# Strategy Specifications
## Deck Name And Archetype

- Deck identity: `simic value flash` is an Oathbreaker-labeled Simic midrange/value deck with tribal-adjacent Goose and creature-density themes, using exact registered cards such as `Oko, Thief of Crowns`, `Flash`, `Protean Hulk`, `Primeval Titan`, `Gaea's Cradle`, `The Goose Mother`, `Gilded Goose`, `Academy Manufactor`, and large creature payoffs to convert early mana into overwhelming board presence.

- Format validation: the active validation contract says Oathbreaker requires exactly 60 registered singleton main-deck cards outside basic-land duplication, but this list currently registers `58` main-deck cards and `0` sideboard cards, so Veles should treat the strategy as incomplete or illegal until the missing two registered cards or command-zone accounting are resolved.

- Sideboard validation: the registered sideboard is empty, so all future sideboard sections must say no executable sideboard plan is available; no `add from reserve:` cards are legal because the registered sideboard inventory is `none`.

- Singleton validation: every nonbasic card listed appears as a singleton, and only `Forest` and `Island` are duplicated, which is consistent with singleton construction if the count problem is fixed and if the format validator accepts these cards.

- Command-zone concern: the draft implies `Oko, Thief of Crowns` and `Flash` as the Oathbreaker/signature-spell pair, but the supplied registered zone inventory lists both in the main deck; Veles should not assume command-zone access, signature-spell legality, or commander-tax behavior unless the runtime deck object exposes those zones explicitly.

- Legality concern: this guide should remain conditional because the provided validator already reports the deck as failing the active Oathbreaker count rule; card-level format legality, ban-list status, and command-zone assignment require a separate authoritative validation pass before competitive testing.

- Archetype status: this is a rogue/hybrid deck rather than a stock archetype, combining Simic flash interaction, creature-value cantrips, fast mana, Food/Clue/Treasure texture, and high-end creature finishers; runtime decisions should favor deck-specific board development over generic midrange heuristics.

- Mana concern: the mana base has powerful acceleration from `Gaea's Cradle`, `Ancient Tomb`, `Dryad Arbor`, `Birds of Paradise`, `Arbor Elf`, `Wild Growth`, `Utopia Sprawl`, `Delighted Halfling`, and fetchlands, but it can produce awkward hands with payoff-heavy draws, color tension, or creature-light `Gaea's Cradle` starts.

- Role concern: the deck can look like tempo when it draws `Daze`, `Force of Will`, `Force of Negation`, `Fierce Guardianship`, `Mental Misstep`, `Spell Pierce`, `Wash Away`, or `Stern Scolding`, but its main plan is still to create mana and material advantage, then land a decisive threat or `Flash` line only when visible risk is acceptable.

- Opponent information status: no opponent decklist, metagame target, or specific matchup profile is supplied for this batch, so all opponent references must stay archetype-level and conditional on visible board state, public information, revealed cards, and legal engine actions at runtime.

- Runtime constraint: Veles must obey the rules engine over this document whenever a legal-action list, visible zone, target set, payment choice, command-zone state, or card implementation contradicts a strategic assumption here.

## Thesis

- Core assembly: `simic value flash` assembles early green-blue mana, cheap creature bodies, cantrip permanents, and stack protection into a midrange board that can pivot into a decisive `Flash` plus large-creature or `Protean Hulk` line when the rules engine presents a legal window and visible risk is acceptable.

- Primary win pattern: prioritize mana development from `Gaea's Cradle`, `Ancient Tomb`, `Dryad Arbor`, `Birds of Paradise`, `Arbor Elf`, `Wild Growth`, `Utopia Sprawl`, `Delighted Halfling`, fetchlands, and untapped Simic sources, then convert that mana into `Primeval Titan`, `Ghalta, Stampede Tyrant`, `Vaultborn Tyrant`, `Gruff Triplets`, `Woodfall Primus`, `Cultivator Colossus`, `Worldspine Wurm`, `The Goose Mother`, or a protected `Oko, Thief of Crowns` board snowball.

- Flash posture: treat `Flash` as a commitment card, not a routine value play; it is strongest when it resolves a threat that produces immediate board impact, enables a legal `Protean Hulk` death line, punishes a shields-down opponent, or converts otherwise stranded high-end creatures into tempo.

- Value posture: use `Ice-Fang Coatl`, `Coiling Oracle`, `Elvish Visionary`, `Fblthp, the Lost`, `Wall of Blossoms`, `Arcum's Astrolabe`, `Gilded Goose`, `Academy Manufactor`, and `Oko, Thief of Crowns` to keep cards, bodies, Food, and mana flowing while waiting for a safer payoff turn.

- What this deck is not: do not pilot this as pure draw-go control, pure aggro, or an all-in combo deck from every opening hand; the interaction suite buys timing, protects key turns, and stops opposing high-impact plays, but the deck still needs board material and mana to win.

- Runtime priority: obey legal actions first, visible board state second, and this guide third; never assume command-zone access to `Oko, Thief of Crowns` or `Flash` unless Veles exposes those zones, and keep all `Protean Hulk`, `Flash`, and tutor choices conditional on actual legal targets and public information.

- Strategic priority: preserve a functional mana base, develop at least one early permanent, avoid spending free counters on low-impact spells, and use tutors only after deciding whether the current game needs mana, protection, a payoff, or a stabilizing creature.

## Role Package

- Threats: `Primeval Titan`, `Ghalta, Stampede Tyrant`, `Vaultborn Tyrant`, `Gruff Triplets`, `Woodfall Primus`, `Cultivator Colossus`, `Worldspine Wurm`, `The Goose Mother`, and `Protean Hulk` are the main cards that turn mana advantage into a winning battlefield; choose among them by visible pressure, available protection, and whether immediate impact matters more than long-game size.

- Payoffs: `Gaea's Cradle` pays off cheap creatures and token bodies, `Academy Manufactor` pays off Food creation from `Gilded Goose`, `Oko, Thief of Crowns`, and likely `The Goose Mother` after card text verification, while `Ghalta, Stampede Tyrant` pays off hands containing multiple large creatures that can be deployed together.

- Engines: `Oko, Thief of Crowns`, `Gilded Goose`, `Academy Manufactor`, `Arcum's Astrolabe`, `Wild Growth`, `Utopia Sprawl`, `Arbor Elf`, and `Gaea's Cradle` form the main repeatable-resource package; protect this package when it is already producing mana or material faster than the opponent can answer.

- Velocity: `Ice-Fang Coatl`, `Coiling Oracle`, `Elvish Visionary`, `Fblthp, the Lost`, `Wall of Blossoms`, `Stock Up`, `Worldly Tutor`, `Green Sun's Zenith`, and `Crop Rotation` help locate mana, bodies, lands, or payoffs; `Pond Prophet` requires a card text check before assigning precise tactical priority.

- Interaction: `Force of Will`, `Force of Negation`, `Daze`, `Fierce Guardianship`, `Mental Misstep`, `Spell Pierce`, `Wash Away`, `Stern Scolding`, and `Sink into Stupor // Soporific Springs` are the stack and tempo shield; spend them on spells that stop the deck from establishing mana, resolving a payoff, or surviving the opponent's decisive turn.

- Protection: `Force of Will`, `Force of Negation`, `Fierce Guardianship`, `Daze`, and `Spell Pierce` are best when they protect `Flash`, `Protean Hulk`, `Primeval Titan`, `Oko, Thief of Crowns`, or a high-mana payoff from visible interaction; do not burn them merely to preserve a minor cantrip creature unless the board state says tempo is lethal.

- Recursion: the registered list has no clear dedicated recursion module; treat graveyard access as incidental unless the rules engine exposes a legal `Disciple of Freyalise // Garden of Freyalise`, `Worldspine Wurm`, or other graveyard-related action, and verify card text before relying on a recovery line.

- Mana: `Forest`, `Island`, `Tropical Island`, `Command Tower`, `Barkchannel Pathway // Tidechannel Pathway`, `Waterlogged Grove`, seven fetchlands, `Ancient Tomb`, `Gaea's Cradle`, `Dryad Arbor`, `Birds of Paradise`, `Delighted Halfling`, `Arbor Elf`, `Wild Growth`, and `Utopia Sprawl` are the deck's most important infrastructure; sequence them to support early green while keeping blue interaction live.

- Sideboard modules: there is no registered sideboard, so no post-board role package exists and Veles must not suggest executable sideboard changes for this deck.

## Primary Win Conditions

- Flash commitment line: set up `Flash` with a high-impact creature in hand, enough blue mana or free protection, and a window where the opponent is tapped low or visible interaction is manageable; execute by resolving `Flash` for `Protean Hulk`, `Woodfall Primus`, `Worldspine Wurm`, `Primeval Titan`, `Vaultborn Tyrant`, or another legal creature the engine offers, then let Forge handle payments, sacrifice, death triggers, and targets. Prioritize this line when normal casting is too slow, the opponent is pressuring life or combo timing, or a protected instant-speed threat changes the turn immediately; avoid it when `Flash` would only trade a major card for low material and no legal follow-up.

- Protean Hulk conversion line: use `Protean Hulk` as the most explosive bridge from one card into multiple bodies, mana, or value permanents, with setup from `Flash`, enough protection, and a clear legal death or sacrifice path exposed by Veles. Execute only through legal search choices and visible candidate sets, often seeking a mix of cheap creatures such as `Dryad Arbor`, `Gilded Goose`, `Birds of Paradise`, `Arbor Elf`, `Delighted Halfling`, `Coiling Oracle`, `Elvish Visionary`, `Fblthp, the Lost`, `Wall of Blossoms`, `Ice-Fang Coatl`, or `Academy Manufactor` when those are legal and strategically relevant. Prioritize it when board presence, mana, or card flow is more important than one giant creature; protect it from counterspells, exile effects, and effects that prevent death triggers from mattering.

- Big-mana creature line: build mana with `Gaea's Cradle`, `Ancient Tomb`, `Wild Growth`, `Utopia Sprawl`, `Arbor Elf`, `Birds of Paradise`, `Delighted Halfling`, `Dryad Arbor`, and fetchable green sources, then cast `Primeval Titan`, `Cultivator Colossus`, `Ghalta, Stampede Tyrant`, `Vaultborn Tyrant`, `Gruff Triplets`, `Woodfall Primus`, `The Goose Mother`, or `Worldspine Wurm`. Prioritize this line when the hand contains lands and acceleration rather than `Flash`, when the opponent is likely holding stack interaction, or when repeated threats will beat one-for-one removal.

- Ghalta hand-dump line: preserve creature cards in hand when `Ghalta, Stampede Tyrant` is castable or reachable, then execute by resolving `Ghalta, Stampede Tyrant` and putting legal creature cards from hand onto the battlefield if Forge offers that action. Prioritize it when hand contains multiple large creatures such as `Primeval Titan`, `Cultivator Colossus`, `Vaultborn Tyrant`, `Gruff Triplets`, `Woodfall Primus`, or `Worldspine Wurm`; delay it when one removal spell or counterspell would strand the whole plan and protection is unavailable.

- Oko material snowball: use `Oko, Thief of Crowns` to turn early Food, utility creatures, or opposing problem permanents into a board that buys time and eventually attacks. Prioritize this line when the opponent is creature-centric, when `Gilded Goose` or `Academy Manufactor` is already online, or when protecting `Oko, Thief of Crowns` for multiple activations is more valuable than committing a fragile `Flash` turn.

## Secondary Win Conditions

- Creature pressure wins when the main explosive line is delayed: attack with value bodies, Food-enabled creatures, large token bodies, `Gruff Triplets`, `Vaultborn Tyrant`, `The Goose Mother`, `Woodfall Primus`, and any legal creatures produced by `Protean Hulk` lines. Trade only when it preserves planeswalker loyalty, `Gaea's Cradle` mana density, or life total against a faster clock.

- Value attrition wins when both players trade resources: chain `Ice-Fang Coatl`, `Coiling Oracle`, `Elvish Visionary`, `Fblthp, the Lost`, `Wall of Blossoms`, `Arcum's Astrolabe`, `Stock Up`, and `Disciple of Freyalise // Garden of Freyalise` actions when legal to keep cards flowing. Use `Force of Will`, `Force of Negation`, `Fierce Guardianship`, `Daze`, `Spell Pierce`, `Wash Away`, `Stern Scolding`, `Mental Misstep`, and `Sink into Stupor // Soporific Springs` to stop only the opposing plays that beat the accumulating board.

- Land and tutor pressure wins through inevitability: use `Worldly Tutor`, `Green Sun's Zenith`, and `Crop Rotation` to find the missing role, not the fanciest card. Seek mana when constrained, a stabilizer when behind, `Gaea's Cradle` or `Primeval Titan` when ahead on bodies, and a decisive threat when protection is ready.

- Food and artifact material can become a fallback engine: `Gilded Goose`, `Academy Manufactor`, `Arcum's Astrolabe`, `Oko, Thief of Crowns`, and likely `The Goose Mother` can create or use Food-like resources, but card text check required for exact `The Goose Mother` sequencing. Treat this as a stabilizing and pressure-support plan, not a guaranteed combo.

## Emergency Lines

- Behind on life: block earlier, trade small creatures, make Food when legal, and spend interaction on damage engines or must-answer attackers before saving counters for speculative future threats. Use `Oko, Thief of Crowns`, `Ice-Fang Coatl`, `Wall of Blossoms`, `Gruff Triplets`, `Vaultborn Tyrant`, or a fast `Flash` threat to stabilize if Veles exposes those legal actions.

- Behind on board: prioritize immediate bodies and removal-like tempo over slow setup, including `Sink into Stupor // Soporific Springs`, `Oko, Thief of Crowns`, `Woodfall Primus`, `Flash` into a stabilizing creature, or `Protean Hulk` into multiple blockers when legal. Do not spend a turn on `Worldly Tutor`, `Green Sun's Zenith`, or `Crop Rotation` unless the found card changes the board in time.

- Behind on cards: convert cantrip creatures and draw spells first, then protect the first threat that restores parity. Avoid pitching blue cards to `Force of Will` or `Force of Negation` unless the opposing spell would end the game, remove the only engine, or prevent a decisive payoff.

- Behind on mana: fetch basic `Forest` or `Island` when color stability matters, prioritize `Birds of Paradise`, `Arbor Elf`, `Delighted Halfling`, `Wild Growth`, `Utopia Sprawl`, `Dryad Arbor`, and land-finding lines, and delay high-end creatures until payment is clean. Use `Ancient Tomb` aggressively only when the life loss does not shorten the opponent's visible clock.

- Engines removed: pivot from `Oko, Thief of Crowns`, `Academy Manufactor`, or `Gaea's Cradle` plans into normal Simic midrange by casting standalone threats and preserving stack interaction. If `Flash` or `Protean Hulk` is gone, win with `Primeval Titan`, `Ghalta, Stampede Tyrant`, `Vaultborn Tyrant`, `Gruff Triplets`, `Woodfall Primus`, `The Goose Mother`, `Cultivator Colossus`, or `Worldspine Wurm` through legal combat and repeated threats.

## Resource Model

- Life is a spendable tempo buffer only when the exchange accelerates a decisive board or protected `Flash` turn. Use `Ancient Tomb` aggressively for `Oko, Thief of Crowns`, `Flash`, early protection, or a fast large creature, but stop taking avoidable damage when the opponent has a visible short clock or burn-like pressure.

- Hand size is both pressure and permission density. Preserve blue cards for `Force of Will`, `Force of Negation`, and `Fierce Guardianship` when the opponent can stop the key turn; convert lower-impact bodies such as `Elvish Visionary`, `Coiling Oracle`, `Wall of Blossoms`, `Fblthp, the Lost`, and `Ice-Fang Coatl` into cards and board presence when the game is about attrition.

- Mana is the main bottleneck before the deck becomes overwhelming. Prioritize early `Forest`, mana creatures, `Wild Growth`, `Utopia Sprawl`, `Gaea's Cradle`, and land-finding lines so `Primeval Titan`, `Cultivator Colossus`, `Ghalta, Stampede Tyrant`, `Vaultborn Tyrant`, `Gruff Triplets`, `Woodfall Primus`, `The Goose Mother`, and `Worldspine Wurm` become castable instead of stranded.

- Board material is both combat presence and `Gaea's Cradle` fuel. Do not trade away `Dryad Arbor`, `Gilded Goose`, `Birds of Paradise`, `Arbor Elf`, `Delighted Halfling`, or cheap cantrip creatures if preserving them enables a larger mana turn, unless blocking prevents lethal pressure or protects `Oko, Thief of Crowns`.

- Graveyard resources matter mainly for public information, spent protection, fetchlands, `Flash` outcomes, and creature-death payoffs. Treat a dead `Protean Hulk` as a strategic branch only when Forge exposes legal search or death-trigger actions; do not assume a trigger resolves through exile, replacement, or counterplay unless the engine presents it.

- Exile resources are mostly losses or temporary permissions. Track pitched cards from `Force of Will` and `Force of Negation`, exiled threats, and any Forge-exposed play permission; do not plan around retrieving exiled cards unless a legal action explicitly offers it.

- Lands are resources to spend carefully. Sacrifice fetchlands for color stability, use `Crop Rotation` only when the found land changes the turn, and sacrifice lands with awareness that losing a land can reduce future `Cultivator Colossus`, `Primeval Titan`, or high-end threat turns.

- Sacrifice fodder is scarce and contextual. `Dryad Arbor`, Food from `Gilded Goose` or `Oko, Thief of Crowns`, and expendable small creatures may be material, but do not consume them when they are needed for mana, `Gaea's Cradle`, blocking, or a legal `Protean Hulk` setup.

- Information is a resource for timing the commitment gate. Use visible untapped mana, revealed cards, previous counterspell behavior, and legal action prompts to decide whether to protect a `Flash` line, wait with interaction, or pivot to normal creature deployment.

- Sideboard bullets do not exist in this registered list. Because the sideboard is empty, do not request sideboard cards, do not plan post-board conversions, and treat all matchup adaptation as main-deck role selection.

## Mana Guide

- Keep hands that produce green early and at least one blue source or blue plan. `Forest` plus `Arbor Elf`, `Birds of Paradise`, `Delighted Halfling`, `Wild Growth`, `Utopia Sprawl`, `Gilded Goose`, or `Dryad Arbor` can start the deck; blue access is still needed for `Flash`, `Oko, Thief of Crowns`, `Stock Up`, `Ice-Fang Coatl`, and permission.

- Mulligan mana that cannot act before turn two unless the hand has a clear legal fast path. Hands containing only expensive creatures and no acceleration are high-risk, even if they contain `Flash`; hands with acceleration but no payoff can be kept more often because the deck has cantrip creatures, tutors, and command-zone access.

- Fetch sequencing should satisfy current colors before speculative utility. Use `Misty Rainforest`, `Flooded Strand`, `Polluted Delta`, `Scalding Tarn`, `Windswept Heath`, `Verdant Catacombs`, and `Wooded Foothills` to obtain the legal source that casts the hand, with basic `Forest` favored against pressure on life or nonbasic punishment and `Tropical Island` favored when both colors are needed immediately.

- `Utopia Sprawl` and `Wild Growth` require land planning. Prefer enchanting a land that will untap reliably with `Arbor Elf`; choose the `Utopia Sprawl` color based on the hand's missing requirement, usually blue for `Flash` or permission when green is already covered, and green when high-end creature casting is the constraint.

- `Ancient Tomb` is a tempo land, not a default land. Play it early when it enables `Oko, Thief of Crowns`, `Flash` plus protection, `Arcum's Astrolabe`, `Academy Manufactor`, or a fast threat; delay or avoid repeated activations when life total is the limiting resource.

- `Gaea's Cradle` is strongest after bodies are committed. Do not expose it before it produces relevant mana unless no better land exists; use `Crop Rotation` for `Gaea's Cradle` when the board already contains enough creatures to unlock a decisive spell that turn.

- The nonbasic package is part of the keep decision, not decorative fixing. `Command Tower` and `Tropical Island` are the cleanest two-color sources; `Waterlogged Grove` and `Barkchannel Pathway // Tidechannel Pathway` support blue-green sequencing when life or timing matters; fetchlands should find the color pair that lets the current hand cast `Flash`, `Oko, Thief of Crowns`, permission, or the next green accelerator. Preserve `Gaea's Cradle` and `Ancient Tomb` for turns where their extra mana changes the legal action list rather than spending them into low-impact plays.

- Modal and utility lands carry opportunity costs. Treat `Sink into Stupor // Soporific Springs` as interaction when the hand has enough lands and as a land when color or count is failing; choose `Barkchannel Pathway // Tidechannel Pathway` according to the immediate color gap because it may not fix both colors later. Use `Waterlogged Grove` as colored mana before cashing it in for a card.

- Play lands before draw when the land unlocks a known legal action this turn. Delay the land drop until after `Coiling Oracle`, `Elvish Visionary`, `Fblthp, the Lost`, `Wall of Blossoms`, `Ice-Fang Coatl`, `Stock Up`, `Worldly Tutor`, or `Green Sun's Zenith` only when the drawn or selected card can materially change which land should be played.

- Preserve untapped blue when interaction matters. If the opponent can present a decisive spell, sequence so `Daze`, `Spell Pierce`, `Wash Away`, `Stern Scolding`, `Mental Misstep`, `Force of Will`, `Force of Negation`, or `Fierce Guardianship` remains legally available according to Veles prompts.

## Mulligan Guide

- Validation gate: treat official Veles test results as valid only when the runtime confirms this repaired 60-card main deck and 0-card sideboard.

- Strong keep: keep `Forest` plus `Arbor Elf`, `Wild Growth`, or `Utopia Sprawl` with either `Oko, Thief of Crowns`, `Flash`, `Green Sun's Zenith`, `Worldly Tutor`, `Stock Up`, or a cantrip creature. This hand has early green, acceleration, and a way to find or deploy the deck's midgame.

- Strong keep: keep two functional lands including blue access plus `Flash` and either `Protean Hulk`, `Worldspine Wurm`, `Primeval Titan`, `Vaultborn Tyrant`, or `Woodfall Primus` when at least one protection piece or tempo counter is present. `Force of Will`, `Force of Negation`, `Fierce Guardianship`, `Daze`, `Spell Pierce`, `Wash Away`, `Stern Scolding`, or `Mental Misstep` changes the hand from fragile to threatening.

- Medium keep: keep a slower value hand with `Misty Rainforest`, `Flooded Strand`, `Polluted Delta`, `Scalding Tarn`, `Windswept Heath`, `Verdant Catacombs`, or `Wooded Foothills`, plus `Coiling Oracle`, `Elvish Visionary`, `Wall of Blossoms`, `Fblthp, the Lost`, or `Ice-Fang Coatl`. This hand is acceptable when it makes land drops and has at least one path to `Oko, Thief of Crowns`, `Stock Up`, `Green Sun's Zenith`, or a high-end creature.

- Risky keep: keep `Ancient Tomb` hands only when the damage converts into a real turn-two or turn-three advantage. `Ancient Tomb` plus `Oko, Thief of Crowns`, `Academy Manufactor`, `Flash`, or `Stock Up` is plausible; `Ancient Tomb` plus only expensive creatures and no colored source is a trap.

- Automatic ship: mulligan hands with no green source, no castable acceleration, and no legal turn-one or turn-two play. Hands of mostly `Cultivator Colossus`, `Ghalta, Stampede Tyrant`, `Gruff Triplets`, `Vaultborn Tyrant`, `Woodfall Primus`, `Primeval Titan`, and `Worldspine Wurm` are not keeps without `Flash`, acceleration, or tutor support.

- Automatic ship: mulligan one-land hands unless the land plus visible cards clearly produces multiple mana and action. `Forest` plus `Arbor Elf` alone is not enough if the rest of the hand is only high-end threats; `Forest` plus `Utopia Sprawl`, `Wild Growth`, cheap cantrips, and `Worldly Tutor` is much closer.

- Matchup-dependent keep: keep reactive blue-heavy hands against fast spell or commander-centric opponents when the mana casts the counters. `Mental Misstep`, `Daze`, `Spell Pierce`, `Wash Away`, `Stern Scolding`, `Force of Will`, `Force of Negation`, and `Fierce Guardianship` are valuable only if the hand also advances mana or card flow.

- Matchup-dependent keep: keep creature-density hands with `Gilded Goose`, `Birds of Paradise`, `Delighted Halfling`, `Dryad Arbor`, `Coiling Oracle`, or `Wall of Blossoms` against aggressive boards because they buy time, fuel `Gaea's Cradle`, and protect `Oko, Thief of Crowns`.

- Play/draw adjustment: keep faster `Flash` or `Oko, Thief of Crowns` hands more aggressively on the play because tempo snowballs. On the draw, prioritize extra mana stability, cheap interaction, or card replacement because the opponent has the first chance to pressure or hold up interaction.

- Trap hand: do not keep `Flash` with only uncastable monsters and no blue source. Do not keep `Gaea's Cradle` as the only mana source. Do not keep `Crop Rotation` as fixing unless there is already a land to sacrifice and the found land creates a legal action that matters.

## Turn Arc

- Turn 1: prioritize green acceleration before cosmetic development. Preferred starts are `Forest` into `Arbor Elf`, `Birds of Paradise`, `Delighted Halfling`, `Gilded Goose`, `Wild Growth`, or `Utopia Sprawl`; use fetchlands to get the color that casts the hand, and choose `Utopia Sprawl` color from the missing requirement.

- Turn 1 deviation: hold up `Mental Misstep`, `Stern Scolding`, `Spell Pierce`, or `Daze` only when the opponent's visible commander, mana, or previous play pattern makes an early spell decisive. Do not pass with no board development just to represent interaction against an opponent who is not threatening a meaningful turn-one or turn-two play.

- Turn 2: deploy `Oko, Thief of Crowns`, `Academy Manufactor`, `Arcum's Astrolabe`, `Coiling Oracle`, `Elvish Visionary`, `Wall of Blossoms`, `Fblthp, the Lost`, or `Ice-Fang Coatl` according to mana and pressure. If `Flash` plus a major creature is available, treat it as a commitment decision, not an automatic action.

- Turn 2 deviation: use `Worldly Tutor` or `Green Sun's Zenith` when the chosen creature solves the next turn. Search for acceleration or a cheap body when mana is short, for `Protean Hulk` when `Flash` is protected and legal, and for `Primeval Titan` or another large green threat only when mana growth supports it.

- Turn 3: convert acceleration into a planeswalker, protected `Flash`, `Stock Up`, `The Goose Mother`, or a stabilizing creature line. `Oko, Thief of Crowns` should usually make Food or neutralize the most relevant visible permanent when Forge presents the legal action; do not assume loyalty text beyond legal prompts.

- Turn 3 deviation: use `Crop Rotation` for `Gaea's Cradle` only when current creatures make the mana immediately decisive. Use it for color or utility only when the land sacrifice does not strand `Flash`, permission, or high-end creature deployment.

- Turns 4-5: start forcing the opponent to answer oversized threats. Preferred pressure includes `Primeval Titan`, `Vaultborn Tyrant`, `Gruff Triplets`, `Woodfall Primus`, `Cultivator Colossus`, `Ghalta, Stampede Tyrant`, `The Goose Mother`, or a protected `Flash` line; keep blue protection available when visible mana or revealed cards suggest disruption.

- Turns 4-5 deviation: play a value turn instead of a threat when the opponent can punish a shields-down. `Stock Up`, cantrip creatures, Food production, `Oko, Thief of Crowns`, and held permission are correct when waiting increases protection or finds the missing payoff.

- Late game: win by chaining mana, bodies, and hard-to-answer permanents. Use `Gaea's Cradle`, mana creatures, land drops, and card draw to cast `Worldspine Wurm`, `Cultivator Colossus`, `Ghalta, Stampede Tyrant`, or repeated large threats; preserve counters for removal, sweepers, combo turns, or opposing command-zone plays that actually matter.

- Late-game deviation: pivot to survival when life or board position is failing. Block with expendable cantrip creatures, protect `Oko, Thief of Crowns` only if it changes the race, and spend interaction before dying rather than saving it for an ideal threat that may never arrive.

## Card Roles

- `Flash` is the deck's defining commitment spell, not a generic tempo trick. Cast it when the creature it puts into play creates immediate value, a decisive board swing, or a known engine line, and hold it when the only payoff is a large creature that dies or leaves too little material after the sacrifice prompt resolves.

- `Protean Hulk` is the highest-leverage `Flash` partner when the rules engine presents a legal line that converts its death into visible creature selection. Commit only after checking open interaction, available blue protection, and whether the resulting search choices are actually exposed as legal Veles actions.

- `Oko, Thief of Crowns` is the central stabilizer and pressure converter. Deploy it early when mana acceleration supports it, use legal ability prompts to neutralize the most dangerous visible permanent or create material, and avoid defending it with premium counters if the opponent is presenting a more decisive spell.

- `Worldly Tutor` is a setup spell for the next decisive creature, not an automatic end-step action. Use it for `Protean Hulk` when `Flash` is present or reachable, for `Primeval Titan` when lands and mana are the bottleneck, for `Gilded Goose`, `Birds of Paradise`, `Arbor Elf`, or `Delighted Halfling` only when early mana is missing, and for a large finisher only when the hand can cast or cheat it.

- `Green Sun's Zenith` is a scalable creature access spell that should match the current mana problem. Use it early for `Dryad Arbor` or a cheap green accelerator when the opening hand lacks development; use it later for `Primeval Titan`, `Protean Hulk`, `Cultivator Colossus`, or another visible green creature line when the game needs mana, combo pressure, or board dominance.

- `Crop Rotation` is a high-risk land conversion spell because sacrificing a land can lose tempo. Use it for `Gaea's Cradle` only when the current creature count makes the mana immediately relevant, use it for color fixing only when the legal land found unlocks a stronger turn, and do not treat it as free protection against mana screw.

- `Gaea's Cradle` is the creature-density payoff land. It is poor as an early lone mana plan, excellent after cantrip creatures and mana creatures have stuck, and strongest when it turns `The Goose Mother`, `Primeval Titan`, `Ghalta, Stampede Tyrant`, `Cultivator Colossus`, or hard-cast monsters into legal same-turn plays.

- `Ancient Tomb` is a tempo amplifier with a real life cost. Use it to accelerate `Oko, Thief of Crowns`, `Academy Manufactor`, `Stock Up`, `Flash`, or early interaction-backed pressure; avoid leaning on it repeatedly when creature combat or burn-like pressure makes the damage strategically worse than waiting.

- `Gilded Goose` is early fixing, Food material, and a creature for `Gaea's Cradle`. It becomes more valuable with `Academy Manufactor`, `Oko, Thief of Crowns`, and `The Goose Mother`; do not trade it away casually when it is the difference between casting a protected threat and passing.

- `Academy Manufactor` is an artifact-token multiplier if the relevant Food/Clue/Treasure creation is legal and visible. Treat it as a fragile engine piece that should come down before `Gilded Goose`, `The Goose Mother`, or `Oko, Thief of Crowns` token-making when tempo allows, but do not spend premium protection on it over `Flash`, `Protean Hulk`, or a lethal board.

- `The Goose Mother` is both scalable threat and resource engine; Card text check required for exact token, draw, and combat details. Cast it for a size that affects the board immediately, prefer it when extra mana would otherwise go unused, and treat its Food synergies with `Academy Manufactor`, `Gilded Goose`, and `Oko, Thief of Crowns` as conditional on legal prompts.

- `Birds of Paradise`, `Delighted Halfling`, and `Arbor Elf` are the best turn-one development creatures. Prioritize them when the hand contains `Oko, Thief of Crowns`, `Flash`, `Stock Up`, or expensive green creatures, and protect them only when losing the mana source would shut off the entire hand.

- `Wild Growth` and `Utopia Sprawl` are permanent acceleration that make `Arbor Elf` better and help cast high-end threats. Put them on a land that is likely to remain usable, choose `Utopia Sprawl` color from the hand's missing requirement, and avoid exposing the plan to land destruction when another safe development line exists.

- `Arcum's Astrolabe` is cheap smoothing and artifact material, but Card text check required for exact mana constraints in the active rules environment. Cast it early when it fixes blue or green, supports artifact-token synergies, or replaces itself without blocking a stronger mana-creature start.

- `Coiling Oracle`, `Elvish Visionary`, `Wall of Blossoms`, `Fblthp, the Lost`, `Ice-Fang Coatl`, and `Pond Prophet` are bridge cards from setup into payoff. Use them to hit land drops, add bodies for `Gaea's Cradle`, pressure planeswalkers lightly, and buy time; Card text check required for `Pond Prophet` and any exact triggered or combat ability that the engine exposes.

- `Ice-Fang Coatl` is also an instant-speed defensive tool when its legal combat text supports it. Hold it when flash timing can ambush an attacker or protect `Oko, Thief of Crowns`; cast it proactively when the deck needs a card, a creature count, or blue card density for pitch interaction.

- `Fierce Guardianship`, `Force of Will`, `Force of Negation`, `Daze`, `Spell Pierce`, `Wash Away`, `Stern Scolding`, and `Mental Misstep` are protection and tempo counters with different windows. Spend them on spells that stop `Flash`, remove a decisive threat, win a command-zone exchange, or create an unrecoverable tempo loss; do not counter low-impact setup while behind on board unless the opponent's visible plan makes that setup decisive.

- `Force of Will` and `Force of Negation` require careful blue-card accounting. Pitch the least important blue card only when the countered spell is worth a card disadvantage exchange, and avoid exiling the only card that enables the next legal action unless the current stack would otherwise decide the game.

- `Daze`, `Spell Pierce`, `Stern Scolding`, `Mental Misstep`, and `Wash Away` get worse as the opponent develops mana or shifts to larger spells. Use them early to defend a fast `Oko, Thief of Crowns`, stop opposing acceleration or cheap interaction, or punish a shields-down; hold them later only when legal stack text shows a target they can still answer.

- `Stock Up` is card flow for rebuilding or finding the missing half of a plan; Card text check required for exact selection mechanics. Cast it when the turn does not require holding up protection, when the hand lacks payoff or mana, or when a slow game rewards a deeper look over committing a vulnerable creature.

- `Sink into Stupor // Soporific Springs` is modal interaction or land access; Card text check required for exact spell-side timing and target restrictions. Treat it as a land when the opening hand needs stable mana, and as interaction when the visible permanent or stack object meaningfully disrupts the opponent or protects a decisive turn.

- `Disciple of Freyalise // Garden of Freyalise` is flexible creature or land access; Card text check required for exact mode, sacrifice, and draw details. Use the land side when mana development is the bottleneck, and use the creature side only when the legal prompt converts an expendable body or large creature into real cards or life.

- `Primeval Titan` is the cleanest mana snowball and land-tutor threat. Cast or cheat it when finding `Gaea's Cradle`, color lands, or other legal land choices changes the next turn, and protect it when the attack trigger or immediate land entry will convert into a decisive mana advantage.

- `Cultivator Colossus` is a late-game land-drop and body payoff; Card text check required for exact reveal/draw loop behavior. Prioritize it when the hand contains lands or the board needs a huge blocker, and avoid it when it is merely a large creature into open removal with no resource follow-through.

- `Ghalta, Stampede Tyrant` is a hand-dump payoff; Card text check required for exact entry trigger. Use it when the hand contains multiple creatures that can enter profitably, and do not tutor for it if the hand is empty, interaction-heavy, or unable to leverage the trigger.

- `Vaultborn Tyrant`, `Gruff Triplets`, `Woodfall Primus`, `Worldspine Wurm`, and `Cultivator Colossus` are top-end board breakers. `Woodfall Primus` is the preferred answer-threat when a visible noncreature permanent must be removed; `Worldspine Wurm` is the biggest brute-force threat but should not be chosen over a more surgical line when the opponent can exile, bounce, or ignore it.

- `Gruff Triplets` and `Vaultborn Tyrant` are resilient pressure candidates; Card text check required for exact token, ward, draw, or death-trigger behavior. Use them when the matchup is about board presence and removal resistance rather than a single combo commitment.

- `Dryad Arbor` is both land and creature, making it valuable with `Green Sun's Zenith`, `Gaea's Cradle`, and creature-count plans. Do not expose it to free combat damage or sweepers when it is functioning as a land, and remember that summoning sickness and creature removal can affect mana access.

- Fetchlands `Scalding Tarn`, `Misty Rainforest`, `Polluted Delta`, `Flooded Strand`, `Windswept Heath`, `Verdant Catacombs`, and `Wooded Foothills` should find the color pair that casts the next two turns, not merely the current spell. Use them before card-selection only when shuffling or exact mana is required, and preserve them when future `Brainstorm`-style or top-card information is exposed by legal actions.

- `Command Tower`, `Tropical Island`, `Waterlogged Grove`, `Barkchannel Pathway // Tidechannel Pathway`, `Forest`, and `Island` are the stability layer. Favor untapped green on turn one, favor blue when holding stack interaction or casting `Flash`, and use `Waterlogged Grove` card draw only when the mana is no longer needed for protection or high-end deployment.

## Interaction Priorities

- Counter decisive stack interaction first: protect `Flash`, `Oko, Thief of Crowns`, `Protean Hulk`, `Primeval Titan`, and a lethal or stabilizing top-end deployment before fighting over routine cantrips or mana development. Spend `Fierce Guardianship`, `Force of Will`, `Force of Negation`, `Daze`, `Spell Pierce`, `Wash Away`, `Stern Scolding`, and `Mental Misstep` only when the legal target would stop the deck's current engine, answer a must-resolve threat, or convert the turn into a major tempo win.

- Counter cheap disruption early: use `Mental Misstep`, `Stern Scolding`, `Spell Pierce`, `Daze`, and `Wash Away` while their text and the opponent's mana make them live. Let them go stale only when holding them still covers a visible command-zone spell, removal spell, counter-war, or creature that matters to the current board.

- Preserve pitch counters for commitment turns: use `Force of Will`, `Force of Negation`, and `Fierce Guardianship` most aggressively when the deck is resolving `Flash`, defending `Oko, Thief of Crowns`, forcing through `Primeval Titan`, or preventing a spell that would strand the hand. Pitch the least strategically connected blue card, and do not pitch the only legal enabler for the next turn unless the current stack decides the game.

- Bounce or neutralize the permanent that changes the next turn first: use `Sink into Stupor // Soporific Springs`, legal `Oko, Thief of Crowns` actions, or `Woodfall Primus` toward lock pieces, lethal attackers, planeswalkers about to snowball, graveyard hate stopping `Protean Hulk`, or mana denial blocking the command-zone plan. Card text check required for exact `Sink into Stupor // Soporific Springs` and `Woodfall Primus` target legality.

- Ignore low-impact setup when behind on board: do not fight a harmless draw spell, small mana rock, or low-pressure creature if the visible battlefield demands saving interaction for removal, sweepers, evasive attackers, or a stack fight over `Flash`. Against fast creature decks, interaction shifts from protecting value to preserving life and blocking material.

- Bait with replaceable value before committing engines: lead with `Coiling Oracle`, `Elvish Visionary`, `Wall of Blossoms`, `Fblthp, the Lost`, `Pond Prophet`, `Arcum's Astrolabe`, or `Stock Up` when the hand can afford it and the opponent is representing open interaction. Do not bait with `Gilded Goose`, `Birds of Paradise`, `Arbor Elf`, `Wild Growth`, or `Utopia Sprawl` if losing acceleration prevents the decisive follow-up.

- Discard expendable setup first when an opponent effect forces a discard choice: keep `Flash`, pitch protection, live tutors, and the payoff that matches the current mana. Discard redundant top-end when it cannot be cast or cheated soon, and discard narrow soft counters after the opponent has enough mana to invalidate them.

- Exile resources conservatively: pitch or exile a card to `Force of Will` or `Force of Negation` only when the countered spell is worth the card disadvantage. Prefer exiling a blue card whose role is duplicated over losing `Flash`, `Oko, Thief of Crowns`, a needed draw bridge, or the only card that stabilizes combat.

## Combat And Trading Rules

- Protect mana creatures when they are still lands in practice: avoid attacking or blocking with `Birds of Paradise`, `Arbor Elf`, `Delighted Halfling`, `Gilded Goose`, and `Dryad Arbor` unless the trade prevents lethal pressure, protects `Oko, Thief of Crowns`, or unlocks a stronger `Gaea's Cradle` or `Flash` turn. Treat `Dryad Arbor` as fragile mana first and creature second.

- Trade value creatures when the card has already paid you: `Coiling Oracle`, `Elvish Visionary`, `Wall of Blossoms`, `Fblthp, the Lost`, `Pond Prophet`, and sometimes `Ice-Fang Coatl` can block to preserve life after their entry value resolves. Hold `Ice-Fang Coatl` for instant-speed ambush only when legal combat text supports that line and the opponent's attacker is worth the timing risk.

- Attack planeswalkers before life totals when the planeswalker will outscale your board: small creatures should pressure opposing walkers if that prevents a loyalty engine from taking over. Attack the opponent instead when the board already favors `Ghalta, Stampede Tyrant`, `Vaultborn Tyrant`, `Gruff Triplets`, `Worldspine Wurm`, or a `Gaea's Cradle` burst.

- Preserve engine bodies for `Gaea's Cradle`: do not make low-value attacks with small creatures when the extra creature count is needed to cast or protect a high-end spell next turn. Trade those creatures only when the life total is under pressure or when losing the creature still leaves enough mana for the planned payoff.

- Block aggressively below stabilizing thresholds: at 10 life or less against creature pressure, favor blocks that keep the next attack from being lethal over preserving marginal value. At 5 life or less, treat any unblocked attacker as a potential lethal setup unless visible information proves otherwise.

- Race only with a real payoff clock: attack with `Primeval Titan`, `Cultivator Colossus`, `Ghalta, Stampede Tyrant`, `Vaultborn Tyrant`, `Gruff Triplets`, `Woodfall Primus`, and `Worldspine Wurm` when the swing creates lethal pressure, triggers land advantage, or forces the opponent into bad blocks. Hold a large creature back when it is the only blocker stopping a lethal return attack.

- Do not sacrifice board stability for chip damage: one or two damage from setup creatures rarely matters more than mana, blockers, or `Oko, Thief of Crowns` protection. Chip attacks become correct when the opponent has no profitable blocks, the creature is not needed for mana, and the attack advances a planeswalker kill or lethal setup.

- Change combat posture by archetype: against aggro, block early, keep life high, and value `Wall of Blossoms`, `Ice-Fang Coatl`, Food generation, and large blockers. Against control or combo, preserve threats from sweepers, attack resources and planeswalkers, and force action on end-step or protected commitment turns. Against midrange, trade small value bodies for tempo while saving counters for removal on the threat that will actually win.

## Selection And Tutor Rules

- Tutor for the missing role, not the flashiest card: use `Worldly Tutor`, `Green Sun's Zenith`, and `Crop Rotation` only after checking current mana, legal timing, opponent pressure, and whether the next turn needs acceleration, protection, stabilization, or a payoff. Do not lock into `Protean Hulk`, `Primeval Titan`, `Ghalta, Stampede Tyrant`, `Cultivator Colossus`, or `Worldspine Wurm` when the visible board says a cheap blocker, mana creature, or land is the actual bottleneck.

- Sequence card selection before land drops when the action can change the land decision: cast `Coiling Oracle`, `Elvish Visionary`, `Wall of Blossoms`, `Fblthp, the Lost`, `Ice-Fang Coatl`, `Arcum's Astrolabe`, `Pond Prophet`, or `Stock Up` before playing a land if legal actions and mana allow the draw/filter result to affect fetchland choice, `Barkchannel Pathway // Tidechannel Pathway` face choice, `Waterlogged Grove` timing, or whether `Soporific Springs` is needed as a land. Card text check required for exact `Pond Prophet`, `Stock Up`, and `Sink into Stupor // Soporific Springs` selection text.

- Find mana first when the hand is payoff-heavy: use `Worldly Tutor` or `Green Sun's Zenith` toward `Dryad Arbor`, `Birds of Paradise`, `Arbor Elf`, `Delighted Halfling`, `Gilded Goose`, or another legal low-cost creature if the current hand cannot reach `Oko, Thief of Crowns`, `Flash`, or a large threat on schedule. Prefer this line over tutoring top-end when the payoff is already present.

- Find a payoff when mana and protection are already assembled: use `Worldly Tutor` for `Protean Hulk`, `Primeval Titan`, `Vaultborn Tyrant`, `Ghalta, Stampede Tyrant`, `Gruff Triplets`, `Woodfall Primus`, `Cultivator Colossus`, or `Worldspine Wurm` only when the next turn can deploy or cheat it and the stack can be protected. Card text check required for exact `Vaultborn Tyrant`, `Gruff Triplets`, and `The Goose Mother` tactical roles.

- Use `Crop Rotation` as a commitment action: sacrifice a land only when the target land materially changes the game, such as `Gaea's Cradle` for a payoff turn, `Tropical Island` or `Command Tower` for color fixing, or a fetchable land line required by visible legal actions. Do not expose yourself to a counterspell blowout unless waiting is worse or protection is available.

- Treat fetchlands as information tools: delay `Scalding Tarn`, `Misty Rainforest`, `Polluted Delta`, `Flooded Strand`, `Windswept Heath`, `Verdant Catacombs`, and `Wooded Foothills` when life total and mana permit, so draws and opponent actions inform which color or basic is needed. Crack immediately when mana must be available, `Utopia Sprawl` or `Wild Growth` needs a stable land, or a shuffle after top-deck tutoring is strategically required.

- Bottom or ignore redundant pieces when selection asks for ordering: keep functional mana, live interaction, and the next deployable threat; move extra high-end creatures away when no `Flash`, `Gaea's Cradle`, or ramp path exists. Preserve a blue card for `Force of Will` or `Force of Negation` only if the current matchup and stack suggest a pitch counter is likely to matter.

## Priority And Stack Rules

- Take priority around commitment turns: before casting `Flash`, resolving `Oko, Thief of Crowns`, tutoring with `Worldly Tutor`, sacrificing to `Crop Rotation`, or deploying a large creature, check visible opponent mana, known cards, stack contents, and available protection. Use a light-model decision for these gates because the correct play depends on whether waiting improves protection or gives the opponent time to win.

- Cast `Flash` only when the legal action supports the intended creature line: verify the creature in hand, available mana, stack risk, and whether sacrificing or keeping the creature is part of the rules-engine action flow. Do not assume a `Protean Hulk` result, a death trigger, or any follow-up tutor outcome unless Forge/Veles exposes the corresponding legal choices.

- Fight the spell that beats the current plan: spend `Fierce Guardianship`, `Force of Will`, `Force of Negation`, `Daze`, `Spell Pierce`, `Wash Away`, `Stern Scolding`, and `Mental Misstep` on stack objects that stop the payoff turn, remove the only stabilizer, protect an opposing combo, or invalidate `Oko, Thief of Crowns`. Let low-impact spells resolve when the hand needs counters for a decisive exchange.

- Use soft counters while they are live: `Daze`, `Spell Pierce`, `Wash Away`, `Stern Scolding`, and `Mental Misstep` lose value as mana and board complexity increase, so favor early tempo exchanges when they protect acceleration or stop a key cheap spell. Hold them later only if the visible legal target class still matches the card.

- Protect engines before extracting small value: respond to removal on `Birds of Paradise`, `Arbor Elf`, `Delighted Halfling`, `Gilded Goose`, `Academy Manufactor`, or `Oko, Thief of Crowns` only when that permanent is essential to the next turn or the opponent's spell is unusually efficient. Do not burn premium counters protecting a replaceable draw creature after its entry value has resolved.

- Use instant-speed creatures and interaction at the last responsible moment: cast `Ice-Fang Coatl`, activate legal Food or mana abilities, or fire legal bounce/counter actions after the opponent commits attackers, targets, or mana when waiting preserves information. Act earlier when mana would otherwise be wasted or the window will close.

- Treat optional payments and triggers as resource decisions: decline optional value if it consumes mana needed for `Spell Pierce`, `Daze`, `Force of Negation`, `Sink into Stupor // Soporific Springs`, or a visible follow-up. Accept optional payments only when the rules-engine prompt shows the payment, the resulting effect advances the current plan, and the mana will not be needed for a higher-priority stack exchange.

- Activate `Oko, Thief of Crowns` according to board texture: make Food or neutralize a target only when legal actions and visible text show the option, then choose the line that best protects loyalty, blunts pressure, or turns a problem permanent into a manageable object. Do not assume a permanent can be targeted or transformed unless the engine offers that action.

## Sideboard Map

- Legality gate: this registered configuration has `0` sideboard cards, so Veles must submit no between-game changes and must reject any proposed `add from reserve:` plan.the repaired Simic source is a legal 60-card no-sideboard Oathbreaker registration.

- Registered sideboard coverage: there are no sideboard cards to cover, no sideboard-only roles to assign, and no exact balanced post-board plan can be written without inventing cards. If the rules engine exposes a sideboard prompt for this list, the pilot should choose the legal no-change action or the action that preserves the registered deck exactly.

- Matchup-plan rule: because the sideboard is empty, post-game improvement must come from role reassessment, mulligan discipline, command-zone timing, tutor selection, and stack priorities rather than configuration changes. Treat Game 2 and later games as tactical rematches with the same main-deck card pool: `Flash`, `Oko, Thief of Crowns`, `Worldly Tutor`, `Green Sun's Zenith`, `Crop Rotation`, `Fierce Guardianship`, `Force of Will`, `Force of Negation`, `Daze`, `Spell Pierce`, `Wash Away`, `Stern Scolding`, and `Mental Misstep` must carry the adaptation burden.

- Against fast creature pressure: keep the same registration and shift decisions toward early board presence. Prioritize hands and selection lines that produce `Birds of Paradise`, `Arbor Elf`, `Gilded Goose`, `Delighted Halfling`, `Ice-Fang Coatl`, `Coiling Oracle`, `Elvish Visionary`, `Wall of Blossoms`, `Dryad Arbor`, or early `Oko, Thief of Crowns`; de-emphasize slow hands built around only `Cultivator Colossus`, `Ghalta, Stampede Tyrant`, `Worldspine Wurm`, or unsupported `Protean Hulk` lines. Use `Stern Scolding`, `Mental Misstep`, `Daze`, and `Spell Pierce` early if the visible target directly increases the opposing clock or removes the only stabilizer.

- Against spell-combo or stack-centric decks: keep the same registration and shift toward blue interaction plus a fast protected threat. Preserve blue cards for `Force of Will`, `Force of Negation`, and `Fierce Guardianship` when the visible hand can still execute pressure or a `Flash` line; use `Worldly Tutor` for `Protean Hulk`, `Primeval Titan`, `Vaultborn Tyrant`, or another deployable payoff only when the follow-up can be protected. Do not spend `Spell Pierce`, `Daze`, `Wash Away`, or `Mental Misstep` on low-impact setup if a later stack exchange is likely to decide the game.

- Against graveyard or recursion strategies: keep the same registration and avoid pretending this build has dedicated graveyard hate. Use tempo and board development to race, counter the enabler when the stack offers a legal target, and prefer `Oko, Thief of Crowns`, `Woodfall Primus`, `Primeval Titan`, or `Ghalta, Stampede Tyrant` lines that create pressure or disrupt a permanent-based engine. Card text check required before assuming any registered card cleanly answers graveyard zones.

- Against artifact or token value engines: keep the same registration and evaluate whether the engine is vulnerable to `Oko, Thief of Crowns`, `Woodfall Primus`, countermagic, or faster pressure. `Academy Manufactor` and `Gilded Goose` can support your own Food/value plan, but do not chase a mirror-value exchange if the opponent is assembling a wider or more deterministic engine. Use `Force of Negation`, `Force of Will`, `Spell Pierce`, or `Daze` on the spell that creates the snowball only when the stack target is visible and legal.

- Against big-mana decks: keep the same registration and become the deck that punishes slow setup. Prioritize `Crop Rotation` for `Gaea's Cradle` only when the board already produces meaningful mana; prioritize `Worldly Tutor` or `Green Sun's Zenith` for acceleration when the opening hand lacks speed; prioritize `Primeval Titan`, `Ghalta, Stampede Tyrant`, `Cultivator Colossus`, or `Vaultborn Tyrant` when mana is already secure. Counter the payoff more often than the ramp spell unless the ramp spell is the only visible route to an immediate decisive turn.

- Against removal-heavy control: keep the same registration and force the opponent to answer layered threats rather than one fragile creature. Lead with cantrip creatures and mana pieces when they are acceptable losses, hold `Flash` until it either forces a protected commitment or converts a creature into a rules-engine-supported payoff, and use `Oko, Thief of Crowns` as a recurring threat when legal. Protect `Protean Hulk`, `Primeval Titan`, `Academy Manufactor`, or `Oko, Thief of Crowns` only when that permanent is central to the next turn cycle.

- Add role cards: none, because no registered sideboard cards exist. If a future registration adds sideboard cards, map them by role before writing executable plans: cheap interaction for fast decks, stack interaction for combo, permanent disruption for artifact/enchantment engines, graveyard interaction for recursion, and resilient threats for control.

- Reduce main-deck emphasis: no cards can be removed under the current registration, but in-game decision weight can move away from slow top-end when under pressure, away from soft counters when the opponent has excess mana, away from narrow early counters when no legal target class is present, and away from `Crop Rotation` sacrifice lines when losing a land would strand the hand.

- Runtime submission rule: when Veles asks for sideboarding, choose the no-change legal action and record the reason as `no registered sideboard`. If Veles exposes generated sideboard actions that name any card not in this registration, reject them as illegal. If Veles exposes a main-deck adjustment prompt despite the empty sideboard, preserve all registered main-deck card counts exactly and flag the format-count issue separately from gameplay decisions.

## Matchup Guidance

- Aggro: stabilize before chasing the largest `Flash` payoff. Keep hands with early mana plus a body or interaction: `Birds of Paradise`, `Arbor Elf`, `Gilded Goose`, `Delighted Halfling`, `Ice-Fang Coatl`, `Coiling Oracle`, `Elvish Visionary`, `Wall of Blossoms`, `Dryad Arbor`, `Stern Scolding`, `Mental Misstep`, or `Daze` matter more than unsupported `Worldspine Wurm` or `Cultivator Colossus`. Use `Oko, Thief of Crowns` early when legal if it can blunt a single attacker or generate repeat material, but do not tap low into lethal pressure unless the visible follow-up stabilizes. `Flash` plus `Protean Hulk` is a commitment gate, not a reflex; choose it when the engine shows the line is legal and waiting risks death or losing the stack window.

- Control: become a layered threat deck with protected bursts. Lead with low-commitment value cards such as `Arcum's Astrolabe`, `Coiling Oracle`, `Elvish Visionary`, `Wall of Blossoms`, `Fblthp, the Lost`, `Ice-Fang Coatl`, and `Pond Prophet` before exposing `Protean Hulk`, `Primeval Titan`, `Academy Manufactor`, or `Vaultborn Tyrant`. Preserve `Force of Will`, `Force of Negation`, `Fierce Guardianship`, `Daze`, `Spell Pierce`, `Wash Away`, and `Mental Misstep` for removal, counterplay, or a planeswalker answer that stops the current plan. Use `Worldly Tutor` at end step when possible, but respect open mana and public information before tutoring a fragile payoff.

- Combo: prioritize stack discipline over board value. Mulligan toward blue interaction plus a clock, and treat `Force of Will`, `Force of Negation`, `Fierce Guardianship`, `Spell Pierce`, `Daze`, `Wash Away`, `Mental Misstep`, and `Stern Scolding` as the adaptation package because there is no sideboard. Counter the spell that visibly commits resources or wins, not every setup spell, unless the setup spell is the only observable path to the decisive turn. Pressure with `Oko, Thief of Crowns`, `The Goose Mother`, `Ghalta, Stampede Tyrant`, `Primeval Titan`, or a legal `Flash` line once interaction is available or the opponent is tapped low.

- Tempo: make land drops and deny efficient exchanges. Fetches such as `Misty Rainforest`, `Scalding Tarn`, `Polluted Delta`, `Flooded Strand`, `Windswept Heath`, `Verdant Catacombs`, and `Wooded Foothills` should prioritize stable colors over marginal deck thinning. Avoid hands that fold to one cheap answer unless they also have `Daze`, `Mental Misstep`, `Spell Pierce`, or `Stern Scolding`. `Ancient Tomb` is powerful but dangerous when the opponent is racing; use it when the extra mana changes the board immediately, not merely to accelerate into a vulnerable spell.

- Midrange: win by going over the top while maintaining enough interaction to stop their best exchange. Use cantrip creatures and mana creatures to build a board that turns on `Gaea's Cradle`, then choose between `Primeval Titan`, `Cultivator Colossus`, `Vaultborn Tyrant`, `Gruff Triplets`, `Ghalta, Stampede Tyrant`, `Woodfall Primus`, or `Worldspine Wurm` based on legal actions and visible pressure. `Oko, Thief of Crowns` is often the pivot card; protect it when it is containing their best permanent or generating repeated material. Do not trade `Force of Will` for a medium spell if your hand already wins a fair board.

- Big mana: punish setup turns and counter the payoff more often than the ramp. `Crop Rotation` for `Gaea's Cradle` is high value only when the battlefield already supports it; sacrificing a land while behind on mana can strand `Force of Will`, `Force of Negation`, or top-end threats. `Green Sun's Zenith` should find acceleration, `Dryad Arbor`, or a decisive creature according to the legal X value and current mana. If the opponent has enough mana to ignore soft counters, use `Daze` and `Spell Pierce` earlier, then rely on hard free interaction for the decisive spell.

- Graveyard decks: race and counter enablers because this registration has no dedicated graveyard hate. Do not invent graveyard answers from the list; use `Force of Negation`, `Force of Will`, `Fierce Guardianship`, `Daze`, `Spell Pierce`, `Wash Away`, `Mental Misstep`, or `Stern Scolding` only when the engine exposes a legal stack target worth stopping. `Oko, Thief of Crowns` and `Woodfall Primus` can matter against visible permanents, but Card text check required before assuming any registered card interacts with cards already in graveyards.

- Artifact/enchantment decks: identify whether the permanent engine or the payoff is the choke point. `Oko, Thief of Crowns` and `Woodfall Primus` are the main deck-specific tools for problematic permanents, while countermagic must stop the spell before it resolves. `Academy Manufactor`, `Gilded Goose`, and `The Goose Mother` support your own artifact-token value plan, but do not enter a slow value contest if the opponent's public board is scaling faster. `Force of Negation` is especially valuable against noncreature engines when the legal target is visible.

- Go-wide decks: prioritize board bodies, lifelike stabilization, and mana that enables a larger swing. `Ice-Fang Coatl`, `Wall of Blossoms`, `Coiling Oracle`, `Elvish Visionary`, `Gilded Goose`, `Dryad Arbor`, and token-making or large-creature lines buy time for `Ghalta, Stampede Tyrant`, `Gruff Triplets`, `Vaultborn Tyrant`, or `Worldspine Wurm`. Use `Oko, Thief of Crowns` defensively when one converted threat or repeated Food changes combat math. Avoid spending `Crop Rotation` on a greed line if losing a land prevents multiple blockers or a stabilizing spell.

- Single-threat decks: answer the threat rather than racing blindly. Use `Oko, Thief of Crowns`, `Stern Scolding`, `Daze`, `Spell Pierce`, `Force of Will`, `Force of Negation`, `Fierce Guardianship`, `Wash Away`, or `Mental Misstep` according to the legal target and mana context. If the single threat is already on board and cannot be answered, switch to a faster `Flash`, `Green Sun's Zenith`, `Worldly Tutor`, or top-end creature plan only when the clock demands it.

- Burn: protect life total as a resource, not a cushion. Be cautious with `Ancient Tomb`, fetch timing, and shock-like life payments if any are exposed by the rules engine. Keep hands that produce early blockers, `Gilded Goose`, `Oko, Thief of Crowns`, or cheap interaction, and use soft counters on direct damage or haste pressure when the visible exchange preserves a full turn. Do not keep a slow hand that only wins after resolving `Cultivator Colossus` or `Worldspine Wurm` unless the opener already contains meaningful early defense.

- Removal-heavy decks: diversify threats and avoid all-in sequencing unless the payoff is protected or waiting is worse. Let expendable value creatures absorb removal before committing `Protean Hulk`, `Academy Manufactor`, `Primeval Titan`, `Vaultborn Tyrant`, or `The Goose Mother`. `Flash` can convert a removal-heavy game into a decisive rules-engine line, but only commit when Veles shows legal actions for the required sequence and stack protection is adequate. If the opponent spends removal on mana creatures, reassess whether `Gaea's Cradle`, `Ghalta, Stampede Tyrant`, and high-end hands are still castable.

## Specific Matchup Notes
- General/archetype-only note: exact opponents are absent, so revealed cards, legal actions, public zones, and rules-engine prompts override every matchup assumption. Treat sideboarding as locked because the registered sideboard is empty; likely sideboarding is no legal change, and Veles must not invent `add from reserve:` or `trim:` actions.

- Fast creature decks: keep hands with early mana plus bodies or cheap interaction, then stabilize into a larger battlefield. `Ice-Fang Coatl`, `Wall of Blossoms`, `Coiling Oracle`, `Elvish Visionary`, `Gilded Goose`, `Dryad Arbor`, `Birds of Paradise`, `Arbor Elf`, and `Delighted Halfling` buy time for `Oko, Thief of Crowns`, `The Goose Mother`, `Gruff Triplets`, `Primeval Titan`, `Vaultborn Tyrant`, `Ghalta, Stampede Tyrant`, or `Worldspine Wurm`. Priority targets are visible lords, haste threats, pump effects, and combat steps where `Stern Scolding`, `Daze`, `Spell Pierce`, `Force of Will`, `Force of Negation`, `Fierce Guardianship`, `Wash Away`, or `Mental Misstep` can preserve a full turn.

- Control and removal-heavy decks: protect the command-zone plan and avoid committing one threat at a time into obvious answers. Use value creatures to draw cards, tax removal with `The Goose Mother`, `Gruff Triplets`, `Vaultborn Tyrant`, and `Woodfall Primus`, and hold free counters for sweepers, planeswalker removal, or a stack fight over `Flash`. Priority targets are sweepers, exile removal, counterspells aimed at `Flash`, and permanent answers to `Oko, Thief of Crowns`.

- Combo and spell-chain decks: become the disruptive midrange deck first and the monster deck second. Mulligan toward blue interaction, deploy a clock with `Oko, Thief of Crowns`, `The Goose Mother`, or a legal `Green Sun's Zenith` line, and counter the first visible spell that converts resources into a win rather than every cantrip. Priority targets are stack pieces that Veles marks as decisive, tutor-like effects, cost reducers, storm-style engines, and protection spells.

- Big-mana decks: pressure setup turns while saving hard interaction for the payoff. `Crop Rotation` into `Gaea's Cradle` is strong only when current creatures make it mana-positive; otherwise use fetches and normal lands to preserve colors for interaction. Priority targets are high-impact payoff spells, mana engines that immediately unlock them, and sweepers that erase your creature-mana base before `Primeval Titan`, `Cultivator Colossus`, or `Ghalta, Stampede Tyrant` can dominate.

- Artifact or enchantment engine decks: identify the public engine permanent before spending scarce answers. `Oko, Thief of Crowns` and `Woodfall Primus` are the main in-deck tools once permanents resolve, while `Force of Negation`, `Force of Will`, `Fierce Guardianship`, `Spell Pierce`, `Daze`, `Wash Away`, and `Mental Misstep` must handle stack windows. Priority targets are permanents that multiply resources faster than `Academy Manufactor`, `Gilded Goose`, and `The Goose Mother` can match.

- Graveyard decks: race with pressure and counter enablers because this registration has no dedicated graveyard hate. Use interaction only on visible legal stack targets that enable recursion, self-mill, reanimation, or graveyard payoff turns. Priority targets are public enablers and payoff spells; Card text check required before assuming any registered card removes graveyard cards.

## Risk Summary
- Validation risk: the active Oathbreaker contract says the deck requires exactly 60 singleton main-deck cards outside basic lands, but the current registration has 60 main cards and no sideboard. Treat test results as format-valid when the runtime confirms the repaired source deck.

- Mana risk: `Gaea's Cradle`, `Ancient Tomb`, `Dryad Arbor`, `Utopia Sprawl`, `Wild Growth`, `Arbor Elf`, `Birds of Paradise`, and `Delighted Halfling` create explosive starts but also fragile color and creature dependencies. Fetchlands should prioritize stable green-blue access before greed, especially when holding `Force of Will`, `Force of Negation`, `Daze`, `Spell Pierce`, or `Flash`.

- Matchup risk: the no-sideboard registration cannot add hate cards, removal density, or alternate plans after game one. Veles should adapt through mulligans, sequencing, and counter priorities only.

- Draw risk: many top-end cards are powerful but clunky without early acceleration. Hands containing mostly `Protean Hulk`, `Cultivator Colossus`, `Ghalta, Stampede Tyrant`, `Vaultborn Tyrant`, `Worldspine Wurm`, `Woodfall Primus`, or `Primeval Titan` need functional mana and a credible first-three-turn plan.

- Over-sideboarding risk: no sideboard exists, so any generated sideboard request is illegal. Runtime agents must refuse invented sideboard improvements.

- Graveyard risk: there is no registered dedicated graveyard hate. Win by countering enablers, racing, or using public-board pressure rather than assuming graveyard containment.

- Sweeper/removal risk: creature mana and `Gaea's Cradle` collapse after sweepers. Sequence expendable value creatures before irreplaceable threats, and preserve free interaction for board wipes when a wide board is required.

- Closer risk: large threats can be stranded, countered, or answered one at a time. Prefer protected `Flash`, `Green Sun's Zenith`, `Worldly Tutor`, or threat-doubling lines only when Veles confirms legal actions and visible pressure makes commitment worthwhile.

- Interaction risk: soft counters lose value as opponents develop mana. Use `Daze`, `Spell Pierce`, `Mental Misstep`, and `Stern Scolding` while they are live, then reserve `Force of Will`, `Force of Negation`, `Fierce Guardianship`, and `Wash Away` for decisive stack windows.

- Sequencing risk: `Crop Rotation`, `Utopia Sprawl`, `Wild Growth`, and fetchlands can create self-inflicted mana failures. Before sacrificing or enchanting a land, verify current colors, future land drops, and whether losing that land prevents the next legal stabilizing or closing play.

## Test Feedback Checklist
- Deciding factor: identify the turn cycle where the game became favored or lost, then name the exact public event: resolved `Flash`, protected `Oko, Thief of Crowns`, unanswered `Primeval Titan`, missed counter window, mana collapse, or opponent pressure exceeding available blockers.
- Mulligans: record whether the opening hand had green mana, blue interaction, a first-three-turn play, and a payoff path. Flag keeps with multiple stranded top-end cards such as `Protean Hulk`, `Cultivator Colossus`, `Ghalta, Stampede Tyrant`, `Vaultborn Tyrant`, `Woodfall Primus`, or `Worldspine Wurm`.
- Mana: note whether fetchlands, `Command Tower`, `Tropical Island`, `Barkchannel Pathway // Tidechannel Pathway`, `Waterlogged Grove`, `Forest`, `Island`, `Ancient Tomb`, and `Gaea's Cradle` produced the needed colors on the critical turn.
- Acceleration: check whether `Birds of Paradise`, `Arbor Elf`, `Delighted Halfling`, `Wild Growth`, `Utopia Sprawl`, `Gilded Goose`, `Dryad Arbor`, or `Arcum's Astrolabe` advanced the deck or exposed it to a sweeper, removal spell, or color bottleneck.
- Velocity: record whether `Ice-Fang Coatl`, `Coiling Oracle`, `Elvish Visionary`, `Fblthp, the Lost`, `Wall of Blossoms`, `Pond Prophet`, `Stock Up`, and `The Goose Mother` found lands, interaction, or a threat before the opponent stabilized.
- Engine performance: ask whether `Academy Manufactor`, `Gilded Goose`, `The Goose Mother`, and `Oko, Thief of Crowns` created material that mattered, or whether the game required a faster `Flash`, `Green Sun's Zenith`, `Worldly Tutor`, or large-creature line.
- Interaction timing: review every use or non-use of `Force of Will`, `Force of Negation`, `Fierce Guardianship`, `Daze`, `Spell Pierce`, `Wash Away`, `Stern Scolding`, `Mental Misstep`, and `Sink into Stupor // Soporific Springs`; judge only from legal stack actions and visible consequences.
- Removal gap: document board states where the deck needed an answer after a permanent resolved. Separate failures that `Oko, Thief of Crowns` or `Woodfall Primus` could solve from failures that required unavailable removal.
- Closing: record whether `Primeval Titan`, `Gruff Triplets`, `Vaultborn Tyrant`, `Ghalta, Stampede Tyrant`, `Worldspine Wurm`, `Cultivator Colossus`, or `Woodfall Primus` actually ended the game or merely consumed mana.
- Role: note whether the pilot correctly became ramp, flash-threat, counterspell-control, board-stall, or pressure deck based on public information.
- Mistakes: flag any legal-action error where the agent passed with live interaction, sacrificed mana with `Crop Rotation` at the wrong time, exposed `Dryad Arbor`, enchanted the wrong land with `Wild Growth` or `Utopia Sprawl`, or committed into a visible sweeper window.
- Stranded cards: list cards stuck in hand for three or more turn cycles, especially top-end creatures, blue pitch interaction without blue cards, or `Crop Rotation` without a worthwhile land target.
- Overperformers and underperformers: name exact cards that changed win probability in logs, then separate card quality from pilot sequencing and matchup texture.
- Sideboard legality: confirm that no sideboard action occurred because the registered sideboard is empty. Any proposed post-game sideboard change is tuning feedback, not a legal action for this registration.

## First Tuning Questions
- Validation first: should the Oathbreaker registration be completed to 60 singleton main-deck cards before any strategic conclusion is trusted? The repaired 60-card list makes performance notes actionable for this source.
- Mana quantity: did the deck lose more games to color access, land count, or acceleration fragility than to card quality? If yes, test whether the land and one-mana acceleration package needs more stable green-blue sources rather than more top-end.
- Top-end density: were `Protean Hulk`, `Cultivator Colossus`, `Ghalta, Stampede Tyrant`, `Vaultborn Tyrant`, `Woodfall Primus`, and `Worldspine Wurm` too often stranded together? If yes, decide which payoff roles are essential and which main-deck emphasis should decrease.
- Flash commitment: did `Flash` produce decisive battlefield or graveyard pressure often enough to justify building decisions around it, or did opponents frequently answer the resulting line? If the line was fragile, add more protection, redundancy, or lower-curve value in future legal revisions.
- Tutor targets: did `Worldly Tutor` and `Green Sun's Zenith` have clear, matchup-specific targets at each stage? If not, define target ranks for mana, stabilization, pressure, and finishing before changing card quantities.
- Aggro plan: did early blockers and life buffers from `Ice-Fang Coatl`, `Wall of Blossoms`, `Coiling Oracle`, `Gilded Goose`, `Dryad Arbor`, and `Oko, Thief of Crowns` buy enough time? If not, add role cards for early defense in a future legal sideboard or completed main deck.
- Control plan: did free and soft interaction protect decisive plays, or did the pilot spend `Daze`, `Spell Pierce`, `Mental Misstep`, and `Stern Scolding` on low-impact spells? If sequencing was the issue, tune policy before changing cards.
- Closer mix: which finisher actually closed: `Primeval Titan`, `The Goose Mother`, `Gruff Triplets`, `Vaultborn Tyrant`, `Ghalta, Stampede Tyrant`, `Woodfall Primus`, or `Worldspine Wurm`? Preserve closers that ended games from behind or through interaction.
- Engine conflict: did `Academy Manufactor` ask for Food/Clue/Treasure support that the list did not reliably provide? If yes, decide whether it is a real engine piece or a low-frequency value card.
- Land-risk package: did `Crop Rotation`, `Gaea's Cradle`, `Ancient Tomb`, `Dryad Arbor`, `Wild Growth`, and `Utopia Sprawl` create more explosive wins or self-inflicted losses? Use replay evidence before reducing this package's emphasis.
- Sideboard slots: if a legal sideboard is later added, which role cards are most needed: anti-aggro stabilization, graveyard interaction, artifact/enchantment answers, anti-control threats, or combo disruption? Do not name absent cards until a registered revision exists.
- Role conflict: is the deck primarily a `Flash` threat deck, an `Oko, Thief of Crowns` midrange deck, a creature-ramp deck, or a counterspell tempo deck? Tuning should reduce conflicts between holding up interaction and tapping low for expensive creatures.

## Veles Tactical Policy

### Policy: Registration And Pregame Validation Gate
- Priority: High
- Decision families: pregame
- Cards: none
- Phase windows: pregame, match creation, sideboard lock
- Runtime cues: deck count:60; sideboard count:0; format:Oathbreaker; validation:legal
- Use when: Veles is asked to start, sideboard, or evaluate a sanctioned Oathbreaker game with this repaired registration.
- Avoid when: the runtime reports a different deck count or any registered sideboard cards.
- Instructions: Treat the repaired registration as legal when the runtime confirms 60 main cards and 0 sideboard cards. Do not invent missing cards or sideboard actions.
- Pilot skill floor: low
- No-API allowed: no
- Light-model allowed: yes

### Policy: Mulligan For Mana Plus Action
- Priority: High
- Decision families: mulligan
- Cards: Forest; Island; Command Tower; Tropical Island; Barkchannel Pathway // Tidechannel Pathway; Waterlogged Grove; Birds of Paradise; Arbor Elf; Delighted Halfling; Wild Growth; Utopia Sprawl; Gilded Goose; Arcum's Astrolabe
- Phase windows: opening hand, London mulligan, first keep decision
- Runtime cues: prompt:mulligan; visible hand; land count; one-mana acceleration count
- Use when: choosing keep or mulligan from the visible opening hand.
- Avoid when: the hand cannot produce green or blue mana by turn two and has no legal one-mana stabilizer.
- Instructions: Keep hands with two mana sources or one land plus a castable accelerator and at least one early play. Mulligan hands overloaded with `Protean Hulk`, `Cultivator Colossus`, `Ghalta, Stampede Tyrant`, `Vaultborn Tyrant`, `Woodfall Primus`, or `Worldspine Wurm` unless `Flash` or fast mana makes a concrete line legal.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Early Setup Permanent
- Priority: Medium
- Decision families: mana; priority
- Cards: Birds of Paradise; Arbor Elf; Delighted Halfling; Wild Growth; Utopia Sprawl; Gilded Goose; Arcum's Astrolabe; Dryad Arbor
- Phase windows: turns one to three main phases
- Runtime cues: legal actions include cast acceleration, play land, or enchant land
- Use when: the first permanent can increase next-turn mana or fix colors from visible resources.
- Avoid when: committing the permanent exposes the only green source to visible removal pressure or prevents holding required interaction.
- Instructions: Lead with resilient color access before speed when the hand needs both colors. Put `Wild Growth` or `Utopia Sprawl` on a land that is expected to remain untapped with `Arbor Elf` when legal and visible.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Utopia Sprawl Color
- Priority: Low
- Decision families: mana
- Cards: Utopia Sprawl
- Phase windows: main phase, enchant resolution
- Runtime cues: action:choose Blue; action:choose Green
- Use when: `Utopia Sprawl` asks for a color and the visible hand contains blue spells without another blue source, or green spells without another green source.
- Avoid when: both colors are already available from lands and future spells require judgment.
- Instructions: Choose the missing color required by visible hand and command-zone actions. If both are missing, prefer blue only when interaction or card draw is stranded; otherwise prefer green for acceleration.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Flash Commitment Gate
- Priority: High
- Decision families: priority; interaction; selection
- Cards: Flash; Protean Hulk; Worldspine Wurm; Woodfall Primus; Vaultborn Tyrant; Gruff Triplets; Ghalta, Stampede Tyrant
- Phase windows: opponent end step, own main phase, combat trick windows, stack response windows
- Runtime cues: legal action includes cast Flash; visible hand contains a creature
- Use when: deciding whether to start a `Flash` line from hand.
- Avoid when: open visible interaction, insufficient payoff, or a stronger legal development makes waiting lower risk.
- Instructions: Cast `Flash` only when the creature choice creates immediate board pressure, disruption, or a sacrifice/death trigger plan that matters before the opponent untaps. Prefer protected windows with `Force of Will`, `Force of Negation`, `Fierce Guardianship`, `Daze`, `Spell Pierce`, `Wash Away`, or `Mental Misstep` available.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Flash Creature Choice After Commitment
- Priority: Medium
- Decision families: selection
- Cards: Flash; Protean Hulk; Woodfall Primus; Worldspine Wurm; Vaultborn Tyrant; Gruff Triplets; Ghalta, Stampede Tyrant; Cultivator Colossus
- Phase windows: Flash resolution, creature selection prompt
- Runtime cues: action:choose Protean Hulk; action:choose Woodfall Primus; action:choose Worldspine Wurm
- Use when: `Flash` is resolving and legal choices list exact visible creature-card names from hand.
- Avoid when: the prompt includes multiple creatures and the board state changes the required payoff.
- Instructions: If `Protean Hulk` is the selected pre-commitment line, choose `Protean Hulk`. If the pre-commitment line was permanent disruption, choose `Woodfall Primus`. If the line was maximum body pressure, route through light model.
- Pilot skill floor: medium
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Tutor Commitment Gate
- Priority: Medium
- Decision families: selection; priority
- Cards: Worldly Tutor; Green Sun's Zenith; Dryad Arbor; Primeval Titan; Protean Hulk; Academy Manufactor; Gilded Goose; The Goose Mother
- Phase windows: upkeep, end step, own main phase, response window before draw
- Runtime cues: legal action includes cast Worldly Tutor; legal action includes cast Green Sun's Zenith
- Use when: choosing whether to spend a tutor effect.
- Avoid when: the needed role is unknown, opponent pressure changes the target, or holding up interaction is more important.
- Instructions: Use `Worldly Tutor` for a specific next draw or protected setup, not as generic deck thinning. Use `Green Sun's Zenith` for `Dryad Arbor` when acceleration is the stated line, or for the exact green creature role visible resources can support.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Green Sun Dryad Arbor Execution
- Priority: Low
- Decision families: selection; mana
- Cards: Green Sun's Zenith; Dryad Arbor
- Phase windows: own main phase, tutor resolution
- Runtime cues: action:choose Dryad Arbor; action:search Dryad Arbor
- Use when: `Green Sun's Zenith` for X=0 is already cast and the legal search choice shows `Dryad Arbor`.
- Avoid when: `Dryad Arbor` is already visible outside the library or the legal action does not name `Dryad Arbor`.
- Instructions: Choose `Dryad Arbor` when the committed line was X=0 acceleration. Do not reinterpret this as a broad tutor rule.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Permission Spending Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Force of Will; Force of Negation; Fierce Guardianship; Daze; Spell Pierce; Wash Away; Stern Scolding; Mental Misstep; Sink into Stupor // Soporific Springs
- Phase windows: stack response windows, opponent combo turn, own commitment turn
- Runtime cues: legal counterspell or bounce action; stack contains opponent spell or ability
- Use when: deciding whether to spend stack interaction.
- Avoid when: the stack object is low impact and the hand needs protection for `Flash`, `Oko, Thief of Crowns`, or a large creature.
- Instructions: Counter spells that stop the current commitment, kill the only mana engine, produce lethal pressure, or invalidate the next turn. Preserve free interaction when the pilot is about to commit `Flash` or tap low.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Free Counter Pitch Execution
- Priority: Medium
- Decision families: interaction; selection
- Cards: Force of Will; Force of Negation
- Phase windows: counterspell additional-cost prompt
- Runtime cues: action:exile blue card; action:pay 1 life
- Use when: a free counter has already been selected and the prompt asks for a visible blue card to exile.
- Avoid when: more than one blue card is visible and card importance is not predetermined.
- Instructions: Exile the visible blue card named by the preselected line. If no card was preselected or multiple blue cards remain strategically distinct, use light-model reasoning.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Oko Stabilization Gate
- Priority: Medium
- Decision families: priority; interaction; combat
- Cards: Oko, Thief of Crowns; Gilded Goose; Academy Manufactor; The Goose Mother
- Phase windows: own main phase, planeswalker activation
- Runtime cues: legal action includes cast Oko, Thief of Crowns; legal action includes activate Oko, Thief of Crowns
- Use when: deciding whether Oko should be the turn's main commitment or activation.
- Avoid when: Oko cannot survive visible attackers and another legal action stabilizes immediately.
- Instructions: Use Oko to neutralize the most dangerous visible permanent, create food pressure, or convert expendable artifacts into creatures only when that advances survival or a clock. Do not expose Oko when holding interaction and passing is stronger.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Crop Rotation Commitment Gate
- Priority: Medium
- Decision families: mana; selection; priority
- Cards: Crop Rotation; Gaea's Cradle; Dryad Arbor; Ancient Tomb; Tropical Island; Command Tower; Forest; Island
- Phase windows: own main phase, opponent end step, response to land interaction
- Runtime cues: legal action includes cast Crop Rotation; legal action includes sacrifice land
- Use when: the land search has a named purpose: mana burst, color fix, creature count conversion, or protection from a visible land issue.
- Avoid when: sacrificing a land leaves the pilot unable to cast visible hand spells if `Crop Rotation` is countered.
- Instructions: Treat `Crop Rotation` as a high-risk mana spell. Search `Gaea's Cradle` only when visible creatures make it produce meaningful mana; search color lands when the hand is color-stranded.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Big Creature shields-down Gate
- Priority: Medium
- Decision families: mana; priority; combat
- Cards: Primeval Titan; Cultivator Colossus; Ghalta, Stampede Tyrant; Vaultborn Tyrant; Gruff Triplets; Woodfall Primus; Worldspine Wurm
- Phase windows: own main phase, post-combat main phase
- Runtime cues: legal action includes cast a top-end creature; available mana equals or exceeds cost
- Use when: choosing whether to spend most mana on a large creature.
- Avoid when: the opponent can win on the next turn from visible board or the pilot must hold interaction.
- Instructions: tap low when the creature stabilizes combat, threatens lethal over one or two attacks, or immediately generates resources. Prefer `Primeval Titan` for land development, `Woodfall Primus` for permanent pressure, and body-dense threats against removal-light boards.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Combat Attack Discipline
- Priority: Medium
- Decision families: combat
- Cards: Ice-Fang Coatl; Coiling Oracle; Elvish Visionary; Fblthp, the Lost; Wall of Blossoms; Pond Prophet; Gruff Triplets; Vaultborn Tyrant; Ghalta, Stampede Tyrant; Worldspine Wurm; The Goose Mother
- Phase windows: declare attackers, precombat main phase
- Runtime cues: legal combat actions; visible blockers; planeswalker loyalty
- Use when: choosing attackers with mixed small value creatures and finishers.
- Avoid when: an attack sacrifices required mana creatures, blockers, or planeswalker protection without lethal or planeswalker removal.
- Instructions: Attack with large creatures when the clock improves and crack-back math remains safe. Keep small value creatures back when they enable `Gaea's Cradle`, protect `Oko, Thief of Crowns`, or block visible pressure.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Survival Blocks
- Priority: High
- Decision families: combat
- Cards: Ice-Fang Coatl; Coiling Oracle; Elvish Visionary; Wall of Blossoms; Fblthp, the Lost; Dryad Arbor; Birds of Paradise; Arbor Elf; Gilded Goose
- Phase windows: declare blockers, combat damage prevention window
- Runtime cues: legal block actions; opponent attackers visible; life total visible
- Use when: blocking decisions affect survival, planeswalker survival, or next-turn lethal.
- Avoid when: losing the blocker trims off the only mana source for a decisive visible action and life total remains safe.
- Instructions: Trade expendable value creatures to preserve life against short clocks. Preserve mana creatures only when they unlock a visible stabilizer or protected payoff next turn.
- Pilot skill floor: high
- No-API allowed: no
- Light-model allowed: yes

### Policy: Card Velocity Sequencing
- Priority: Low
- Decision families: priority; selection
- Cards: Ice-Fang Coatl; Coiling Oracle; Elvish Visionary; Fblthp, the Lost; Wall of Blossoms; Pond Prophet; Stock Up; The Goose Mother
- Phase windows: own main phase, opponent end step, pre-land-drop windows
- Runtime cues: legal action includes cast draw creature; legal action includes cast Stock Up
- Use when: the turn has spare mana and the pilot needs land, interaction, or payoff discovery.
- Avoid when: casting velocity prevents holding required counterspell mana or exposes the pilot to lethal.
- Instructions: Draw before land drop when the new card can change the land choice. Prefer instant-speed or flash-speed card flow when it keeps interaction available.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: Academy Manufactor Engine Gate
- Priority: Low
- Decision families: priority; mana
- Cards: Academy Manufactor; Gilded Goose; The Goose Mother; Oko, Thief of Crowns
- Phase windows: own main phase, artifact-token production turns
- Runtime cues: legal action includes cast Academy Manufactor; visible token engine available
- Use when: deciding whether to commit `Academy Manufactor` before or after token production.
- Avoid when: no visible Food, Clue, or Treasure production is available and the board requires interaction.
- Instructions: Commit `Academy Manufactor` when the next legal actions can generate artifact tokens or when a protected setup turn is available. Do not treat it as a blocker-first play unless survival requires it.
- Pilot skill floor: medium
- No-API allowed: no
- Light-model allowed: yes

### Policy: No Registered Sideboard
- Priority: High
- Decision families: sideboard
- Cards: none
- Phase windows: between games, match sideboard request
- Runtime cues: action:submit no sideboard changes; sideboard count:0; legal sideboard options empty
- Use when: Veles asks for sideboard choices for this registered list.
- Avoid when: a future registered revision includes sideboard cards from the source inventory.
- Instructions: Submit no sideboard changes. Do not name absent role cards, do not alter the main deck, and do not convert tuning suggestions into legal sideboard actions.
- Pilot skill floor: low
- No-API allowed: yes
- Light-model allowed: yes
