# Strategy Specifications
## Deck Name And Archetype
Lands is a Legacy 60-card main deck with a 15-card sideboard, validated under the supplied active contract as format-legal for Legacy deck construction with at least 60 main-deck cards and no more than 15 sideboard cards. The registered strategic tags are control and combo; duplicate tag entries should be normalized to `control, combo` for runtime indexing.

- Identity: This is a Lands strategy built around land density, graveyard recursion, land tutoring, land-based disruption, and a fast `Dark Depths` plus `Thespian's Stage` kill when the rules engine exposes the line as legal.
- Stock status: Treat the deck as a hybrid Legacy Lands shell rather than a fully stock list because it uses familiar Lands pillars alongside unusual or build-specific cards such as `Cache Grab`, `Malevolent Rumble`, `Disruptor Flute`, `Skateboard`, and sideboard `Icetill Explorer`.
- Validation status: The provided format-aware validation result passes, and the registered inventory is internally consistent at 60 main / 15 sideboard.
- Legality concern: Do not assume individual card text or format legality beyond the active validation result at runtime; if Veles or the rules engine reports a card, zone, or action as unavailable, the pilot must obey that output over this guide.
- Card-text concern: Card text check required for `Skateboard` and `Icetill Explorer` before writing deterministic card-specific tactical policies for them, because this guide must not invent rules text or hidden interactions.
- Mana identity: The deck is primarily land-driven and green-based, with `Forest`, `Yavimaya, Cradle of Growth`, `Mox Diamond`, `Exploration`, `Crop Rotation`, `Life from the Loam`, `Malevolent Rumble`, and `Cache Grab` supporting development, recursion, and selection.
- Combo role: `Dark Depths`, `Thespian's Stage`, `Crop Rotation`, `Expedition Map`, `Urza's Saga`, and land recursion create the core access paths to a fast or inevitable Marit Lage plan when the board state and legal actions support it.
- Control role: `Wasteland`, `Ghost Quarter`, `The Tabernacle at Pendrell Vale`, `Maze of Ith`, `Blast Zone`, `Bojuka Bog`, `Karakas`, `Boseiju, Who Endures`, `Otawara, Soaring City`, `Pithing Needle`, `Soul-Guide Lantern`, and `Disruptor Flute` give the deck disruptive pressure against mana, graveyards, creatures, activated abilities, artifacts, enchantments, and spell timing.
- Saga role: `Urza's Saga` is both a win-condition engine and a tutor bridge to registered artifacts such as `Expedition Map`, `Pithing Needle`, `Soul-Guide Lantern`, `Disruptor Flute`, `Mox Diamond`, and `Skateboard` when the rules engine presents legal Chapter III choices.
- Sideboard role: The sideboard expands specific pressure points with `Choke`, `Dismember`, additional `Disruptor Flute`, `Endurance`, `Force of Vigor`, `Grafdigger's Cage`, `Icetill Explorer`, and a second `Pithing Needle`; exact executable plans belong in `Sideboard Map` only.
- Opponent information status: No opponent decklist, matchup label, metagame target, or testing concern was supplied, so matchup guidance must remain archetype-based and must use visible board state, public information, legal action text, and revealed cards rather than assumed hidden cards.
- Runtime authority: Veles legal actions, visible zones, public logs, temporary reveal windows, and rules-engine prompts are binding; this strategy guide is advisory and must never cause the pilot to choose an absent action, claim an illegal target, or assume a hidden card.
- Pilot profile: The decision agent should play as a patient control-combo deck, spending early turns on mana development and engines unless a visible fast combo window, urgent prison piece, or necessary interaction check makes immediate action better.

## Thesis
Lands assembles a land-based control engine that turns extra land drops, graveyard recursion, and land tutoring into either a fast `Dark Depths` plus `Thespian's Stage` kill or a long-game lock around mana denial and permanent answers. Prioritize establishing `Exploration`, `Mox Diamond`, green access, and recursive land flow before spending one-shot tutors unless a visible urgent threat or clean combo window changes the order.

- Primary plan: Build a reusable land economy with `Exploration`, `Life from the Loam`, `Crop Rotation`, `Urza's Saga`, `Wasteland`, and utility lands, then convert that economy into Marit Lage pressure through `Dark Depths` and `Thespian's Stage` when the rules engine exposes legal actions.
- Control plan: Keep opponents constrained with `Wasteland`, `Ghost Quarter`, `The Tabernacle at Pendrell Vale`, `Maze of Ith`, `Blast Zone`, `Bojuka Bog`, `Karakas`, `Boseiju, Who Endures`, `Otawara, Soaring City`, `Pithing Needle`, `Soul-Guide Lantern`, and `Disruptor Flute` while recurring the correct land for the visible problem.
- Priority: Protect the land engine over short-term chip damage; this deck wins by making land drops matter repeatedly, not by trading resources one-for-one forever.
- Priority: Treat `Crop Rotation` and `Expedition Map` as commitment tools, not casual deck-thinning; use them for a necessary answer, a decisive `Dark Depths` line, a key `Urza's Saga` chain, or a lock piece that materially changes the visible game.
- Priority: Use `Urza's Saga` as both threat and toolbox, but do not assume the correct artifact until Veles shows legal tutor choices and the board state defines the problem.
- Not this deck's plan: Do not play as a fair creature deck, do not race without disruption unless the `Dark Depths` line is immediately decisive, and do not spend unique utility lands without a visible reason or recursion plan.
- Runtime rule: Legal actions and visible information override all heuristics; do not assume hidden interaction, exact opponent hand contents, or rules certainty when Veles has not exposed it.

## Role Package
- Threats: `Dark Depths`, `Thespian's Stage`, `Urza's Saga`, and Saga-made Constructs are the main pressure package; prefer threat deployment that also leaves the opponent under land, graveyard, creature, or artifact pressure rather than exposing a single fragile line without backup.
- Payoffs: `Dark Depths` plus `Thespian's Stage` is the defining payoff, `Urza's Saga` converts land drops into bodies and artifacts, and `The Tabernacle at Pendrell Vale` can turn mana denial into creature suppression when the opponent's board is wider than their mana.
- Engines: `Life from the Loam`, `Exploration`, `Mox Diamond`, `Urza's Saga`, `Crop Rotation`, and recurring utility lands create the deck's repeatable advantage; prioritize keeping at least one engine active unless the board requires an emergency answer.
- Velocity: `Malevolent Rumble`, `Cache Grab`, `Expedition Map`, `Crop Rotation`, and `Urza's Saga` artifact tutoring improve access to lands, engines, and silver bullets; Card text check required for exact `Malevolent Rumble` and `Cache Grab` resolution details, so tactical use should follow visible legal text.
- Interaction: `Wasteland`, `Ghost Quarter`, `Boseiju, Who Endures`, `Otawara, Soaring City`, `Blast Zone`, `Bojuka Bog`, `Karakas`, `Maze of Ith`, `Pithing Needle`, `Soul-Guide Lantern`, and `Disruptor Flute` form the maindeck answer suite; select the answer that attacks the opponent's current bottleneck rather than the most familiar target.
- Protection: `Karakas`, `Maze of Ith`, `Boseiju, Who Endures`, `Otawara, Soaring City`, `Pithing Needle`, `Disruptor Flute`, and careful `Crop Rotation` timing protect the pilot from specific visible threats, combo pieces, activated abilities, and stack windows; do not spend them before the relevant threat or timing window is public.
- Recursion: `Life from the Loam` is the central recursion card, with dredge-style game plans depending on Veles-exposed choices and graveyard visibility; use it to rebuy `Wasteland`, `Ghost Quarter`, `Dark Depths`, `Thespian's Stage`, `Urza's Saga`, and silver-bullet lands according to the active matchup pressure.
- Mana: `Forest`, `Yavimaya, Cradle of Growth`, `Mox Diamond`, `Ancient Tomb`, `Exploration`, and the broader land count support explosive starts and repeated utility-land activation; preserve green access because the deck's best selection, tutoring, and recursion are green-dependent.
- Sideboard modules: `Choke` pressures blue mana, `Dismember` answers creatures, extra `Disruptor Flute` improves stack or named-card disruption, `Endurance` fights graveyard plans and can affect library/graveyard texture, `Force of Vigor` answers artifacts and enchantments, `Grafdigger's Cage` attacks graveyard or library-casting lines, `Pithing Needle` adds activated-ability coverage, and `Icetill Explorer` requires Card text check required before deterministic tactical use.
- Uncertain cards: `Skateboard` and `Icetill Explorer` must be piloted only from rules-engine legal actions and visible card text until their exact Oracle or validation text is confirmed; treat them as registered cards, not assumed effects.

## Primary Win Conditions
- `Dark Depths` plus `Thespian's Stage` is the main kill; set it up with green access, land drops, and enough mana to activate `Thespian's Stage` while using `Life from the Loam`, `Crop Rotation`, `Expedition Map`, `Malevolent Rumble`, `Cache Grab`, and `Urza's Saga` to find or rebuy missing pieces. Prioritize this line when the opponent is tapped low, lacks visible land interaction, is presenting a faster clock than the control engine can contain, or when recurring lands gives you a second attempt after removal.
- Execute the `Dark Depths` line only through legal Veles actions; do not assume the token timing, target legality, or state-based outcome unless the rules engine exposes the activation and resolution path. If `Crop Rotation` can find the missing `Dark Depths` or `Thespian's Stage`, treat casting it as a commitment gate because losing the sacrificed land or tutor to visible interaction can set back both mana and combo access.
- Protect the Marit Lage plan by checking visible answers before committing; opposing untapped lands, exposed bounce, sacrifice pressure, graveyard denial against `Life from the Loam`, and activated-ability hate can make a patient setup better than immediate activation. Use `Wasteland`, `Ghost Quarter`, `Boseiju, Who Endures`, `Otawara, Soaring City`, `Pithing Needle`, `Disruptor Flute`, or `Karakas` only when Veles shows a legal action that addresses the visible obstacle.
- `Urza's Saga` is the second primary win path because it makes Construct pressure while finding `Mox Diamond`, `Expedition Map`, `Pithing Needle`, or `Soul-Guide Lantern` from legal choices. Prioritize Saga pressure when the opponent is constrained on mana, weak to artifacts, or using graveyard or activated-ability lines that a tutored artifact can disrupt while the Constructs end the game.
- The lock-to-win plan is to convert `Life from the Loam` plus `Wasteland`, `Ghost Quarter`, `Boseiju, Who Endures`, `Blast Zone`, `Bojuka Bog`, `Maze of Ith`, or `The Tabernacle at Pendrell Vale` into repeated denial until `Dark Depths` or `Urza's Saga` closes. Prioritize this plan when racing is unsafe, when the opponent's board needs containment, or when the graveyard engine is already active and the opponent cannot visibly break the recursion loop.

## Secondary Win Conditions
- Construct beats are the cleanest backup pressure; use `Urza's Saga` to make bodies before the chapter ability leaves the battlefield when mana permits and the board is not demanding an emergency tutor. Favor this line when `Dark Depths` is unavailable, copied by neither land nor recursion, or exposed to a visible answer that makes a single-token plan unreliable.
- Mana denial can become a win condition when `Exploration` and `Life from the Loam` let you recur `Wasteland` or `Ghost Quarter` faster than the opponent can rebuild. Choose denial targets based on visible bottlenecks, such as the only colored source, an enabling utility land, or a land needed to pay for creatures under `The Tabernacle at Pendrell Vale`.
- Utility-land control buys the time needed for a delayed kill; `Maze of Ith` blanks one attacker, `The Tabernacle at Pendrell Vale` taxes wide creature boards, `Blast Zone` can answer clustered mana values, `Bojuka Bog` or `Soul-Guide Lantern` can interrupt graveyard dependency, and `Karakas` can contain legal legendary creature threats. Do not turn these pieces into generic tempo plays if their unique effect is needed for the visible board.
- `Boseiju, Who Endures` and `Otawara, Soaring City` are flexible interaction pieces that can also clear the way for a win; use them when the target is public, legal, and materially blocks the current plan. Preserve them if the opponent has no visible permanent worth answering and the better line is to build mana, dredge or cast `Life from the Loam`, or advance `Urza's Saga`.
- `Malevolent Rumble`, `Cache Grab`, `Skateboard`, and `Icetill Explorer` require Card text check required for exact tactical assumptions; use their Veles-exposed legal actions to improve selection, board presence, or resource flow only when the offered action advances combo assembly, recursion, or stabilization.

## Emergency Lines
- When behind on life, prioritize survival over engine purity; use `Maze of Ith`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, `Karakas`, `Dismember` after sideboarding, and legal bounce or destruction from `Otawara, Soaring City` or `Boseiju, Who Endures` to reduce the visible clock before spending mana on slow selection. A fast `Dark Depths` activation is correct only if it creates lethal pressure or a blocker in time and does not lose immediately to visible answers.
- When behind on board, identify whether the problem is one large attacker, many small creatures, a key permanent, or graveyard recursion. Use `Maze of Ith` for the single attacker, `The Tabernacle at Pendrell Vale` or `Blast Zone` for wide boards, `Boseiju, Who Endures` or `Otawara, Soaring City` for a specific permanent, and `Bojuka Bog` or `Soul-Guide Lantern` for graveyard-based pressure.
- When behind on cards, rebuild through `Life from the Loam`, `Urza's Saga`, `Malevolent Rumble`, `Cache Grab`, and land recursion rather than trading every answer immediately. Dredge or cast `Life from the Loam` only when Veles shows the legal choice and the graveyard plan is not shut off by a visible hate piece you must answer first.
- When behind on mana, protect green access and stable land drops before committing to utility sacrifices. Use `Mox Diamond`, `Exploration`, `Forest`, `Yavimaya, Cradle of Growth`, and recoverable lands to restart; avoid sacrificing a needed land to `Crop Rotation` unless the found land immediately fixes survival, mana, or a winning combo.
- When the graveyard engine is disrupted, shift toward board-based wins with `Urza's Saga`, natural land drops, `Expedition Map`, and hard-drawn `Dark Depths` plus `Thespian's Stage`. Do not assume `Life from the Loam` recursion will return until the graveyard obstacle is gone or Veles exposes a legal successful line.
- When `Dark Depths` or `Thespian's Stage` is removed, use `Life from the Loam` if legal to rebuy the missing land, or pivot to `Urza's Saga` Constructs and mana denial until another copy appears. If all primary kill access is temporarily unavailable, play as a prison-control deck and make each land drop reduce the opponent's ability to convert their board.

## Resource Model
- Treat lands as both mana and spells; `Wasteland`, `Ghost Quarter`, `Boseiju, Who Endures`, `Otawara, Soaring City`, `Bojuka Bog`, `Blast Zone`, `Maze of Ith`, `Karakas`, `The Tabernacle at Pendrell Vale`, `Urza's Saga`, `Dark Depths`, and `Thespian's Stage` are tactical resources, not interchangeable mana sources. Spend a utility land only when the visible board, combo path, or denial plan gains more than the land drop it consumes.
- Convert hand size into velocity with `Mox Diamond`, `Exploration`, `Crop Rotation`, `Life from the Loam`, `Malevolent Rumble`, and `Cache Grab`. Keep extra lands when they fuel `Mox Diamond`, multiple land drops, or `Life from the Loam`; trade them aggressively when Loam is active and the graveyard is not under visible pressure.
- Convert graveyard access into repeatable material through `Life from the Loam`; recurring `Wasteland`, `Ghost Quarter`, `Boseiju, Who Endures`, `Dark Depths`, `Thespian's Stage`, or `Urza's Saga` turns one-for-one exchanges into inevitability. Do not rely on dredge or recursion through visible graveyard hate, and treat `Bojuka Bog`, `Soul-Guide Lantern`, `Endurance`, and `Grafdigger's Cage` as asymmetric bullets only when their legal actions match the public threat.
- Spend life only to preserve a decisive board or combo window. `Dismember` can be a sideboard tempo answer, but life payment is dangerous against fast creature decks or burn pressure; a lower-life line is acceptable when it removes lethal pressure, protects `Dark Depths`, or buys the turn needed for `Urza's Saga` or Loam control.
- Use tempo as a finite resource because this deck often wins by making the opponent unable to use theirs. `Exploration`, `Mox Diamond`, and `Ancient Tomb` accelerate setup; `Wasteland`, `Ghost Quarter`, `The Tabernacle at Pendrell Vale`, `Choke`, `Disruptor Flute`, `Pithing Needle`, and `Force of Vigor` convert that head start into stalled opposing development.
- Preserve information when the opponent has unrevealed interaction. `Crop Rotation` for a missing combo land, `Thespian's Stage` activation, or a committing `Urza's Saga` tutor should be treated as a visible-state decision, not an automatic line; choose the line that best survives exposed mana, known cards, stack objects, and board pressure.
- Treat exile as a cost and a boundary. `Force of Vigor` may require exiling a green card, `Endurance` changes graveyard contents, and opposing exile effects can remove lands from Loam loops; only spend key green cards or graveyard material when the target or survival payoff is concrete.
- Use sideboard bullets as role corrections, not generic upgrades. `Choke` taxes blue mana, `Force of Vigor` answers artifact/enchantment pressure, `Endurance` and `Grafdigger's Cage` fight graveyards, extra `Disruptor Flute` and `Pithing Needle` stop named or activated plans, `Dismember` answers creatures, and `Icetill Explorer` has Card text check required before assigning exact tactical value.

## Mana Guide
- Keep hands with green access, acceleration, or a coherent utility plan; `Forest`, `Yavimaya, Cradle of Growth`, `Mox Diamond`, `Exploration`, and green-producing lands matter because `Life from the Loam`, `Crop Rotation`, `Malevolent Rumble`, and `Cache Grab` are the deck's main engine spells. A hand full of colorless lands is keepable only when it already has a fast `Urza's Saga`, `Dark Depths` plus `Thespian's Stage`, or a relevant lock piece for the visible matchup.
- Sequence `Yavimaya, Cradle of Growth` carefully because it can turn utility lands into green sources while also potentially helping the opponent. Play it early when green access unlocks `Life from the Loam`, `Crop Rotation`, or multiple-spell turns; delay it when the opponent benefits more from universal Forest typing or when another green source already covers your hand.
- Use `Mox Diamond` when the discarded land is replaceable, recoverable, or necessary to accelerate a decisive engine. Discard lands that `Life from the Loam` can rebuy or duplicates that are not needed immediately; avoid discarding the only `Dark Depths`, `Thespian's Stage`, green source, or survival land unless the legal line wins, stabilizes, or enables a stronger protected setup.
- Cast `Exploration` before making extra land drops whenever legal and useful. If card draw or selection is available first, decide whether seeing a card could change the land choice; otherwise deploy `Exploration` early to convert hand lands into mana, denial, Saga progress, or combo assembly.
- Play lands after draw or selection when the next card can change the correct land drop. With `Life from the Loam`, `Malevolent Rumble`, `Cache Grab`, `Expedition Map`, or `Crop Rotation` available, delay discretionary land drops until after the visible selection action unless you must play a land first to pay costs, hold priority, or enable `Exploration` sequencing.
- Play lands before draw or dredge when mana, Saga timing, or survival requires it. Make the land drop first if it casts `Life from the Loam`, activates `Thespian's Stage`, pays for `Urza's Saga`, enables `Maze of Ith`, or leaves mana for `Crop Rotation`, `Boseiju, Who Endures`, `Otawara, Soaring City`, `Disruptor Flute`, `Pithing Needle`, or `Soul-Guide Lantern`.
- Respect tapped and utility-land opportunity costs even when they are powerful. `Bojuka Bog` may cost tempo if its graveyard trigger is low impact, `Blast Zone` needs mana and timing, `Maze of Ith` does not advance colored spell casting, `The Tabernacle at Pendrell Vale` may tax your own Constructs or creatures, and `Urza's Saga` commits future land timing around chapters.
- Preserve activation mana for interactive lands and artifacts when the opponent can act. Leaving the right land untapped can represent `Crop Rotation`, `Boseiju, Who Endures`, `Otawara, Soaring City`, `Soul-Guide Lantern`, `Disruptor Flute`, `Pithing Needle` deployment, `Expedition Map`, `Wasteland`, `Ghost Quarter`, `Maze of Ith`, or `Thespian's Stage`; spend that mana only when the proactive action is stronger than the visible defensive window.

## Mulligan Guide
- Strong keep: keep `Mox Diamond` plus `Exploration` plus green access when the hand also contains `Life from the Loam`, `Crop Rotation`, `Urza's Saga`, or `Dark Depths` plus `Thespian's Stage`. This hand converts early cards into land drops, recursion, denial, or a fast 20/20 without needing speculative draw steps.
- Strong keep: keep `Urza's Saga` plus acceleration and at least one relevant artifact target when the matchup does not punish a slower construct plan. `Expedition Map`, `Pithing Needle`, `Soul-Guide Lantern`, and `Disruptor Flute` give Saga hands specific texture, while `Life from the Loam` can rebuy Saga after chapter III.
- Medium keep: keep green source plus `Life from the Loam` plus two or more lands when the hand has a payoff land such as `Wasteland`, `Ghost Quarter`, `Boseiju, Who Endures`, `Dark Depths`, `Thespian's Stage`, or `Urza's Saga`. This hand is slower without `Mox Diamond` or `Exploration`, but it is functional if the visible matchup rewards inevitability.
- Medium keep: keep `Malevolent Rumble` or `Cache Grab` with green access and stable lands when the hand lacks a complete engine but can dig while making land drops. Treat these hands as setup hands, not combo hands, and avoid keeping them against fast pressure unless they also contain `Maze of Ith`, `The Tabernacle at Pendrell Vale`, `Crop Rotation`, or a fast `Urza's Saga` line.
- Risky keep: keep colorless-heavy hands only when the hand already has a concrete plan such as `Ancient Tomb` into `Disruptor Flute`, `Urza's Saga` pressure, or visible `Dark Depths` plus `Thespian's Stage`. Ship hands that need to draw green before doing anything meaningful.
- Automatic ship: ship no-land hands, one-land hands without `Mox Diamond` or `Exploration`, hands with `Mox Diamond` but no disposable land, and hands that cannot cast `Life from the Loam`, `Crop Rotation`, `Malevolent Rumble`, or `Cache Grab` before falling behind. Also ship hands whose only plan is unsupported `Dark Depths` with no `Thespian's Stage`, `Crop Rotation`, or `Expedition Map`.
- Matchup-dependent keep: keep `Bojuka Bog`, `Soul-Guide Lantern`, or sideboard graveyard cards only when graveyard pressure is expected or visible; otherwise these cards are low-tempo resources. Keep `Pithing Needle` or `Disruptor Flute` higher when the opponent relies on activated abilities, specific spells, or known combo pieces.
- Play/draw adjustment: on the play, value `Exploration`, `Mox Diamond`, `Wasteland`, `Ghost Quarter`, and `Disruptor Flute` more because early tempo denial compounds. On the draw, require more immediate stabilization, selection, or interaction because slow Loam hands can lose before recursion matters.
- Trap hand: do not keep multiple utility lands plus no green source just because the names are powerful. `Maze of Ith`, `Karakas`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, `Bojuka Bog`, and `Dark Depths` can all fail to cast the spells that make the hand coherent.
- Trap hand: do not keep `Life from the Loam` with no lands worth recurring and no pressure plan. Loam is an engine only when it recovers real land drops, denial lands, combo lands, or `Urza's Saga`.

## Turn Arc
- Turn 1 priority: deploy `Exploration` or `Mox Diamond` when it unlocks extra land drops, green spells, `Urza's Saga`, or protection mana. If both are legal, prefer the sequence that spends the least irreplaceable land and leaves the most relevant interaction available.
- Turn 1 denial: use `Wasteland` or `Ghost Quarter` early only when the opponent's visible mana makes the denial meaningful or when `Life from the Loam` can rebuy the land. Do not trade a critical green source or combo piece for low-impact denial.
- Turn 1 Saga: play `Urza's Saga` early when the hand can use chapter timing and has enough mana to support constructs or artifact tutoring. Delay it when the hand needs stable colored mana first or when `The Tabernacle at Pendrell Vale` would undermine your own construct plan.
- Turn 1 lock piece: cast `Pithing Needle`, `Soul-Guide Lantern`, or `Disruptor Flute` only when the correct name, target, or timing is visible or strongly indicated by matchup context. Avoid blind low-impact deployment when holding mana for `Crop Rotation` or land development is stronger.
- Turn 2 priority: assemble engine or pressure by casting `Life from the Loam`, `Malevolent Rumble`, `Cache Grab`, `Expedition Map`, or advancing `Urza's Saga`. Prefer `Life from the Loam` when it returns lands that immediately change mana, denial, combo assembly, or Saga replay.
- Turn 2 combo setup: use `Crop Rotation` for `Dark Depths`, `Thespian's Stage`, `Bojuka Bog`, `Maze of Ith`, `Karakas`, `The Tabernacle at Pendrell Vale`, or `Boseiju, Who Endures` only when the sacrifice cost is acceptable and the fetched land answers the current game. Treat `Crop Rotation` into combo as a commitment gate if opposing interaction is represented.
- Turn 3 priority: decide whether the game is about Marit Lage, Saga constructs, Loam denial, or survival. Activate or set up `Thespian's Stage` plus `Dark Depths` when waiting is riskier than committing; otherwise continue `Wasteland` or `Ghost Quarter` loops, make constructs, or dig with `Malevolent Rumble` and `Cache Grab`.
- Turn 3 stabilization: prioritize `Maze of Ith`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, `Karakas`, `Bojuka Bog`, `Pithing Needle`, or `Soul-Guide Lantern` when visible threats can beat the combo race. A slower engine line is correct only if the board does not demand an immediate answer.
- Turns 4-5 priority: convert recursion into inevitability by recurring `Urza's Saga`, `Wasteland`, `Ghost Quarter`, `Boseiju, Who Endures`, or combo lands with `Life from the Loam`. Use `Exploration` to turn dredged lands into same-turn pressure, mana, or denial.
- Turns 4-5 deviation: stop dredging `Life from the Loam` when the hand needs fresh nonland interaction, when graveyard hate is visible, or when decking/resource exhaustion becomes relevant. Draw naturally if `Disruptor Flute`, `Pithing Needle`, `Crop Rotation`, `Force of Vigor`, `Dismember`, or `Endurance` would matter more than more lands.
- Late game priority: force the opponent to answer repeated must-answer lands rather than single spells. Recur `Urza's Saga`, threaten `Dark Depths` plus `Thespian's Stage`, loop denial lands, and preserve `Boseiju, Who Endures` or `Otawara, Soaring City` for visible permanents that block the winning line.
- Late game deviation: protect against self-inflicted lock failure. Count `The Tabernacle at Pendrell Vale` payments, preserve a real green source through `Mox Diamond` decisions, avoid exposing all win conditions into graveyard exile, and verify `Skateboard` text before treating it as a tactical engine or finisher. Card text check required.

## Card Roles
- `Dark Depths` is the primary combo land and should be treated as a commitment resource, not just a land drop. Pair it with `Thespian's Stage` when the opponent is tapped low, when waiting exposes you to lethal pressure, or when you can rebuild with `Life from the Loam`; delay it when visible bounce, sacrifice, exile, or land interaction can answer the token and you have a stronger denial or `Urza's Saga` line.
- `Thespian's Stage` is both combo half and utility copier, so preserve it unless copying `Dark Depths` wins, copying `Urza's Saga` advances pressure, or copying another land fixes a concrete problem. Do not expose all copies to `Wasteland`-style effects before `Life from the Loam` is active.
- `Urza's Saga` is a standalone win condition, selection piece, and artifact tutor. Lead on it when you can support construct activations and chapter timing; recur it with `Life from the Loam` when the game becomes about repeated constructs or repeated access to `Expedition Map`, `Pithing Needle`, `Soul-Guide Lantern`, `Mox Diamond`, or `Skateboard` after card text verification.
- `Life from the Loam` is the deck's inevitability engine and should be cast when it returns lands that matter immediately: `Wasteland`, `Ghost Quarter`, `Urza's Saga`, `Boseiju, Who Endures`, `Dark Depths`, `Thespian's Stage`, or missing mana. Dredge only while lands are the highest-value draw; draw naturally when a spell answer, artifact lock piece, or sideboard card is more important than more graveyard volume.
- `Exploration` converts Loam into tempo and lets the deck double-spell with lands. Cast it early when the hand has extra lands or Loam access; hold it only when the hand is land-light, when discard is expected and another card is more important to protect, or when developing mana first prevents losing critical land resources.
- `Mox Diamond` accelerates lock pieces, early `Life from the Loam`, and fast `Urza's Saga` turns, but its discard cost is real. Use it when the discarded land is replaceable, Loam-recoupable, or unlocks a decisive line; avoid pitching the only green source, the only combo half, or the only answer land unless the legal line wins or stabilizes immediately.
- `Crop Rotation` is the highest-leverage tactical spell and should be treated as both tutor and interaction. Use it for `Dark Depths` or `Thespian's Stage` to threaten Marit Lage, `Bojuka Bog` for graveyards, `Maze of Ith` for combat, `Karakas` for legendary creatures, `The Tabernacle at Pendrell Vale` for creature swarms, `Boseiju, Who Endures` for problematic artifacts/enchantments/nonbasic lands, or `Wasteland`/`Ghost Quarter` for mana denial; never sacrifice a critical land unless the destination land solves the current game.
- `Boseiju, Who Endures` is flexible interaction that remains land-recursive with `Life from the Loam`. Hold it when a visible permanent can stop Marit Lage, shut off Loam, race constructs, or enable a combo; spend it earlier when the opponent's mana or lock piece is more dangerous than the replacement land they may receive.
- `Wasteland` is the primary mana-denial tool and becomes oppressive with `Life from the Loam` plus `Exploration`. Fire it early against vulnerable mana, combo lands, or utility lands; hold it when the opponent's visible mana is redundant and you need it as a recurring loop piece rather than a one-for-one.
- `Ghost Quarter` is backup denial, basic-check pressure, and a way to attack lands that `Wasteland` cannot profitably answer. Use it more aggressively when `Life from the Loam` is active or when the opponent is visibly constrained; avoid turning it into ramp against opponents that can benefit from the search.
- `Yavimaya, Cradle of Growth` fixes green mana and lets utility lands cast `Crop Rotation`, `Life from the Loam`, `Malevolent Rumble`, and `Cache Grab`. Protect it when your hand is green-spell dense; remember it can also help the opponent, so do not deploy it into visible opposing land-activation upside unless your own mana need is urgent.
- `Malevolent Rumble` is setup, graveyard fuel, and permanent selection for the engine. Cast it when you need a land, `Exploration`, artifact, or another permanent to stabilize or advance; avoid using it blindly when decking, graveyard hate, or a need to draw live spells makes self-mill costly.
- `Cache Grab` is selection plus graveyard setup and should dig for missing engine pieces, interaction, or win conditions. Treat it as a slower stabilizer against fast pressure unless it can find a relevant answer; prefer it in grindy games where putting lands and Loam targets into the graveyard is upside.
- `Disruptor Flute` is proactive disruption for known spell-based or activated lines. Cast it when matchup context or visible information identifies a card or mana value that matters; avoid speculative naming when keeping mana for `Crop Rotation`, Loam development, or an immediate land answer is stronger.
- `Expedition Map` is a slow but precise tutor and is strongest from `Urza's Saga` or hands with time to assemble a specific land. Find combo halves when the opponent is underprepared, find `Bojuka Bog`, `Maze of Ith`, `Karakas`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, `Wasteland`, or `Boseiju, Who Endures` when the visible board demands an answer, and do not crack it prematurely if waiting improves the target choice.
- `Pithing Needle` is a cheap lock piece that should name a visible permanent, a known matchup-defining activated ability, or a card revealed by public information. It is poor as a blind guess unless the matchup has a narrow must-name card; preserve it against decks where one activated ability beats Marit Lage, Loam, or Saga constructs.
- `Soul-Guide Lantern` is maindeck graveyard interaction and a Saga target. Deploy it early when graveyard resources are visible or expected, hold it when surprise timing matters, and cash it in only when the card draw or graveyard exile is more valuable than leaving the threat of activation.
- `Bojuka Bog` is graveyard interaction that can be tutored at instant speed with `Crop Rotation`. Prioritize it against visible graveyard engines, recursion, or combo setup; avoid playing it as a tapped land before it can answer anything unless mana development requires it.
- `Maze of Ith` buys time against creature pressure and protects life total while the deck assembles Loam, Saga, or Marit Lage. Use it to neutralize the most relevant attacker, but remember it does not produce mana without external help and can slow hands that already lack green access.
- `The Tabernacle at Pendrell Vale` punishes creature-wide boards and can buy multiple turns against swarm strategies. Fetch or play it when the opponent's board is mana-constrained or wide; avoid undermining your own `Urza's Saga` construct plan unless survival or a lock position requires it.
- `Karakas` is a tactical answer to legendary creatures and can protect or reset relevant legendary permanents only if rules and visible board permit. Treat it mostly as matchup interaction, not reliable mana, and use `Crop Rotation` access when a visible legendary threat matters.
- `Blast Zone` is scalable permanent interaction, especially against clustered mana values that lands otherwise struggle to remove. Develop it when the opponent's board gives you time; avoid overinvesting counters if `Boseiju, Who Endures`, `Pithing Needle`, or a faster combo line answers the same problem.
- `Ancient Tomb` accelerates `Disruptor Flute`, artifact lines, `Urza's Saga` activations, and awkward colorless starts. Use the life payment cautiously against fast creature or burn pressure, and do not let speed tempt you into hands that cannot cast green spells.
- `Forest` is the cleanest green source and should be valued highly in mulligans because the deck's best spells are green. Preserve at least one stable green source through `Mox Diamond`, `Crop Rotation`, and land-denial sequences unless the immediate line wins or locks the opponent.
- `Otawara, Soaring City` is flexible bounce interaction and a blue land only in limited contexts. Use it when a visible permanent, blocker, token answer, or lock piece prevents your winning line; otherwise keep it as a land that can be recurred later if the game goes long.
- `Skateboard` requires a card text check before assigning tactical certainty. Treat it as an `Urza's Saga`-findable artifact only after verifying its text, activation costs, and whether it contributes to mana, pressure, protection, or utility in the current rules-engine output.

## Interaction Priorities

- Removal priority: answer permanents that stop `Dark Depths` plus `Thespian's Stage`, disable `Life from the Loam`, race `Urza's Saga` constructs, or make land recursion irrelevant before spending interaction on ordinary value pieces. Use `Boseiju, Who Endures`, `Otawara, Soaring City`, `Blast Zone`, `Pithing Needle`, `Disruptor Flute`, `Soul-Guide Lantern`, `Bojuka Bog`, `Wasteland`, and `Ghost Quarter` only when the visible target changes the game texture.
- Bounce priority: spend `Otawara, Soaring City` on the permanent that blocks a winning Marit Lage line, frees a locked engine, removes a decisive blocker, or buys a lethal-turn tempo swing. Do not bounce low-impact permanents when recursive land denial or Saga pressure already controls the game.
- Exile priority: use `Bojuka Bog`, `Soul-Guide Lantern`, `Endurance`, or `Grafdigger's Cage` against visible graveyard engines, pending graveyard combo, recursion loops, or graveyard-enabled pressure. Hold one-shot graveyard exile when the opponent is still setting up and firing later can strand more resources.
- Land-interaction priority: use `Wasteland` first against nonbasic mana that constrains the opponent immediately, and use `Ghost Quarter` when the land must die despite `Wasteland` limits or when the opponent appears basic-light. With active `Life from the Loam` and `Exploration`, repeated land destruction can become the main interaction plan rather than a tempo play.
- Permanent-interaction priority: use `Force of Vigor` and `Boseiju, Who Endures` on artifacts or enchantments that shut down Loam, Saga, Marit Lage, or graveyard access; ignore replaceable value permanents when the opponent is still vulnerable to `Dark Depths` or mana denial. `Blast Zone` is best when multiple visible permanents share a mana value or when targeted answers are taxed or unavailable.
- Creature-interaction priority: use `Maze of Ith`, `The Tabernacle at Pendrell Vale`, `Dismember`, `Karakas`, `Blast Zone`, and blockers according to the clock. Preserve `Dismember` for creatures that invalidate Marit Lage, generate a fast lethal clock, or enable combo; do not spend it on a creature already contained by `Maze of Ith` or `The Tabernacle at Pendrell Vale` unless life total or timing forces action.
- Proactive disruption priority: cast `Disruptor Flute`, `Pithing Needle`, `Grafdigger's Cage`, or `Choke` when public information or matchup identity identifies a specific axis to lock. Do not make speculative names if holding mana for `Crop Rotation`, activating `Urza's Saga`, recurring `Life from the Loam`, or assembling `Dark Depths` is more immediately decisive.
- Counter and discard rule: this registered deck has no normal counterspell or discard spell, so never invent counter or discard actions. If the rules engine presents a forced discard choice, discard redundant lands without unique utility first, then excess `Mox Diamond` or duplicate legends, while preserving green access, `Life from the Loam`, one combo path, and the best visible answer.
- Bait priority: expose slower or redundant pieces before committing the only `Dark Depths`, `Thespian's Stage`, `Life from the Loam`, `Crop Rotation`, or answer to a visible threat. `Urza's Saga`, `Malevolent Rumble`, `Cache Grab`, extra `Exploration`, or a nonessential tutor can draw interaction while preserving the real kill or lock.
- Ignore priority: ignore small value creatures, cantrips, and incremental artifacts when they do not change the clock, stop Marit Lage, break Loam, or answer constructs. Against fast combo, shift from grindy denial to `Disruptor Flute`, `Pithing Needle`, graveyard hate, and the fastest legal kill.

## Combat And Trading Rules

- Combat role: attack only when pressure advances a real clock without sacrificing a better lock, combo, or defensive posture. This deck often wins without normal combat until Marit Lage or `Urza's Saga` constructs are ready, so life total, opponent clock, and visible blockers matter more than chip damage.
- Marit Lage rule: protect the 20/20 line from visible bounce, exile, sacrifice, tap, or blocker effects before committing if waiting is not lethal. If the token is already made, attack when the legal attack is not visibly blanked; hold back only when rules-engine output shows a defensive obligation or a better end-step/interaction line.
- Construct rule: use `Urza's Saga` constructs as both pressure and defense, and count visible artifact support before attacking. Trade constructs when the trade preserves life total under pressure or protects the engine; preserve constructs when they are the only realistic win condition through graveyard hate or land disruption.
- Blocking rule: block to preserve life when the opponent's next attack cycle threatens lethal or forces bad `Ancient Tomb` math, but avoid trades that give up the only artifact count, only blocker, or only route to stabilize. Use `Maze of Ith` before committing a creature trade when it neutralizes the same attacker.
- Token-preservation rule: do not trade Marit Lage or a large construct for a creature unless the rules engine shows that not trading loses the game or the blocker has already neutralized the attack. The deck is resource-rich but threat-light, so the best threat often matters more than one turn of life.
- Defensive-land rule: fetch or preserve `Maze of Ith`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, or `Karakas` when visible combat pressure is the opponent's primary route. Against wide boards, `The Tabernacle at Pendrell Vale` and `Blast Zone` matter more; against one huge attacker, `Maze of Ith` or `Karakas` matters more when legal.
- Life-threshold rule: above 12 life, prefer engine setup unless the board shows a fast clock; from 8 to 12, prioritize preventing large attacks and avoid unnecessary `Ancient Tomb` damage; below 8, treat every attack step as a survival puzzle before spending mana on slow selection. Do not pay life for speed unless it prevents more damage, creates lethal, or locks the opponent.
- Archetype shift: against creature decks, become a prison-control deck with `Maze of Ith`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, `Dismember`, and large blockers. Against spell combo or control, combat is usually about ending the game quickly with Marit Lage or constructs after disruption, not trading creatures.
- Protection rule: preserve green mana, `Crop Rotation`, and recursive lands when combat decisions depend on instant-speed tutoring for `Maze of Ith`, `Bojuka Bog`, `Karakas`, `Blast Zone`, `Wasteland`, or combo pieces. Do not tap out for a minor attack if the visible board requires an instant-speed answer.

## Selection And Tutor Rules

- `Crop Rotation` rule: treat `Crop Rotation` as both a tutor and an instant-speed answer, not just combo assembly. Search for `Dark Depths` or `Thespian's Stage` when the 20/20 line is ready or the opponent is tapped low; search for `Maze of Ith`, `Karakas`, `Bojuka Bog`, `Blast Zone`, `The Tabernacle at Pendrell Vale`, `Wasteland`, `Ghost Quarter`, `Boseiju, Who Endures`, or `Otawara, Soaring City` only when the visible board or stack makes that land immediately relevant.
- Commitment gate: cast `Crop Rotation` into open interaction only when waiting is worse, the sacrificed land is redundant, or the target land must answer a current threat. Losing both the spell and the sacrificed land is a major tempo loss, so preserve it when the current hand already has a slower legal path.
- `Dark Depths` line: prioritize finding the missing half of `Dark Depths` plus `Thespian's Stage` when you can make or threaten Marit Lage before the opponent's next decisive turn. If visible interaction can answer the token, consider finding disruption, mana denial, or `Urza's Saga` instead.
- `Life from the Loam` rule: use `Life from the Loam` to convert graveyard lands into repeated land drops, denial loops, and combo recovery. Prefer returning `Wasteland`, `Ghost Quarter`, `Urza's Saga`, `Dark Depths`, `Thespian's Stage`, `Boseiju, Who Endures`, or utility lands according to the current axis; do not automatically take three lands if one utility land plus draw-step access is stronger.
- Dredge rule: choose dredge for `Life from the Loam` when the graveyard engine is active, the hand needs lands more than unknown cards, or you are digging for land recursion. Draw normally when you need nonland interaction such as `Crop Rotation`, `Exploration`, `Mox Diamond`, `Disruptor Flute`, `Pithing Needle`, `Soul-Guide Lantern`, `Dismember`, `Force of Vigor`, or `Endurance`.
- `Malevolent Rumble` rule: use `Malevolent Rumble` to find permanents and stock the graveyard for `Life from the Loam`. Prioritize missing combo pieces, `Exploration`, `Mox Diamond`, `Urza's Saga`, lock artifacts, and stabilizing lands; Card text check required for exact token and selection constraints, so follow the engine's legal candidates.
- `Cache Grab` rule: use `Cache Grab` as conditional selection and graveyard setup when the hand needs a permanent or Loam fuel. Card text check required for exact timing and quantity, so choose among visible legal candidates by immediate role: combo piece, green source, recursion land, answer, then redundant engine card.
- `Expedition Map` rule: use `Expedition Map` as a slower land tutor when mana is available and the target land will matter next turn or later. Find `Dark Depths` or `Thespian's Stage` for a planned kill, `Urza's Saga` for pressure and artifact access, or a utility land for the visible matchup problem.
- `Urza's Saga` tutor rule: when the chapter ability resolves, choose the artifact that solves the current constraint. Take `Expedition Map` for land access, `Pithing Needle` for a known activated ability, `Soul-Guide Lantern` for graveyard pressure, `Mox Diamond` for mana/artifact count if allowed, or `Skateboard` only if its visible text is relevant; Card text check required for `Skateboard`.
- Land-drop timing rule: hold discretionary land drops until after selection when `Exploration` gives multiple land drops and the best land depends on `Life from the Loam`, `Crop Rotation`, `Malevolent Rumble`, `Cache Grab`, or `Expedition Map`. Play green access early when it unlocks Loam or selection, but preserve surprise utility lands if the engine allows acting later.

## Priority And Stack Rules

- Priority rule: pass routine priority when no legal action improves the current board, protects a key plan, or disrupts a visible threat. Do not pass through an opponent's decisive spell, combat step, graveyard action, or land activation if a legal `Crop Rotation`, `Boseiju, Who Endures`, `Otawara, Soaring City`, `Force of Vigor`, `Endurance`, `Dismember`, `Soul-Guide Lantern`, `Maze of Ith`, or `Karakas` action answers it.
- Instant-speed land tutor rule: use `Crop Rotation` in response to attacks, graveyard actions, activated abilities, or end steps when the target land changes the outcome immediately. Common response targets are `Maze of Ith` for one attacker, `Bojuka Bog` for graveyard dependence, `Karakas` for a legendary creature, `Wasteland` or `Ghost Quarter` for a key land, and combo pieces at the opponent's end step.
- Marit Lage timing rule: create Marit Lage at the opponent's end step when possible, unless the token is needed immediately for blocking or the opponent's visible mana/board makes waiting unsafe. Main-phase creation is acceptable when it produces lethal before the opponent can untap or when the rules engine shows no better line.
- `Thespian's Stage` rule: activate `Thespian's Stage` copying `Dark Depths` only when the legal action text and visible mana support the combo or when copying another land is tactically required. Do not spend the activation on minor value if the same mana must hold up interaction.
- Graveyard timing rule: fire `Bojuka Bog`, `Soul-Guide Lantern`, `Endurance`, or `Grafdigger's Cage` before the opponent receives value from graveyard cards, not after the value is already locked in. If the opponent is only filling the graveyard and no payoff is pending, waiting can improve the exile window.
- Permanent answer timing rule: use `Boseiju, Who Endures`, `Force of Vigor`, `Blast Zone`, and `Otawara, Soaring City` when the permanent blocks Loam, Saga, Marit Lage, mana denial, or survival. Let low-impact artifacts and enchantments resolve when answering them would reduce the combo clock or expose the only answer prematurely.
- Optional-cost rule: pay optional costs only when the resulting effect advances the chosen plan and does not consume mana needed for `Crop Rotation`, `Thespian's Stage`, `Maze of Ith`, `Karakas`, `Soul-Guide Lantern`, `Expedition Map`, or interaction. Decline optional value when survival, combo protection, or land denial requires holding mana.
- Combat window rule: keep priority through declare attackers, declare blockers, and before damage when `Maze of Ith`, `Karakas`, `Crop Rotation`, `Dismember`, `Blast Zone`, or `Force of Vigor` can change combat. If no legal action changes combat math or protects a key permanent, pass and preserve resources.
- Saga timing rule: float mana or activate `Urza's Saga` before chapter sacrifice only when the engine presents legal windows. Choose the chapter tutor target from visible needs rather than habit; after the tutor resolves, reassess priority because artifact count, blockers, and mana may have changed.

## Sideboard Map

- Sideboard principle: add narrow answers only when they attack the opponent's visible axis better than the maindeck land engine does. `Lands` wins many games by preserving `Exploration`, `Life from the Loam`, `Crop Rotation`, `Urza's Saga`, and `Dark Depths` access, so avoid overloading on reactive cards when the opponent is already vulnerable to `Wasteland`, `Ghost Quarter`, `The Tabernacle at Pendrell Vale`, `Maze of Ith`, or a fast Marit Lage.

- `Choke` role: bring `Choke` against Island-heavy blue control, blue tempo, and blue spell-combo where locking lands changes the game more than one additional tutor or graveyard card. `Choke` is weak against low-Island mana, fast creature decks that already deployed pressure, and matchups where tapping three mana sorcery-speed would leave `Dark Depths` protection, `Crop Rotation`, or `Thespian's Stage` activation unavailable.

- `Dismember` role: bring `Dismember` against creature decks whose threats are too fast, evasive, or disruptive for `Maze of Ith`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, and `Karakas` alone. `Dismember` is weak when the opponent presents few creatures, when life total is under severe pressure, or when most creature problems are better handled by `Karakas`, `Maze of Ith`, `Bojuka Bog`, `Endurance`, or mana denial.

- `Disruptor Flute` role: increase `Disruptor Flute` against spell-combo, artifact-combo, activated-ability decks, and control decks with decisive named cards. Card text check required for exact naming and timing constraints; use it only when the engine exposes a legal choice and the chosen name is supported by public information, known revealed cards, or matchup role guidance.

- `Endurance` role: bring `Endurance` against graveyard engines, graveyard combo, fast delve-style threats, and blue decks where a flash threat plus graveyard reset matters. `Endurance` is weak when the opponent's graveyard is incidental, when green card availability makes alternate casting unreliable, or when `Bojuka Bog`, `Soul-Guide Lantern`, or `Grafdigger's Cage` already covers the relevant window without weakening the land plan.

- `Force of Vigor` role: bring `Force of Vigor` against artifact and enchantment engines that invalidate `Life from the Loam`, `Urza's Saga`, Marit Lage, or mana denial. It is weak against decks with few targets, when green card count is too low to support alternate casting, or when `Boseiju, Who Endures`, `Blast Zone`, `Otawara, Soaring City`, and `Pithing Needle` already answer the visible permanent axis.

- `Grafdigger's Cage` role: bring `Grafdigger's Cage` against graveyard-casting, library-casting, and creature-recursion strategies where a static artifact matters before they execute. Card text check required for exact affected actions; do not assume it stops every graveyard line, and do not choose it over `Soul-Guide Lantern` or `Endurance` when a one-shot exile effect better answers the visible stack or graveyard.

- `Icetill Explorer` role: bring `Icetill Explorer` when the matchup rewards additional grind, board presence, or engine insulation after opponents overload on graveyard hate and land answers. Card text check required; keep its use conditional on visible legal text, and treat it as weak when the matchup is about immediate combo speed, urgent permanent answers, or surviving early creature pressure.

- Sideboard `Pithing Needle` role: bring the second `Pithing Needle` when named activated abilities are central to the opponent's plan or when multiple different names may matter. It is weak against decks that win mostly through spells or combat without relevant activated abilities, and it loses value if the first maindeck `Pithing Needle` plus `Disruptor Flute` already covers the visible bottleneck.

Blue Control / Blue Tempo
Side in: 1 Choke; 2 Endurance; 1 Pithing Needle; 2 Disruptor Flute
Cut: 1 Skateboard; 1 Soul-Guide Lantern; 1 Blast Zone; 1 Expedition Map; 1 Maze of Ith; 1 Bojuka Bog

- Plan rule: pressure blue decks with recursive lands while making their key answers awkward. `Choke` punishes Island-heavy mana, `Endurance` pressures planeswalker or graveyard-resource games and protects against graveyard leverage, extra `Disruptor Flute` and `Pithing Needle` constrain known answer cards or activated abilities, and the land engine should still prioritize `Wasteland`, `Urza's Saga`, and a protected `Dark Depths` line.

Fast Creature / Creature Tempo
Side in: 2 Dismember; 2 Endurance
Cut: 1 Skateboard; 1 Expedition Map; 1 Disruptor Flute; 1 Soul-Guide Lantern

- Plan rule: survive the first combat cycle without giving up the combo kill. `Dismember` answers threats that slip past mana denial, `Endurance` blocks and resets graveyard-fed pressure, and maindeck lands such as `Maze of Ith`, `Karakas`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, `Wasteland`, and `Ghost Quarter` remain the main stabilizing tools.

Graveyard Combo / Graveyard Engine
Side in: 3 Endurance; 1 Grafdigger's Cage; 1 Pithing Needle; 2 Disruptor Flute
Cut: 1 Skateboard; 1 Expedition Map; 1 Blast Zone; 1 Maze of Ith; 1 The Tabernacle at Pendrell Vale; 1 Ghost Quarter; 1 Cache Grab

- Plan rule: add overlapping graveyard disruption while preserving the ability to kill quickly. `Endurance`, `Grafdigger's Cage`, `Soul-Guide Lantern`, `Bojuka Bog`, `Crop Rotation`, and `Life from the Loam` should work as layered interaction; use `Disruptor Flute` or `Pithing Needle` only when the legal name choice maps to a known engine card, visible permanent, or public matchup plan.

Artifact / Enchantment Engine
Side in: 3 Force of Vigor; 1 Pithing Needle; 2 Disruptor Flute
Cut: 1 Skateboard; 1 Soul-Guide Lantern; 1 Maze of Ith; 1 The Tabernacle at Pendrell Vale; 1 Cache Grab; 1 Expedition Map

- Plan rule: answer the permanent that stops the land engine, not the first target that appears. `Force of Vigor` should protect `Exploration`, `Life from the Loam`, `Urza's Saga`, `Dark Depths`, and mana denial from lock pieces or artifact engines; `Boseiju, Who Endures`, `Blast Zone`, `Otawara, Soaring City`, `Pithing Needle`, and `Disruptor Flute` supply additional pressure on the same axis.

Nonblue Big Mana / Land Mirrors
Side in: 1 Pithing Needle; 2 Disruptor Flute; 2 Icetill Explorer
Cut: 1 Soul-Guide Lantern; 1 Skateboard; 1 Maze of Ith; 1 Blast Zone; 1 Cache Grab

- Plan rule: fight over lands, activated abilities, and long-game inevitability. `Pithing Needle` and `Disruptor Flute` should name only from legal engine prompts backed by public information, while `Icetill Explorer` is a conditional grind tool if its visible text supports land-engine advantage; keep `Wasteland`, `Ghost Quarter`, `Life from the Loam`, `Crop Rotation`, `Boseiju, Who Endures`, and `Dark Depths` central.

- Broad creature guidance: Add role cards: `Dismember`; `Endurance` when graveyard pressure or flash blocking matters. Reduce main-deck emphasis: slow artifact utility, narrow graveyard artifacts, and noncombat lock pieces when the opponent's damage output already demands immediate removal or Maze/Tabernacle play.

- Broad combo guidance: Add role cards: `Disruptor Flute`; `Pithing Needle`; `Endurance`; `Grafdigger's Cage`; `Force of Vigor` when artifacts or enchantments are part of the engine. Reduce main-deck emphasis: creature-only defensive lands and slow selection when the opponent's decisive turn comes before incremental Loam advantage matters.

- Broad control guidance: Add role cards: `Choke`; `Endurance`; `Disruptor Flute`; `Pithing Needle`; `Force of Vigor` only for visible artifact/enchantment hate or engines. Reduce main-deck emphasis: low-impact graveyard one-shots and creature-only answers when the opponent is not pressuring combat.

- Runtime caution: sideboard choices must follow the registered 75 and the rules engine's current legality. If a proposed exact plan conflicts with known opponent configuration, revealed card roles, or current sideboard availability, prefer validated role-card selection over forcing the template.

## Matchup Guidance

- Aggro: Stabilize first, then convert a stable turn into `Dark Depths` plus `Thespian's Stage` or `Urza's Saga` pressure. Prioritize hands with `Maze of Ith`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, `Mox Diamond`, `Exploration`, `Crop Rotation`, or early access to `Wasteland`; slow hands that only dredge `Life from the Loam` without a defensive land are risky. Add role cards: `Dismember`; `Endurance` when it blocks profitably or interacts with graveyard-fed threats. Reduce main-deck emphasis: slow artifact utility, narrow graveyard artifacts, and expensive selection when the board already demands an answer.

- Go-wide creature decks: Make the opponent pay mana and board space before trying to win through combat. `The Tabernacle at Pendrell Vale` is the highest-impact land when many creatures are visible, `Blast Zone` can clear clustered mana values, and `Maze of Ith` buys time against the largest attacker while `Wasteland` and `Ghost Quarter` constrain follow-up turns. Use `Crop Rotation` defensively when a single land immediately changes combat math; do not spend it on a combo piece if the next attack is visibly lethal unless the combo kill is also legal and immediate.

- Single-threat decks: Preserve the answer that matches the threat rather than using every piece on sight. `Maze of Ith` answers many combat threats without spending a card, `Karakas` matters only when the rules engine shows a legal relevant target, `Otawara, Soaring City` can reset a permanent if the action is legal, and `Pithing Needle` should name only an activated ability supported by public information. `Dismember` is valuable when the threat can ignore `Maze of Ith`, attack through mana denial, or kill before `Dark Depths` is online.

- Burn and direct-damage decks: Race with the fastest protected Marit Lage line and avoid spending life casually. `Ancient Tomb`, `Dismember`, and unnecessary shock-like costs should be treated as emergency tools, not default tempo plays, when life total is under pressure. `Zuran Orb` is not registered, so do not invent life-gain lines; the real plan is acceleration through `Mox Diamond` and `Exploration`, mana denial through `Wasteland`, and a fast `Dark Depths` kill. Add role cards: `Endurance` if a flash blocker or graveyard interaction matters; `Dismember` only for creatures that materially shorten the clock.

- Tempo: Trade mana efficiency for inevitability only when the board is not already slipping away. `Wasteland`, `Ghost Quarter`, and `Life from the Loam` punish low land counts, while `Mox Diamond` and `Exploration` help play through soft pressure. Protect `Life from the Loam` from graveyard interaction by sequencing value before all-in dredge loops when possible, and use `Crop Rotation` at the latest safe moment when open mana implies interaction. Add role cards: `Choke` against Island-heavy blue tempo, `Endurance` for pressure plus graveyard coverage, `Dismember` for must-answer creatures, extra `Disruptor Flute` and `Pithing Needle` for public bottleneck cards.

- Control: Make land drops, stress mana, and force the opponent to answer different permanent types. `Urza's Saga` creates a standalone threat and finds artifacts, `Life from the Loam` recovers from removal and discard, `Wasteland` pressures nonbasic mana, and `Dark Depths` forces instant-speed answers. `Choke` is a major role card against blue mana bases, but cast it only when it advances a constrained game or punishes visible tapped-low shields. Add role cards: `Choke`; `Endurance`; extra `Disruptor Flute`; sideboard `Pithing Needle`; `Force of Vigor` only when artifacts or enchantments are visible or expected from public matchup context.

- Removal-heavy decks: Lean into recursive lands and threat diversity instead of treating Marit Lage as the only win. `Life from the Loam` plus `Wasteland`, `Ghost Quarter`, `Boseiju, Who Endures`, and `Urza's Saga` can exhaust answers while keeping land drops flowing. Make `Dark Depths` when the opponent is constrained, when `Karakas`/bounce-style answers are handled by `Pithing Needle`, `Disruptor Flute`, `Wasteland`, or `Boseiju, Who Endures`, or when waiting gives them a better draw window. `Icetill Explorer` is a role card for longer games only if visible card text supports grind or engine insulation; card text check required.

- Midrange: Win by making their one-for-one cards line up poorly against lands. `Life from the Loam` is the core engine, `Urza's Saga` turns land drops into board presence, and `Crop Rotation` should choose between defense, mana denial, graveyard hate, and combo based on the current board. `Endurance` is strong when graveyards matter or a flash creature changes combat, and `Dismember` is for threats that make the Loam plan too slow. Preserve `Bojuka Bog` and `Soul-Guide Lantern` for graveyard leverage that is actually visible or strongly implied by public game actions.

- Combo: Identify the bottleneck, then choose whether to race or disrupt. Fast hands with `Mox Diamond`, `Exploration`, `Crop Rotation`, `Dark Depths`, and `Thespian's Stage` can kill quickly, while `Disruptor Flute`, `Pithing Needle`, `Bojuka Bog`, `Soul-Guide Lantern`, `Endurance`, `Grafdigger's Cage`, `Force of Vigor`, and `Boseiju, Who Endures` cover different combo axes. Do not name a card with `Disruptor Flute` or `Pithing Needle` from guesswork alone when the decision request lacks matchup context, revealed cards, or visible permanents. Add role cards according to the engine: graveyard hate for graveyard combo, `Force of Vigor` for artifact/enchantment engines, and extra `Disruptor Flute` for spell-timing bottlenecks.

- Graveyard decks: Layer one-shot, static, and reshuffle effects instead of spending the first hate piece automatically. `Bojuka Bog` is strongest with `Crop Rotation` when the opponent commits cards to the graveyard, `Soul-Guide Lantern` can sit on the battlefield and force awkward sequencing, `Endurance` can answer a stack or graveyard window if legal, and `Grafdigger's Cage` is for decks where its static text is relevant; card text check required for exact affected actions. Keep `Life from the Loam` functional when possible, but accept self-limiting dredge lines if immediate survival or disruption requires them.

- Artifact and enchantment decks: Answer the permanent that blocks the Lands engine or enables the opposing kill. `Force of Vigor` is the premium role card when multiple artifacts/enchantments matter, while `Boseiju, Who Endures`, `Blast Zone`, `Otawara, Soaring City`, `Pithing Needle`, and `Disruptor Flute` cover narrower windows. `Urza's Saga` can find `Pithing Needle`, `Soul-Guide Lantern`, `Expedition Map`, or `Mox Diamond` depending on visible need; do not fetch utility just because it is available if a combo land or mana denial line wins sooner.

- Big mana: Attack lands relentlessly while building a faster inevitability engine. `Wasteland`, `Ghost Quarter`, `Life from the Loam`, `Exploration`, and `Mox Diamond` are the core cards, with `Crop Rotation` finding whichever land constrains the opponent or completes `Dark Depths`. `Pithing Needle` and `Disruptor Flute` should be pointed at public activated or spell bottlenecks only, and `Boseiju, Who Endures` should be saved for a permanent that changes mana or inevitability. Add role cards: extra `Disruptor Flute`; sideboard `Pithing Needle`; `Icetill Explorer` for long games if card text check confirms the grind role.

- Land mirrors and utility-land decks: Treat every land drop as both resource and threat. `Wasteland`, `Ghost Quarter`, `Life from the Loam`, `Yavimaya, Cradle of Growth`, `Boseiju, Who Endures`, and `Dark Depths` are the main battlefield; use `Crop Rotation` to win fights over timing, not merely to assemble the most obvious land. `Pithing Needle` can be decisive when a visible activated ability is central, and `Disruptor Flute` is better when the opponent's key card is cast rather than activated.

- Runtime rule: Let legal actions and public state override archetype labels. If the opponent presents an aggro board from a control shell, stabilize as against aggro; if a creature deck reveals a graveyard engine, value `Endurance`, `Bojuka Bog`, `Soul-Guide Lantern`, or `Grafdigger's Cage` according to the visible window. Never assume hidden cards, never invent unregistered answers, and do not force sideboard-role advice when the current match state points to a different axis.

## Specific Matchup Notes

- General scope: These notes are archetype-only because exact opponents are absent, and revealed cards override assumptions. Treat public board state, legal action text, graveyard contents, and known matchup labels as higher priority than any pregame archetype read.

- Blue tempo: Prioritize mana stability before fancy land loops. Keep hands that deploy `Mox Diamond`, `Exploration`, or multiple lands through pressure, and use `Wasteland`/`Ghost Quarter` to punish low land counts only when it does not strand your own `Life from the Loam` or `Crop Rotation` lines. Add role cards: `Choke`; `Endurance`; `Dismember`; extra `Disruptor Flute` if public spells show a timing bottleneck. Priority targets: visible must-answer creature pressure, Island-heavy mana, and public activated or spell-based answers to `Dark Depths`.

- Blue control: Build multiple axes before forcing `Dark Depths`. `Urza's Saga`, `Life from the Loam`, `Wasteland`, `Boseiju, Who Endures`, and `Choke` ask different questions, so do not collapse the game into one Marit Lage attempt unless the opponent is tapped low, constrained, or visibly lacking an answer. Add role cards: `Choke`; `Endurance`; sideboard `Pithing Needle`; extra `Disruptor Flute`; `Force of Vigor` only when artifact/enchantment targets are expected from public context. Priority targets: blue mana, visible lock pieces, public graveyard pressure, and activated abilities that answer or prevent `Dark Depths`.

- Fast creature decks: Stabilize first, then convert the board into a land-engine win. `Maze of Ith`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, `Dismember`, `Crop Rotation`, and a fast `Dark Depths` line are the relevant tools; `Life from the Loam` is powerful only if the current damage clock allows it. Add role cards: `Dismember`; `Endurance` when flash body or graveyard text matters. Priority targets: lethal attackers, low-toughness boards vulnerable to `Blast Zone`, and combat steps where `Maze of Ith` or `Crop Rotation` changes survival.

- Graveyard combo or graveyard midrange: Spend hate at the window that denies the most visible material. `Bojuka Bog` with `Crop Rotation` is strongest after commitment, `Soul-Guide Lantern` threatens a standing response, `Endurance` covers stack or graveyard windows when legal, and `Grafdigger's Cage` is only for affected actions after card text check required. Add role cards: `Endurance`; `Grafdigger's Cage`; possibly sideboard `Pithing Needle` or `Disruptor Flute` if public bottlenecks are visible. Priority targets: graveyards with payoff material, spells or abilities using graveyard objects, and turns where preserving `Life from the Loam` is less important than stopping the opponent.

- Artifact/enchantment combo: Answer the engine permanent before racing unless `Dark Depths` is immediately lethal and protected by visible constraints. `Force of Vigor`, `Boseiju, Who Endures`, `Blast Zone`, `Otawara, Soaring City`, `Pithing Needle`, and `Disruptor Flute` all cover different public objects, so choose from legal actions by current target type. Add role cards: `Force of Vigor`; extra `Disruptor Flute`; sideboard `Pithing Needle`. Priority targets: permanents enabling the kill, artifacts/enchantments blocking `Life from the Loam` or `Urza's Saga`, and public activated abilities.

- Land mirrors or big mana: Attack the opposing mana engine while preserving your own recursion. `Wasteland`, `Ghost Quarter`, `Life from the Loam`, `Exploration`, `Yavimaya, Cradle of Growth`, and `Crop Rotation` decide these games more often than raw speed. Add role cards: sideboard `Pithing Needle`; extra `Disruptor Flute`; `Icetill Explorer` only if card text check required confirms its long-game role. Priority targets: opposing utility lands, visible activated abilities, and windows where `Boseiju, Who Endures` or `Wasteland` breaks parity.

## Risk Summary

- Mana risk: `Mox Diamond` and `Exploration` create explosive starts, but hands with too few real lands can collapse if `Mox Diamond` is answered or if the first land is spent on `Crop Rotation`. Preserve green access for `Life from the Loam`, `Crop Rotation`, `Cache Grab`, and `Malevolent Rumble` unless a legal action immediately wins or prevents a loss.

- Matchup risk: Archetype labels can mislead this deck because Lands can be control, combo, prison, or mana denial by turn. Re-evaluate after each revealed card, and do not keep executing a mana-denial plan when the visible board requires `Maze of Ith`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, or `Dismember`.

- Draw risk: Dredging `Life from the Loam` is not automatically correct. Draw naturally when hand quality, sideboard cards, `Crop Rotation`, `Force of Vigor`, `Endurance`, or an immediate interaction spell matters more than additional lands in graveyard.

- Over-sideboarding risk: Too many reactive cards can dilute `Dark Depths`, `Thespian's Stage`, `Urza's Saga`, `Exploration`, and `Life from the Loam` pressure. Add role cards only for visible or strongly implied axes, and keep enough engine density to end the game.

- Graveyard risk: `Life from the Loam` makes the graveyard a resource and a liability. Expect opponents to pressure it, use `Bojuka Bog` and `Soul-Guide Lantern` deliberately, and avoid self-mill or dredge lines that expose the only engine without gaining current-turn value.

- Sweeper/removal risk: Marit Lage can be answered by public bounce, exile, sacrifice, tap, or activated-ability effects depending on visible cards. Use `Pithing Needle`, `Disruptor Flute`, `Wasteland`, `Boseiju, Who Endures`, `Otawara, Soaring City`, or a delayed combo turn when the rules engine shows relevant legal windows.

- Closer risk: `Urza's Saga` constructs and `Dark Depths` attack on different timelines. Do not sacrifice inevitability for a token race if a protected `Dark Depths` line is available, and do not force `Dark Depths` if `Urza's Saga` plus mana denial is already constraining the opponent.

- Interaction risk: `Crop Rotation` is powerful but fragile because sacrificing a land is part of the cost. Use it at the latest safe moment when possible, and avoid exposing a critical land unless the selected target solves survival, disruption, or lethal pressure.

- Sequencing risk: `Yavimaya, Cradle of Growth` can fix mana but can also change opposing land functionality. Play it when green access or land utility matters now, and delay it when giving the opponent extra green mana or altered land types could change legal actions.

## Test Feedback Checklist

- Deciding factor: Record whether each game was decided by `Dark Depths` plus `Thespian's Stage`, `Urza's Saga` pressure, `Life from the Loam` recursion, mana denial with `Wasteland` or `Ghost Quarter`, prison pressure from `The Tabernacle at Pendrell Vale`, or a failure to assemble a coherent axis.

- Mulligans: Ask whether the keep had green access, enough land density for `Mox Diamond` or `Exploration`, a credible engine, and a realistic answer to the opponent's first visible pressure. Flag keeps that relied on drawing exactly `Crop Rotation`, `Life from the Loam`, or a missing combo land.

- Mana: Track whether `Yavimaya, Cradle of Growth`, `Forest`, `Mox Diamond`, `Ancient Tomb`, and land drops from `Exploration` produced the colors and tempo the hand required. Note every game where sacrificing a land to `Crop Rotation` or discarding to `Mox Diamond` reduced future legal actions.

- Velocity: Compare games where `Cache Grab`, `Malevolent Rumble`, `Expedition Map`, `Urza's Saga`, or dredged `Life from the Loam` found the needed card against games where selection filled the graveyard without affecting the board.

- Engine quality: Identify whether `Life from the Loam` was a winning engine, a slow loop under pressure, or a stranded card because graveyard hate, tempo, or missing green mana made dredge unsafe.

- Removal and disruption: Review whether `Boseiju, Who Endures`, `Otawara, Soaring City`, `Blast Zone`, `Pithing Needle`, `Disruptor Flute`, `Soul-Guide Lantern`, `Bojuka Bog`, `Maze of Ith`, `The Tabernacle at Pendrell Vale`, and post-board `Dismember`, `Force of Vigor`, `Endurance`, and `Grafdigger's Cage` were used at the latest effective window.

- Sideboard impact: Ask whether `Choke`, extra `Disruptor Flute`, `Pithing Needle`, `Dismember`, `Endurance`, `Force of Vigor`, `Grafdigger's Cage`, and `Icetill Explorer` changed actual legal decisions or merely occupied hand space. Card text check required for `Icetill Explorer` before treating it as a proven role card.

- Closing: Record whether the pilot delayed `Dark Depths` too long, exposed Marit Lage into known public answers, or missed a safer `Urza's Saga` construct route. Also mark games where a fast combo attempt was correct because waiting gave the opponent more draw steps.

- Role choice: Ask whether the pilot correctly changed between control, combo, mana-denial, and prison roles as public information changed. Flag games where the pilot kept attacking lands while dying to creatures, or kept defending while a legal lethal line existed.

- Mistakes: Mark any missed land drop, premature dredge, unsafe `Crop Rotation`, unnecessary `Mox Diamond` discard, incorrect `Wasteland` target, poor `Maze of Ith` timing, or sideboard card kept without a visible job.

- Stranded cards: List cards stranded in hand and why: no green mana, no spare land, no target, wrong matchup axis, graveyard shut off, or legal action never appeared.

- Overperformers and underperformers: Name the exact cards that repeatedly won games or failed to matter, separating main-deck cards from sideboard cards and separating pilot error from card-role failure.

## First Tuning Questions

- Card quantities: Should the deck adjust the split among `Dark Depths`, `Thespian's Stage`, `Urza's Saga`, `Crop Rotation`, and `Expedition Map` if logs show combo assembly is slower than opposing clocks or too exposed to public answers?

- Green access: Should the mana base change if `Life from the Loam`, `Crop Rotation`, `Cache Grab`, or `Malevolent Rumble` are repeatedly stranded despite `Forest`, `Mox Diamond`, and `Yavimaya, Cradle of Growth`?

- Acceleration density: Should `Mox Diamond` and `Exploration` remain at maximum emphasis if mulligan reviews show too many hands with acceleration but not enough real lands, or hands with lands but no payoff?

- Selection package: Should `Cache Grab`, `Malevolent Rumble`, or `Expedition Map` quantities change if the deck often finds lands but fails to find interaction, or finds interaction after the critical turn has passed?

- Mana denial plan: Should `Wasteland`, `Ghost Quarter`, `Boseiju, Who Endures`, and `Life from the Loam` remain the default control axis if opponents recover before the deck closes, or if `Yavimaya, Cradle of Growth` gives opponents relevant mana too often?

- Anti-creature plan: Should the sideboard increase or preserve `Dismember` if creature matchups beat `Maze of Ith`, `The Tabernacle at Pendrell Vale`, `Blast Zone`, and fast `Dark Depths` lines?

- Graveyard plan: Should `Endurance`, `Grafdigger's Cage`, `Soul-Guide Lantern`, and `Bojuka Bog` be rebalanced if graveyard matchups are lost before hate appears, or if hate dilutes the deck against non-graveyard pressure?

- Artifact and enchantment plan: Should `Force of Vigor` remain three copies if it wins specific matchups but creates stranded-card losses elsewhere, especially when `Boseiju, Who Endures` already covers some permanent types?

- Blue-control plan: Should `Choke`, extra `Disruptor Flute`, and sideboard `Pithing Needle` be enough if control opponents answer Marit Lage but lose to `Urza's Saga`, or should the plan shift toward more resilient engines?

- Closer mix: Should the deck lean harder on `Urza's Saga` constructs or `Dark Depths` if one closer repeatedly wins while the other exposes the pilot to tempo loss, public bounce, sacrifice effects, or stalled combat?

- Utility uncertainty: Should `Skateboard` or `Icetill Explorer` stay registered only after Card text check required confirms they solve a logged failure better than existing cards.

- Role conflict: Should sideboarding remove fewer engine pieces if post-board games show `Dismember`, `Force of Vigor`, `Endurance`, `Grafdigger's Cage`, `Choke`, `Disruptor Flute`, and `Pithing Needle` answer threats but leave no fast way to win.

## Veles Tactical Policy

### Policy: Keep Engine Hands
Priority: High
Decision families: mulligan
Cards: Exploration; Mox Diamond; Life from the Loam; Crop Rotation; Urza's Saga; Dark Depths; Thespian's Stage
Phase windows: opening hand, mulligan, London bottom
Runtime cues: prompt:mulligan; prompt:bottom cards
Use when: the hand has green access or Mox Diamond support, multiple lands, and either acceleration, Loam, Saga, or a visible Depths/Stage path.
Avoid when: the hand has one land without Mox Diamond support, no green access for green spells, or only reactive one-of cards.
Instructions: Keep hands that deploy lands faster than normal and convert land drops into pressure or recursion. Bottom redundant legends, slow utility lands, or extra reactive artifacts before cutting green access or combo pieces.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Establish First Engine Permanent
Priority: Medium
Decision families: mana; priority
Cards: Exploration; Mox Diamond; Urza's Saga; Yavimaya, Cradle of Growth
Phase windows: main phase, early turns
Runtime cues: action:cast Exploration; action:play Mox Diamond; action:play Urza's Saga
Use when: the legal action advances extra land drops, fixes green mana, or starts Saga development without sacrificing a required combo land.
Avoid when: discarding to Mox Diamond removes the only green source, only Loam engine, or only combo half.
Instructions: Prioritize Exploration when hand contains extra lands. Use Mox Diamond when the discarded land is recoverable by Life from the Loam or redundant to current plans.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Commit Dark Depths Combo
Priority: High
Decision families: priority; mana; interaction
Cards: Dark Depths; Thespian's Stage; Crop Rotation; Yavimaya, Cradle of Growth
Phase windows: opponent end step, main phase, combat setup
Runtime cues: action:activate Thespian's Stage; action:cast Crop Rotation; prompt:choose land
Use when: a legal line can create Marit Lage and the visible clock, opponent mana, public answers, and own redundancy make committing better than waiting.
Avoid when: visible interaction, known bounce, sacrifice pressure, or losing land count makes the attempt worse than Saga, Loam, or mana denial.
Instructions: Prefer end-step commitment when it preserves attack timing. Account for Yavimaya enabling Stage mana and for Crop Rotation exposing a land to counterplay.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Stage Copies Depths
Priority: Medium
Decision families: mana; priority
Cards: Thespian's Stage; Dark Depths
Phase windows: any legal activation window after combo commitment
Runtime cues: action:activate Thespian's Stage; action:target Dark Depths
Use when: the selected legal action targets a visible Dark Depths you control with Thespian's Stage after the combo line is already chosen.
Avoid when: multiple Stage target choices exist and the committed line was not selected in the current decision frame.
Instructions: Choose the visible target text that makes Thespian's Stage copy Dark Depths.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Use Crop Rotation As Commitment Or Answer
Priority: High
Decision families: selection; interaction; mana
Cards: Crop Rotation; Dark Depths; Thespian's Stage; Bojuka Bog; Karakas; Maze of Ith; The Tabernacle at Pendrell Vale; Wasteland; Ghost Quarter; Blast Zone
Phase windows: priority windows, combat, opponent end step
Runtime cues: action:cast Crop Rotation; prompt:choose land
Use when: sacrificing a land finds a decisive combo half, graveyard answer, combat answer, prison land, or mana-denial land.
Avoid when: the sacrifice removes the only green source, only stage/depths half, or a needed Saga chapter path without decisive gain.
Instructions: Treat Crop Rotation as a high-risk instant-speed tutor. The target choice requires reasoning over visible threats and current role.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Loam Recursion Loop
Priority: Medium
Decision families: selection; mana; priority
Cards: Life from the Loam; Wasteland; Ghost Quarter; Boseiju, Who Endures; Urza's Saga; Dark Depths; Thespian's Stage
Phase windows: draw step dredge, main phase casting
Runtime cues: prompt:dredge; action:cast Life from the Loam; prompt:choose cards in graveyard
Use when: graveyard use is available and returning lands creates land drops, mana denial, combo assembly, or Saga replay pressure.
Avoid when: graveyard hate is visible, immediate board survival requires drawing a fresh card, or Loam targets do not change legal next-turn options.
Instructions: Favor recurring Wasteland or Ghost Quarter against mana-light opponents and recurring combo/Saga lands when closing is available.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Execute Named Loam Return
Priority: Low
Decision families: selection
Cards: Life from the Loam
Phase windows: Life from the Loam resolution
Runtime cues: action:target Life from the Loam; prompt:choose up to three land cards
Use when: the legal target list exactly contains the land cards named by the already selected line in the current prompt.
Avoid when: choosing among lands requires evaluating opponent pressure, combo timing, or future mana.
Instructions: Select the exact visible land-card names specified by the chosen line; do not infer substitutes.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Urza's Saga Chapter Planning
Priority: Medium
Decision families: mana; selection; combat
Cards: Urza's Saga; Expedition Map; Pithing Needle; Soul-Guide Lantern; Mox Diamond; Skateboard
Phase windows: main phase, Saga chapter trigger, combat
Runtime cues: prompt:search library; action:create Construct; action:activate Urza's Saga
Use when: Saga can create material pressure or find the artifact that answers the visible game state.
Avoid when: spending mana on Construct prevents a required Crop Rotation, Loam, Depths activation, or survival action.
Instructions: Make Constructs when pressure matters. Tutor Expedition Map for land assembly, Pithing Needle for named activated abilities, Soul-Guide Lantern for graveyard pressure, and Mox Diamond only when mana acceleration is the visible need. Card text check required for Skateboard.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Mana Denial Lock
Priority: Medium
Decision families: interaction; mana; priority
Cards: Wasteland; Ghost Quarter; Life from the Loam; The Tabernacle at Pendrell Vale; Choke
Phase windows: main phase, opponent upkeep, opponent end step
Runtime cues: action:activate Wasteland; action:activate Ghost Quarter; action:cast Choke
Use when: public mana counts show the opponent is constrained and denial delays their decisive spells or payments.
Avoid when: land destruction does not affect current legal threats, or the deck must assemble combo, answer creatures, or preserve land count.
Instructions: Pair Loam with repeated land destruction when the opponent cannot easily recover. Use Tabernacle pressure when creature boards depend on limited mana.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Wasteland Target
Priority: Low
Decision families: interaction
Cards: Wasteland
Phase windows: any legal activation window
Runtime cues: action:activate Wasteland; action:target nonbasic land
Use when: exactly one opposing nonbasic land is a legal Wasteland target and the current line has selected Wasteland activation.
Avoid when: two or more opposing nonbasic land targets are legal.
Instructions: Choose the single visible opposing nonbasic land target shown by the rules engine.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Permanent Answer Gate
Priority: High
Decision families: interaction; priority
Cards: Boseiju, Who Endures; Otawara, Soaring City; Blast Zone; Force of Vigor; Dismember
Phase windows: any priority window, combat, opponent end step
Runtime cues: action:channel Boseiju, Who Endures; action:channel Otawara, Soaring City; action:activate Blast Zone; action:cast Force of Vigor; action:cast Dismember
Use when: a visible permanent or creature threatens lethal, shuts off the engine, stops the combo, or invalidates current pressure.
Avoid when: answering a low-impact permanent costs the land, card, life, or mana needed for a faster win or survival line.
Instructions: Choose the narrowest answer that preserves combo lands and green access. Treat Force of Vigor pitch costs and Dismember life costs as real resources.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard Interaction Gate
Priority: High
Decision families: interaction; priority
Cards: Bojuka Bog; Soul-Guide Lantern; Endurance; Grafdigger's Cage; Crop Rotation
Phase windows: opponent graveyard setup, spell on stack, end step, main phase
Runtime cues: action:play Bojuka Bog; action:activate Soul-Guide Lantern; action:cast Endurance; action:cast Grafdigger's Cage; action:cast Crop Rotation
Use when: visible graveyard resources, stack objects, or known public cards make immediate graveyard interaction necessary.
Avoid when: hate does not affect a visible resource or when holding it covers a stronger near-term graveyard action.
Instructions: Use Bojuka Bog via land drop or Crop Rotation when exile timing matters. Use Lantern or Endurance when the stack or target player choice changes the result.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Name-Based Hate Gate
Priority: Medium
Decision families: interaction; selection
Cards: Pithing Needle; Disruptor Flute
Phase windows: main phase, opponent combo setup, before known activated/cast window
Runtime cues: action:cast Pithing Needle; action:cast Disruptor Flute; prompt:choose name
Use when: public information identifies a card name whose activated ability or casting pattern is strategically central.
Avoid when: the name is speculative, hidden-only, or lower impact than advancing Saga, Loam, Depths, or mana denial.
Instructions: Name only from visible cards, revealed cards, or matchup guidance. Do not invent hidden hand contents.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Defense And Marit Lage Attacks
Priority: High
Decision families: combat; interaction
Cards: Maze of Ith; Karakas; The Tabernacle at Pendrell Vale; Dark Depths; Thespian's Stage
Phase windows: declare attackers, declare blockers, combat damage, end of combat
Runtime cues: action:attack; action:activate Maze of Ith; action:activate Karakas
Use when: combat decisions determine lethal damage, survival, or whether a Marit Lage attack is exposed to visible answers.
Avoid when: attacking with utility creatures or constructs sacrifices defense under a short clock without lethal pressure.
Instructions: Use Maze on the largest relevant attacker unless another visible line prevents more damage. Attack with Marit Lage when legal and visible blockers or public answers do not invalidate the kill.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Selection Spell Role Choice
Priority: Medium
Decision families: selection; mana
Cards: Cache Grab; Malevolent Rumble; Expedition Map
Phase windows: main phase, early setup, recovery turns
Runtime cues: action:cast Cache Grab; action:cast Malevolent Rumble; action:activate Expedition Map
Use when: selection can find missing mana, combo pieces, Loam support, Saga pressure, or an answer to a visible threat.
Avoid when: spending mana on selection prevents a required defensive action or a current lethal combo line.
Instructions: Use Map for exact land needs. Use Cache Grab and Malevolent Rumble when graveyard filling and card access help the current role. Card text check required for exact Cache Grab and Malevolent Rumble choices.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Tabernacle Upkeep Payments
Priority: High
Decision families: mana; selection
Cards: The Tabernacle at Pendrell Vale; Mox Diamond; Yavimaya, Cradle of Growth
Phase windows: upkeep payment prompts
Runtime cues: prompt:pay for creature; action:pay
Use when: the creature to preserve is required for lethal, blocking survival, or Saga pressure.
Avoid when: paying prevents combo activation, Loam recast, answer mana, or leaves no meaningful creature advantage.
Instructions: Pay only for creatures that matter to the next combat or win plan. Let expendable bodies go when mana denial or combo is stronger.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Configuration Gate
Priority: High
Decision families: sideboard; pregame
Cards: Choke; Dismember; Disruptor Flute; Endurance; Force of Vigor; Grafdigger's Cage; Icetill Explorer; Pithing Needle
Phase windows: sideboarding, post-board pregame
Runtime cues: prompt:sideboard; match_stage:postboard
Use when: post-board choices must align hate cards with the opponent's visible archetype, speed, graveyard reliance, permanent types, and creature pressure.
Avoid when: adding reactive cards removes too much acceleration, Loam, Saga, or Depths density for the chosen role.
Instructions: Add role cards for the opponent's proven axis and reduce main-deck emphasis from low-impact utility, slow selection, or redundant prison pieces. Card text check required for Icetill Explorer.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Pass Priority Discipline
Priority: Medium
Decision families: priority; interaction
Cards: Crop Rotation; Boseiju, Who Endures; Otawara, Soaring City; Maze of Ith; Wasteland; Soul-Guide Lantern; Endurance; Force of Vigor; Dismember
Phase windows: every priority window, opponent end step, combat trick windows
Runtime cues: action:pass; prompt:priority
Use when: no legal action improves survival, engine setup, denial, or combo timing more than preserving resources.
Avoid when: a visible lethal threat, graveyard action, exposed permanent, or end-step combo opportunity exists.
Instructions: Before passing, check whether holding up Crop Rotation, channel lands, graveyard hate, Maze, or removal is better than acting now. Explain passes that ignore available interaction.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
