visible legal action list offers no deck-relevant play. Recheck board pressure and open mana before reusing a pass policy.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Exact Sideboard Plan Execution
Priority: High
Decision families: sideboard
Cards: Leyline of the Void; Damping Sphere; Fatal Push; Duress; Tear Asunder; Witherbloom Command; Stitcher's Supplier; Otherworldly Gaze; Dredger's Insight; Timeline Culler; Bloodghast; Prized Amalgam; Silversmote Ghoul; Willow Geist; Souls of the Lost
Phase windows: sideboarding between games
Runtime cues: prompt:sideboard; action:submit sideboard plan
Use when: the Sideboard Map provides an exact executable plan for the current matchup label.
Avoid when: the matchup label is missing, deck counts fail validation, or the exact plan would exceed registered counts.
Instructions: Execute only registered sideboard names and legal main-deck cuts. If no exact plan exists, use light-model reasoning to add role cards and reduce main-deck emphasis without violating the 60/15 registration contract.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
