# Strategy Specifications
## Deck Name And Archetype

- Identity: Duskana, the Rage Mother is a Naya Commander creature-midrange deck whose registered plan is to develop early combat bodies, protect or haste a key threat, then convert a wide or evasive board into decisive attack steps. Treat Duskana, the Rage Mother as the commander and central payoff, but let the rules engine define exact trigger timing, eligible creatures, and legal attack or draw outcomes; Card text check required if runtime text is unavailable.

- Format validation: The active format is Commander, and the registered main deck passes the current Veles contract with 100 main-deck cards including Duskana, the Rage Mother and singleton nonbasic/non-basic-land entries. The basic land counts are 4 Plains, 3 Forest, and 2 Mountain, and those repeated basics are legal under the format-aware validation result supplied for this strategy.

- Sideboard validation: The registered Veles policy sideboard contains exactly 10 cards: Rest in Peace, Deafening Silence, Collector Ouphe, Force of Vigor, Wear // Tear, Pyroblast, Red Elemental Blast, Aura Shards, Blasphemous Act, and Containment Priest. Treat this as a testing sideboard for Veles runs, not as a universal Commander legality claim across all tables or events.

- Archetype tags: The current tags are midrange and midrange; normalize runtime strategy as Naya creature-midrange, commander-payoff, combat-pressure, and flexible-answer. The deck is not a pure aggro deck because it has ramp, protection, modal interaction, and recovery tools, and it is not draw-go control because its best pressure comes from creatures already on the battlefield.

- Stock status: Classify this list as hybrid or rogue rather than stock Commander, because it combines familiar support cards such as Sol Ring, Arcane Signet, Lightning Greaves, Swiftfoot Boots, Farseek, Kodama's Reach, Path to Exile, and Swords to Plowshares with a very deck-specific two-power creature package including Ajani's Sunstriker, Bishop's Soldier, Knight of Meadowgrain, Mirran Crusader, Paladin en-Vec, Hearthfire Hobgoblin, Iroas's Champion, Skyknight Legionnaire, Sky Terror, Rip-Clan Crasher, Safehold Elite, and Zhur-Taa Goblin.

- Role concern: Pilot as the beatdown against slower visible development, but shift into defensive midrange when the opponent presents a faster combat board or a protected engine. The deck should prefer early board presence over speculative setup unless the opener already supports a clear ramp-to-Duskana line or a protection-then-commander line.

- Mana concern: Prioritize hands and sequencing that produce green for Farseek or Kodama's Reach, white for early creatures and Path to Exile or Swords to Plowshares, and red for pressure, haste, or modal finishers. Hands with only tapped lands, colorless utility pressure from Kessig Wolf Run or Sunhome, Fortress of the Legion, or missing white and green should be treated as risky even if total land count is acceptable.

- Legality concern: Follow engine legal actions over strategy text for every modal spell, split card, equip action, Aura target, combat declaration, and sideboard action. Do not assume Boros Charm, Gruul Charm, Selesnya Charm, Naya Charm, Cabaretti Charm, Legion Leadership, Makindi Stampede, Kabira Takedown, or Stump Stomp has a relevant mode unless Forge exposes the legal action and targets.

- Opponent information status: No specific opposing commander, decklist, colors, or metagame target is registered for this section. Use visible battlefield, revealed cards, public graveyards, exile, stack contents, commander identity if shown, and logged sideboard context at runtime; do not infer hidden removal, sweepers, combo pieces, or blockers from archetype stereotypes alone.

## Thesis

- Assemble early two-power pressure, stable Naya mana, and a protected commander-payoff attack rather than a generic Commander value engine. The deck wants one or two cheap creatures such as Ajani's Sunstriker, Bishop's Soldier, Knight of Meadowgrain, Rip-Clan Crasher, Safehold Elite, Sky Terror, or Zhur-Taa Goblin on board before Duskana, the Rage Mother is committed, then it converts those bodies through combat scaling, evasion, double strike, trample, or pump.

- Win by making combat math collapse in the deck's favor, not by hiding behind control turns. Duskana, the Rage Mother is the central payoff, while Boros Charm, Selesnya Charm, Gruul Charm, Naya Charm, Cabaretti Charm, Legion Leadership, Makindi Stampede, Kessig Wolf Run, Sunhome, Fortress of the Legion, Rancor, Audacity, Anthem of Champions, Fires of Yavimaya, Rhythm of the Wild, and Garruk's Uprising are the tools that turn ordinary attackers into lethal or card-advantage pressure when the engine exposes legal modes.

- Prioritize board presence before enhancement unless protection or haste changes the same-turn outcome. Lightning Greaves, Swiftfoot Boots, Fires of Yavimaya, and Rhythm of the Wild are strongest when they immediately protect or accelerate Duskana, the Rage Mother, Mirran Crusader, Paladin en-Vec, Hound of Griselbrand, Hearthfire Hobgoblin, Iroas's Champion, Skyknight Legionnaire, Sky Terror, or another relevant attacker; they are weaker when they consume a turn without adding damage, defense, or protection to a visible follow-up.

- Play removal as tempo preservation, not as a full control package. Path to Exile and Swords to Plowshares should answer the visible creature most likely to win, invalidate attacks, or stop Duskana, the Rage Mother from mattering, while Krosan Grip, Destructive Revelry, Sundering Growth, Nature's Chant, Klauth's Will, Stump Stomp, Kabira Takedown, and the charm suite should be held for legal targets whose public impact is higher than another attack step.

- Do not force commander recasts into empty or low-impact boards. If Duskana, the Rage Mother cannot immediately reward existing creatures, pressure life totals, or recover cards according to engine output, spend the turn rebuilding with creatures, Farseek, Kodama's Reach, equipment setup, or interaction unless waiting would lose the game.

- Respect runtime legality over assumptions for every modal, split, adventure-like, MDFC, or unfamiliar card. Card text check required for exact tactical use of Alabaster Host Sanctifier, Alaborn Grenadier, Brightblade Stoat, Frog-Squirrels, Ghor-Clan Wrecker, Huatli's Snubhorn, Keen-Eyed Archers, Legion Leadership, Makindi Stampede, Stump Stomp, and any Duskana, the Rage Mother trigger text not exposed by the rules engine.

## Role Package

- Threats: The primary pressure package is the creature suite that can attack early and remain relevant when enhanced: Ajani's Sunstriker, Alabaster Host Sanctifier, Alaborn Grenadier, Alpine Watchdog, Benalish Knight, Bishop's Soldier, Brightblade Stoat, Diving Griffin, Huatli's Snubhorn, Keen-Eyed Archers, Knight of Meadowgrain, Leonin Skyhunter, Mirran Crusader, Paladin en-Vec, Goblin Wardriver, Ghor-Clan Wrecker, Hound of Griselbrand, Splatter Thug, Suq'Ata Lancer, Ashcoat Bear, Daggerback Basilisk, Frog-Squirrels, Jolrael's Centaur, Humble Budoka, Greenwood Sentinel, Rip-Clan Crasher, Zhur-Taa Goblin, Safehold Elite, Vernadi Shieldmate, Cerodon Yearling, Hearthfire Hobgoblin, Iroas's Champion, Skyknight Legionnaire, and Sky Terror. Prefer threats that attack, block, or carry enhancements immediately over creatures that only matter after uncertain text checks.

- Payoffs: Duskana, the Rage Mother, Anthem of Champions, Rancor, Audacity, Garruk's Uprising, Kessig Wolf Run, Sunhome, Fortress of the Legion, Boros Charm, Selesnya Charm, Gruul Charm, Naya Charm, Cabaretti Charm, Legion Leadership, and Makindi Stampede are the conversion cards. Use them when visible attackers, blockers, life totals, and legal actions show a real damage swing, card-flow gain, favorable trade, or survival line.

- Engines: Duskana, the Rage Mother is the main engine, with Rhythm of the Wild, Fires of Yavimaya, Garruk's Uprising, Anthem of Champions, Lightning Greaves, Swiftfoot Boots, Rancor, and Audacity forming the support engine. Deploy engine pieces before the key creature turn only when the next turn's legal follow-up is clear or the current board already pressures the opponent.

- Velocity: Farseek and Kodama's Reach smooth early development; Garruk's Uprising, Duskana, the Rage Mother, Audacity, Rancor, and Naya Charm may provide cards or recursion only when the engine exposes the relevant legal action. Card text check required for any draw, return, or replacement line not visible in the prompt.

- Interaction: Path to Exile, Swords to Plowshares, Kabira Takedown, Stump Stomp, Krosan Grip, Destructive Revelry, Sundering Growth, Nature's Chant, Klauth's Will, Boros Charm, Gruul Charm, Selesnya Charm, Naya Charm, and Cabaretti Charm are finite answers and combat modifiers. Spend them to protect a clock, break a lock, stop lethal, remove a critical blocker, or punish a visible engine.

- Protection: Lightning Greaves, Swiftfoot Boots, Boros Charm, Fires of Yavimaya, Rhythm of the Wild, and creature-specific resilience from cards such as Safehold Elite or Hound of Griselbrand are the protection layer, subject to exact card text and legal targets. Do not equip or enchant into shroud, hexproof, summoning-sickness, or target restrictions unless the engine lists the action.

- Recursion: Naya Charm is the only clear main-deck recursion-style card if its graveyard-return mode is legal; Safehold Elite and Hound of Griselbrand may provide self-contained resilience if the engine confirms their text. Treat recursion as a bonus recovery line rather than the deck's plan.

- Mana: Sol Ring, Arcane Signet, Commander's Sphere, Talisman of Unity, Talisman of Impulse, Talisman of Conviction, Farseek, Kodama's Reach, Command Tower, Jungle Shrine, pain lands, check lands, typed duals, basics, Naya Panorama, Sheltering Landscape, Kessig Wolf Run, and Sunhome, Fortress of the Legion must support early green and white before greedy utility sequencing.

- Sideboard modules: Rest in Peace and Containment Priest attack graveyard or cheating patterns, Deafening Silence pressures spell-density engines, Collector Ouphe and Aura Shards pressure artifact/enchantment engines, Force of Vigor and Wear // Tear add artifact/enchantment density, Pyroblast and Red Elemental Blast answer blue interaction or engines, and Blasphemous Act resets creature boards when racing fails.

## Primary Win Conditions

- Commander-wide pressure is the main win path: establish multiple cheap attackers, then deploy Duskana, the Rage Mother when the board can immediately convert the commander into damage, cards, or both according to engine output. Setup with Ajani's Sunstriker, Bishop's Soldier, Knight of Meadowgrain, Leonin Skyhunter, Mirran Crusader, Paladin en-Vec, Rip-Clan Crasher, Zhur-Taa Goblin, Safehold Elite, Hearthfire Hobgoblin, Iroas's Champion, Skyknight Legionnaire, Sky Terror, and similar bodies; execute by attacking with the widest safe team after legal Duskana, the Rage Mother triggers or buffs are visible. Prioritize this line when opponents are light on blockers, shields are down, or the hand has Lightning Greaves, Swiftfoot Boots, Fires of Yavimaya, or Rhythm of the Wild to reduce removal or tempo risk. Disruption to respect: commander removal, sweepers, fog effects, forced bad attacks, and blockers that invalidate two-power combat.

- Enhanced threat pressure wins when one attacker can carry the whole combat step: pair evasive, resilient, double-strike, protection, or trample-enabled creatures with Rancor, Audacity, Anthem of Champions, Garruk's Uprising, Kessig Wolf Run, Sunhome, Fortress of the Legion, Boros Charm, Selesnya Charm, Gruul Charm, Cabaretti Charm, Legion Leadership, or Makindi Stampede when legal text shows a real damage swing. Prioritize Mirran Crusader, Paladin en-Vec, Hound of Griselbrand, Hearthfire Hobgoblin, Iroas's Champion, Skyknight Legionnaire, Sky Terror, Leonin Skyhunter, and Diving Griffin when their visible keywords or evasion change combat math. Hold pump or double-strike effects until attacks, blocks, life totals, and crack-back risk are visible unless the engine shows lethal or survival now.

- Haste-protected commander turns win by compressing setup and payoff into one turn: use Lightning Greaves, Swiftfoot Boots, Fires of Yavimaya, or Rhythm of the Wild before or alongside Duskana, the Rage Mother only when the next legal action can protect, haste, or immediately exploit a meaningful creature board. Prioritize this line against slower decks, blue-heavy interaction, or opponents who can win if given another full turn. Do not spend a turn on protection equipment if the board has no follow-up threat and the opponent is pressuring life total.

## Secondary Win Conditions

- Backup creature beats are the fallback when Duskana, the Rage Mother is removed or too expensive: keep casting efficient bodies and attack in disciplined groups rather than waiting for perfect commander value. Lifelink creatures such as Ajani's Sunstriker, Bishop's Soldier, and Knight of Meadowgrain can buy race time, while protection/evasion creatures such as Mirran Crusader, Paladin en-Vec, Leonin Skyhunter, Skyknight Legionnaire, and Sky Terror can keep damage moving through stalled boards.

- Combat-trick closing is available when the engine exposes legal damage, pump, double-strike, trample, evasion, or modal charm actions from Boros Charm, Gruul Charm, Selesnya Charm, Naya Charm, Cabaretti Charm, Legion Leadership, Makindi Stampede, Kessig Wolf Run, or Sunhome, Fortress of the Legion. Use these as finishers, favorable-trade tools, or crack-back prevention; do not fire them for low-impact chip damage when removal, blockers, or open mana make the exchange visibly poor.

- Value recovery can become a win condition if Garruk's Uprising, Audacity, Rancor, Duskana, the Rage Mother, or Naya Charm supplies cards, recursion, or repeat pressure through legal engine prompts. Card text check required for any draw or graveyard-return assumption not shown by Veles. Prefer value lines when the first attack wave was answered and the opponent lacks an immediate lethal board.

- Artifact/enchantment removal can unlock lethal rather than simply answer permanents: Krosan Grip, Destructive Revelry, Sundering Growth, Nature's Chant, Klauth's Will, Force of Vigor, Wear // Tear, and Aura Shards should clear visible prisons, pillow-fort pieces, key blockers-as-enchantments, or combo engines when boarded and legal. Treat damage from Destructive Revelry or modal charms as incidental unless the engine shows exact lethal.

## Emergency Lines

- Behind on life, shift from racing to stabilization: preserve lifelink blockers, avoid attacks that lose needed defense, and spend Path to Exile, Swords to Plowshares, Kabira Takedown, Stump Stomp, Naya Charm, Cabaretti Charm, or Selesnya Charm on the visible threat most likely to end the game. If Blasphemous Act is boarded and legal, consider it when normal combat cannot recover.

- Behind on board, trade resources to create one clean attack step: remove the best blocker or engine permanent, rebuild with cheap creatures, and wait to cast Duskana, the Rage Mother until the commander trigger or attack is meaningful. Do not commit Rancor, Audacity, Lightning Greaves, or Swiftfoot Boots to a creature that is about to trade down unless the legal line preserves tempo or lethal math.

- Behind on cards, favor repeatable or replacement value over one-shot pump: prioritize Garruk's Uprising, Duskana, the Rage Mother, Naya Charm recursion if legal, and resilient bodies such as Safehold Elite or Hound of Griselbrand when the engine confirms their abilities. Avoid spending Boros Charm, Gruul Charm, or Cabaretti Charm as marginal tricks if they are needed to answer the next decisive turn.

- Behind on mana, prioritize land development and colored access over utility activation: cast Farseek, Kodama's Reach, Arcane Signet, Talisman of Unity, Talisman of Impulse, Talisman of Conviction, Commander's Sphere, or Sol Ring when legal before holding up expensive tricks. Delay Kessig Wolf Run and Sunhome, Fortress of the Legion activations until colored spell access is secure.

- Facing graveyard recursion, combo, or engines, use hate only against revealed plans: Rest in Peace, Containment Priest, Deafening Silence, Collector Ouphe, Pyroblast, Red Elemental Blast, Force of Vigor, Wear // Tear, Aura Shards, Krosan Grip, and Nature's Chant should answer public information, visible permanents, stack objects, or known patterns from logs. If no exact target or pressure point is visible, keep advancing the creature-pressure plan instead of diluting the clock.

## Resource Model

- Life is a race buffer, not a primary payment resource: preserve life total with Ajani's Sunstriker, Bishop's Soldier, Knight of Meadowgrain, clean blocks, and timely Path to Exile or Swords to Plowshares when the opponent's visible clock can beat the Duskana, the Rage Mother attack plan. Spend life from Karplusan Forest, Brushland, Battlefield Forge, Grand Coliseum, or pain-style lands only when the colored spell changes the board, protects a key turn, or sets up lethal pressure.

- Hand size is pressure density: keep enough creatures to make Duskana, the Rage Mother meaningful, but avoid emptying the hand into visible sweepers or obvious mass-removal windows. Treat Boros Charm, Gruul Charm, Selesnya Charm, Naya Charm, Cabaretti Charm, Legion Leadership, Makindi Stampede, Kessig Wolf Run, and Sunhome, Fortress of the Legion as combat conversion resources rather than automatic early plays.

- Mana is the deck's pacing constraint: early green enables Farseek and Kodama's Reach, early white casts the highest density of creatures and cheap removal, and red turns on haste, charms, pressure bodies, and finishers. Convert Sol Ring, Arcane Signet, Talisman of Unity, Talisman of Impulse, Talisman of Conviction, and Commander's Sphere into creatures plus commander timing, not into passivity.

- Board is the primary banked resource: prioritize developing two-power and evasive bodies before commander payoff, especially Mirran Crusader, Paladin en-Vec, Hearthfire Hobgoblin, Iroas's Champion, Skyknight Legionnaire, Sky Terror, Leonin Skyhunter, Rip-Clan Crasher, Zhur-Taa Goblin, and Safehold Elite. Do not trade away the only useful attacker unless the exchange prevents lethal, removes an engine, or unlocks a stronger follow-up.

- Graveyard is mostly public history and occasional utility: use Naya Charm or other legal recursion only when Veles exposes the exact target and timing. Rest in Peace is a sideboard bullet that may shut off graveyard plans on both sides, so bring it for revealed opposing graveyard dependence rather than as generic value.

- Exile is mostly removal consequence and hate pressure: Path to Exile, Swords to Plowshares, Rest in Peace, Containment Priest, and Force of Vigor can move resources out of normal recursion loops, but the pilot must follow the rules-engine result and avoid assuming exile permanently solves every command-zone or replacement-effect object.

- Lands are both colors and finishers: Kessig Wolf Run, Sunhome, Fortress of the Legion, Hashep Oasis, Shefet Dunes, Kabira Takedown, Stump Stomp, Legion Leadership, and Makindi Stampede can become damage or spell resources, but colored development comes first until Duskana, the Rage Mother and interaction are castable.

- Sacrifice fodder is not a supported core resource: do not treat creatures as disposable material unless the engine exposes a specific legal cost or the combat trade is visibly necessary. The deck wins by retaining attackers, not by converting bodies into sacrifice value.

- Tempo is gained by double-spelling, haste, and forcing awkward blocks: Lightning Greaves, Swiftfoot Boots, Fires of Yavimaya, Rhythm of the Wild, and cheap creatures matter when they compress setup into attack pressure. Tempo is lost when equipment, rocks, or tapped lands consume turns without adding a threat or answer.

- Information is tactical only when visible: respect revealed cards, stack objects, public zones, commander tax, known shields, and legal actions. Use sideboard bullets such as Deafening Silence, Collector Ouphe, Pyroblast, Red Elemental Blast, Aura Shards, Blasphemous Act, Wear // Tear, and Force of Vigor only against exposed plans or clear matchup roles.

## Mana Guide

- Keep hands that cast spells by turn two: prefer two or more lands with green for Farseek or Kodama's Reach, white for early creatures or Path to Exile/Swords to Plowshares, and a path to red by turn three or four. Mulligan hands that rely on only Kessig Wolf Run, Sunhome, Fortress of the Legion, Hashep Oasis, Shefet Dunes, or colorless-leaning utility access to cast multicolor spells.

- Sequence tapped lands before pressure turns: play Jungle Shrine, Scattered Groves, Sheltered Thicket, Glittering Massif, Radiant Summit, Canopy Vista, Cinder Glade, Game Trail, Fortified Village, Furycalm Snarl, Rootbound Crag, Sunpetal Grove, or Clifftop Retreat early when they enter tapped or conditional, unless an untapped land enables a real two-drop or removal spell now. Use Command Tower and Grand Coliseum to fix the most constrained color.

- Fetch and ramp for missing colors first: Farseek and Kodama's Reach should repair the hand's weakest color before adding luxury mana. Naya Panorama and Sheltering Landscape should be held only when cracking later does not delay a critical play; otherwise convert them into colored stability.

- Cast rocks when they unlock a stronger next turn: Sol Ring is strongest when it accelerates Commander's Sphere, equipment plus creature, or an earlier Duskana, the Rage Mother, but it does not solve colored requirements alone. Arcane Signet and the three Talismans are better than generic mana when the hand contains Boros Charm, Naya Charm, Cabaretti Charm, Rhythm of the Wild, Fires of Yavimaya, or multicolor creatures.

- Play land before draw effects when landfall is irrelevant and mana is needed now: if the legal line requires exact mana for Garruk's Uprising, Duskana, the Rage Mother, a charm, or equipment activation, make the land drop first. Delay the land drop when a visible draw or selection action could change which color, tapped land, utility land, or modal DFC land should be played.

- Preserve utility activation mana only after colored spell access is secure: Kessig Wolf Run and Sunhome, Fortress of the Legion are closing tools, not early fixing. Activate them when combat math is visible and the remaining mana cannot be better spent on removal, protection, or another attacker.

## Mulligan Guide

- Strong keeps develop mana and bodies: keep two or three lands plus green for Farseek or Kodama's Reach, white for Ajani's Sunstriker, Bishop's Soldier, Knight of Meadowgrain, Path to Exile, or Swords to Plowshares, and at least one real attacker for the Duskana, the Rage Mother turn. Example strong keep: Command Tower, Forest, Plains, Farseek, Knight of Meadowgrain, Sky Terror, Swords to Plowshares.

- Medium keeps need one repair step: keep a slower hand with Jungle Shrine, Scattered Groves, Arcane Signet, Zhur-Taa Goblin, Rancor, Cabaretti Charm, and Krosan Grip if it casts a spell by turn two or has a clear turn-three stabilization line. Medium hands become ships when the first two turns are only tapped lands and no ramp, removal, or creature.

- Risky keeps are color-skewed pressure hands: a hand such as Battlefield Forge, Mountain, Sunhome, Fortress of the Legion, Goblin Wardriver, Hound of Griselbrand, Boros Charm, and Makindi Stampede can attack, but it may fail to cast green ramp, white removal, or Duskana, the Rage Mother on time. Keep this only against slower visible roles or on the draw with one more redraw step.

- Automatic ships fail to produce early legal plays: mulligan zero-land, one-land without Sol Ring or Arcane Signet support, five-plus-land hands with no creature or payoff, hands relying on Kessig Wolf Run plus Sunhome, Fortress of the Legion for colors, and hands with only combat tricks such as Gruul Charm, Boros Charm, Selesnya Charm, Naya Charm, and Legion Leadership but no creature.

- Matchup-dependent keeps change by pressure role: against fast creature boards, prioritize lifelink or blocking bodies such as Ajani's Sunstriker, Bishop's Soldier, Knight of Meadowgrain, Alpine Watchdog, and Daggerback Basilisk plus Path to Exile or Swords to Plowshares. Against slower engines, prioritize Farseek, Kodama's Reach, Lightning Greaves, Swiftfoot Boots, Rhythm of the Wild, Fires of Yavimaya, and evasive pressure such as Leonin Skyhunter, Skyknight Legionnaire, or Sky Terror.

- Play/draw keeps should respect tempo: on the play, keep only if turn two can add a creature, ramp, or Arcane Signet/Talisman; on the draw, a tapped-land hand with Farseek or Kodama's Reach is more acceptable because the extra card can find missing pressure. Do not keep a reactive draw hand unless the interaction has visible expected targets in the matchup.

- Trap hands look powerful but do not attack: Sol Ring, Commander's Sphere, Lightning Greaves, Swiftfoot Boots, Garruk's Uprising, Boros Charm, and Kessig Wolf Run is a trap without colored mana and a creature. Duskana, the Rage Mother rewards a board that already exists; do not keep a hand whose first meaningful creature arrives after the commander turn.

## Turn Arc

- Turn 1 should fix colors or start pressure: lead with Command Tower, untapped white source, or untapped green source when it enables Ajani's Sunstriker, Alabaster Host Sanctifier, Ashcoat Bear, Path to Exile, Swords to Plowshares, or Farseek next turn. Play Jungle Shrine, Scattered Groves, Sheltered Thicket, Glittering Massif, or Radiant Summit early when no one-drop legal action matters.

- Turn 2 should add the first board piece: prefer Knight of Meadowgrain, Bishop's Soldier, Sky Terror, Rip-Clan Crasher, Zhur-Taa Goblin, Safehold Elite, Arcane Signet, Talisman of Unity, Talisman of Impulse, Talisman of Conviction, or Farseek according to color pressure. Deviate for Path to Exile or Swords to Plowshares only when a visible threat will race, snowball, or invalidate combat.

- Turn 3 should compound pressure or repair mana: cast Kodama's Reach when commander colors or double-spell turns are not secure; otherwise deploy Mirran Crusader, Paladin en-Vec, Hearthfire Hobgoblin, Iroas's Champion, Skyknight Legionnaire, Rhythm of the Wild, Fires of Yavimaya, or equipment plus creature. Hold Rancor or Audacity if the only target is likely to die before it attacks.

- Turns 4-5 should convert board into commander pressure: cast Duskana, the Rage Mother when at least one or two attackers can benefit and the legal board does not demand immediate removal. If the board is empty or fragile, play another creature first, protect a key threat with Swiftfoot Boots or Lightning Greaves, or answer a blocker with Swords to Plowshares, Path to Exile, Stump Stomp, Kabira Takedown, Naya Charm, or Selesnya Charm.

- Turns 4-5 deviations should respect open interaction: delay auras, Makindi Stampede, Legion Leadership, Sunhome, Fortress of the Legion, or Kessig Wolf Run until combat math is visible and the target survives legal responses. Use Krosan Grip, Nature's Chant, Destructive Revelry, Sundering Growth, Klauth's Will, or Cabaretti Charm on artifacts/enchantments only when the target is visible and worth the card.

- Late game should close with exact combat math: prioritize evasive or resilient bodies, then use Kessig Wolf Run, Sunhome, Fortress of the Legion, Hashep Oasis, Shefet Dunes, Boros Charm, Gruul Charm, Selesnya Charm, Naya Charm, Cabaretti Charm, Anthem of Champions, Garruk's Uprising, Rancor, and Audacity to force lethal or safe attacks. Keep at least one blocker when the crack-back is lethal or when losing Duskana, the Rage Mother would strand the hand.

## Card Roles

- Commander payoff: Duskana, the Rage Mother is the deck's main conversion piece, not a card to cast onto an empty battlefield. Cast it when visible legal state shows existing attackers, enough mana to protect or immediately pressure, or a need to reload after removal; card text check required for exact trigger, draw, and attack-modifier handling if the runtime card text is unavailable.

- Lifelink stabilizers: Ajani's Sunstriker, Bishop's Soldier, and Knight of Meadowgrain are early bodies that let the deck race while still preparing a Duskana, the Rage Mother attack turn. Cast them early against creature pressure, suit them with Rancor or Audacity when removal risk is acceptable, and avoid trading them off casually when life totals make lifelink the only bridge to the midgame.

- White curve fillers: Alabaster Host Sanctifier, Alaborn Grenadier, Alpine Watchdog, Benalish Knight, Brightblade Stoat, Huatli's Snubhorn, Keen-Eyed Archers, and Diving Griffin provide board presence for commander scaling, blocking, or evasion. Card text check required for the exact combat keywords on the less familiar bodies; treat them as curve creatures first, not as reasons to hold up mana unless the engine exposes a meaningful activated or flash-speed option.

- Evasive white pressure: Leonin Skyhunter, Mirran Crusader, and Paladin en-Vec are preferred carriers for combat-enhancement lines because evasion or protection can make pump, double strike, or commander pressure safer. Do not assume protection makes every attack safe; choose attacks from the engine's legal block and damage context, especially against colorless blockers, sweepers, sacrifice effects, or edicts.

- Red pressure creatures: Goblin Wardriver, Ghor-Clan Wrecker, Splatter Thug, Suq'Ata Lancer, and Hound of Griselbrand are for turning early mana into damage and forcing blockers before the commander arrives. Card text check required for exact keyword and attack-trigger details; prioritize them against slow engines, but keep blockers back against faster boards when a lost race cannot be recovered by lifelink.

- Green and hybrid bodies: Ashcoat Bear, Daggerback Basilisk, Frog-Squirrels, Jolrael's Centaur, Humble Budoka, Greenwood Sentinel, Rip-Clan Crasher, Zhur-Taa Goblin, Safehold Elite, and Vernadi Shieldmate give the deck its density of small creatures. Use Daggerback Basilisk-style defensive bodies to deter large attackers, haste-like bodies to punish tapped-out opponents, and resilient or hard-to-target bodies as safer enhancement carriers only when legal target text permits.

- Multicolor attackers: Cerodon Yearling, Hearthfire Hobgoblin, Iroas's Champion, Skyknight Legionnaire, and Sky Terror are premium pressure pieces because they can represent haste, evasion, double strike, or efficient combat damage. Card text check required for exact current oracle text, but in play they should usually be deployed before Duskana, the Rage Mother so the commander turn converts an existing board rather than starting one.

- Premium creature removal: Path to Exile and Swords to Plowshares are emergency answers for commanders, combo creatures, lethal attackers, and blockers that invalidate the alpha strike. Do not spend them on medium blockers when combat tricks, pump lands, or trading creatures solve the same board; do spend them before combat when removing one visible blocker changes lethal math.

- Modal combat interaction: Gruul Charm, Boros Charm, Selesnya Charm, Naya Charm, and Cabaretti Charm are flexible but must be chosen from legal engine options, not from memory. Use them as lethal enablers, protection, removal, recursion, or evasion only when the visible mode text and legal targets match; card text check required for exact modal choices if Veles does not expose them.

- Modal lands and spell-lands: Kabira Takedown, Stump Stomp, Makindi Stampede, and Legion Leadership help the deck avoid flooding while keeping interaction or finishing pressure. Play them as lands when early color development is at risk; hold them as spells when the hand already casts Duskana, the Rage Mother and the visible board suggests removal, pump, or a wide attack will matter.

- Ramp package: Farseek, Kodama's Reach, Sol Ring, Arcane Signet, Commander's Sphere, Talisman of Unity, Talisman of Impulse, and Talisman of Conviction exist to cast the commander and double-spell turns, not to replace creature development forever. Prefer green ramp when it fixes missing colors, prefer cheap rocks when they let a creature follow soon, and avoid hands where ramp produces no pressure.

- Artifact and enchantment answers: Krosan Grip, Destructive Revelry, Sundering Growth, Nature's Chant, and Klauth's Will answer visible problem permanents that stop combat, lock spellcasting, or enable an opposing engine. Hold them until a real target appears unless tempo requires clearing a blocker-equipment, stax piece, graveyard engine, or damage-prevention permanent; card text check required for Klauth's Will mode scaling and any conditional targeting.

- Board engines and enhancers: Anthem of Champions, Fires of Yavimaya, Rhythm of the Wild, Garruk's Uprising, Rancor, and Audacity turn small bodies into pressure or velocity. Deploy Fires of Yavimaya and Rhythm of the Wild before a key creature turn when the tempo loss is recoverable; deploy Garruk's Uprising only when legal trigger context or board size makes it more than a blank enchantment; put Rancor and Audacity on creatures that can attack or force trades without walking into obvious removal.

- Equipment protection: Lightning Greaves and Swiftfoot Boots protect Duskana, the Rage Mother or a key attacker, but they can also consume turns that should build the board. Equip only through legal engine actions, respect shroud or hexproof consequences, and do not lock yourself out of Rancor, Audacity, Selesnya Charm, Kessig Wolf Run, Sunhome, Fortress of the Legion, or other target-based lines.

- Utility lands: Kessig Wolf Run, Sunhome, Fortress of the Legion, Hashep Oasis, and Shefet Dunes are late-game damage cards once colored mana is stable. Treat Command Tower, Jungle Shrine, Canopy Vista, Cinder Glade, Scattered Groves, Sheltered Thicket, Game Trail, Fortified Village, Furycalm Snarl, Rootbound Crag, Sunpetal Grove, Clifftop Retreat, Karplusan Forest, Brushland, Battlefield Forge, Grand Coliseum, Naya Panorama, Sheltering Landscape, Plains, Forest, and Mountain as the color base first; do not keep hands that rely on utility lands to cast multicolor spells.

### Card Hover Notes

#### Duskana, the Rage Mother
- Deck role: Main, 1 copy, commander and core payoff.
- Role type: engine payoff; threat/clock; card selection.
- Deck-specific job: Turns the deck's many base 2/2 creatures into cards on entry and +3/+3 attackers, making ordinary bodies like Knight of Meadowgrain, Sky Terror, Safehold Elite, and Rip-Clan Crasher into real Commander pressure.
- Timing: Cast when at least two base 2/2 creatures are already in play, or when one protected/evasive attacker plus haste/protection creates immediate pressure. Delay on an empty board unless commander tax or opponent clock makes waiting worse.
- Inputs / outputs: Consumes five mana in Naya colors; outputs cards for each creature you control with base power and toughness 2/2 and repeat attack damage for those same base 2/2 creatures.
- Partners / packages: Lightning Greaves, Swiftfoot Boots, Fires of Yavimaya, Rhythm of the Wild, Skyknight Legionnaire, Mirran Crusader, Hound of Griselbrand, Hearthfire Hobgoblin.
- Role peers: No direct peer; closest role overlap is Garruk's Uprising for card flow and Anthem of Champions for team pressure.
- Failure modes: Casting Duskana into one or zero eligible creatures wastes the payoff; anthem effects do not change base power/toughness, but +1/+1 counters from riot or unleash can make combat math different even if Duskana still checks base stats.
- Matchup / visibility hooks: Strong against slower decks and removal-light boards; against control, prefer casting with Lightning Greaves, Swiftfoot Boots, Rhythm of the Wild, or Pyroblast/Red Elemental Blast post-board support visible.

#### Ajani's Sunstriker
- Deck role: Main, 1 copy, early lifelink role player.
- Role type: lifegain/stabilization; threat/clock; mechanic payoff.
- Deck-specific job: A base 2/2 that stabilizes races before Duskana and becomes a 5/5 lifelink attacker when Duskana's attack trigger applies.
- Timing: Prioritize on turn two when white mana is stable and the opponent is attacking life total; hold back from bad attacks if lifelink blocking is the only bridge to Duskana.
- Inputs / outputs: Consumes {W}{W}; outputs life equal to damage it deals and eligible base 2/2 count for Duskana's draw/attack scaling.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Sunhome, Fortress of the Legion, Boros Charm.
- Role peers: Bishop's Soldier and Knight of Meadowgrain are the closest lifelink peers.
- Failure modes: Double-white cost can strand it in red/green hands; trading it early can lose the race stabilization plan.
- Matchup / visibility hooks: Best against aggro, burn, and chip-damage boards; less urgent against combo where faster pressure or hate matters more.

#### Alabaster Host Sanctifier
- Deck role: Main, 1 copy, early lifelink curve body.
- Role type: lifegain/stabilization; threat/clock; role glue.
- Deck-specific job: Gives the deck another cheap base 2/2 for Duskana while padding life totals in creature races.
- Timing: Cast early when you need a body before Duskana or a lifelink blocker; it is a lower-priority attacker than evasive creatures when the opponent has clean blocks.
- Inputs / outputs: Consumes {1}{W}; outputs lifelink combat swings and one Duskana-eligible body.
- Partners / packages: Duskana, the Rage Mother, Anthem of Champions, Rancor, Audacity, Cabaretti Charm.
- Role peers: Ajani's Sunstriker and Bishop's Soldier overlap on lifelink; Alpine Watchdog overlaps on cheap white body with defense.
- Failure modes: It has no evasion or first strike, so attacking into larger blockers without pump can trade down.
- Matchup / visibility hooks: Useful against fast combat decks; often cuttable when sideboarding into Rest in Peace, Force of Vigor, or Aura Shards plans that need noncreature answers.

#### Alaborn Grenadier
- Deck role: Main, 1 copy, vigilance curve body.
- Role type: threat/clock; role glue.
- Deck-specific job: Supplies a base 2/2 that can attack while staying untapped to block, which matters when Duskana pushes attacks but crack-back risk is real.
- Timing: Cast when double-white is available and you need both pressure and defense; less important than lifelink or evasion when racing.
- Inputs / outputs: Consumes {W}{W}; outputs vigilance combat access and Duskana eligibility.
- Partners / packages: Duskana, the Rage Mother, Anthem of Champions, Makindi Stampede, Cabaretti Charm.
- Role peers: Alpine Watchdog, Huatli's Snubhorn, Greenwood Sentinel, and Vernadi Shieldmate are vigilance peers.
- Failure modes: Double-white can conflict with early green ramp and red interaction; do not overvalue vigilance if opponent has flyers or unblockable pressure.
- Matchup / visibility hooks: Better against ground races where holding a blocker matters; weaker against combo or flying-heavy boards.

#### Alpine Watchdog
- Deck role: Main, 1 copy, defensive vigilance role player.
- Role type: threat/clock; lifegain/stabilization; role glue.
- Deck-specific job: Cheap base 2/2 that attacks under Duskana while remaining back for blocks.
- Timing: Play on turn two when you need a safe creature count for Duskana; keep it untapped through vigilance rather than skipping attacks when crack-back math is manageable.
- Inputs / outputs: Consumes {1}{W}; outputs a vigilance body and Duskana count.
- Partners / packages: Duskana, the Rage Mother, Anthem of Champions, Shefet Dunes, Makindi Stampede.
- Role peers: Huatli's Snubhorn and Vernadi Shieldmate provide similar vigilance; Alaborn Grenadier is similar but harder to cast.
- Failure modes: No evasion means it can stall into larger blockers; do not suit it up over Sky Terror or Mirran Crusader unless defense matters.
- Matchup / visibility hooks: Good against ground aggro; low impact against decks where interaction or artifact/enchantment hate is required.

#### Benalish Knight
- Deck role: Main, 1 copy, flash first-strike role player.
- Role type: threat/clock; protection/evasion; role glue.
- Deck-specific job: Adds an instant-speed base 2/2 that can ambush attackers or appear before Duskana's next turn while carrying first strike well with pump.
- Timing: Hold up flash when representing Path to Exile, Swords to Plowshares, or charm mana has value; cast main phase if you need creature count before Duskana.
- Inputs / outputs: Consumes {2}{W}; outputs a surprise blocker, first-strike combat edge, and Duskana eligibility.
- Partners / packages: Duskana, the Rage Mother, Selesnya Charm, Legion Leadership, Rancor, Audacity.
- Role peers: Ashcoat Bear is the other flash creature; Brightblade Stoat and Knight of Meadowgrain overlap on first strike.
- Failure modes: Leaving three mana up can slow pressure if no opponent attack or removal window matters.
- Matchup / visibility hooks: Best against creature combat and tempo; less important against spell-combo boards where Deafening Silence or Pyroblast effects matter more.

#### Bishop's Soldier
- Deck role: Main, 1 copy, early lifelink role player.
- Role type: lifegain/stabilization; threat/clock; role glue.
- Deck-specific job: Stabilizes races while building the base 2/2 density Duskana rewards.
- Timing: Cast early against pressure; attack when lifelink swing matters or Duskana makes it large enough to survive combat.
- Inputs / outputs: Consumes {1}{W}; outputs lifegain from damage and one eligible body for Duskana.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Anthem of Champions, Sunhome, Fortress of the Legion.
- Role peers: Ajani's Sunstriker and Alabaster Host Sanctifier are lifelink peers; Brightblade Stoat adds first strike.
- Failure modes: It is replaceable if lifelink is not relevant; do not trade it for a small attacker when your life total is the limiting resource.
- Matchup / visibility hooks: Strong against aggro and burn; a reasonable cut against artifact/enchantment engines if Aura Shards or Force of Vigor is needed.

#### Brightblade Stoat
- Deck role: Main, 1 copy, premium small stabilizer.
- Role type: lifegain/stabilization; threat/clock; protection/evasion.
- Deck-specific job: First strike plus lifelink makes this one of the better base 2/2 blockers and Duskana attackers.
- Timing: Deploy early when combat matters; with Duskana or pump, first strike often lets it attack through creatures that would trade with ordinary 2/2s.
- Inputs / outputs: Consumes {1}{W}; outputs life gain, first-strike combat leverage, and base 2/2 count.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Selesnya Charm, Legion Leadership.
- Role peers: Knight of Meadowgrain is the closest peer; Benalish Knight overlaps on first strike but not lifelink.
- Failure modes: Still vulnerable to removal and larger first-strike blockers; do not assume lifelink solves commander damage or combo pressure.
- Matchup / visibility hooks: Excellent into creature races; lower priority against noncombat engines unless it accelerates a Duskana draw turn.

#### Diving Griffin
- Deck role: Main, 1 copy, evasive vigilance role player.
- Role type: threat/clock; protection/evasion; role glue.
- Deck-specific job: Provides flying pressure that can attack under Duskana while remaining untapped to block smaller flyers.
- Timing: Cast before Duskana when airborne damage is likely to connect; hold back only when the opponent's flyer threatens a better race.
- Inputs / outputs: Consumes {1}{W}{W}; outputs flying, vigilance, and Duskana-eligible base 2/2 pressure.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Kessig Wolf Run, Boros Charm.
- Role peers: Leonin Skyhunter, Skyknight Legionnaire, and Sky Terror are flying peers.
- Failure modes: Double-white and three mana make it slower than other flyers; do not overcommit it into a sweeper when one flyer already pressures well.
- Matchup / visibility hooks: Strong against stalled ground boards; sideboardable against artifact/enchantment decks if the body is too slow.

#### Huatli's Snubhorn
- Deck role: Main, 1 copy, cheap vigilance body.
- Role type: threat/clock; role glue.
- Deck-specific job: Adds a low-cost base 2/2 that can attack with Duskana while staying ready to block.
- Timing: Play early when you need creature density; prefer more specialized bodies when lifelink, flying, haste, or protection is needed.
- Inputs / outputs: Consumes {1}{W}; outputs vigilance and Duskana count.
- Partners / packages: Duskana, the Rage Mother, Anthem of Champions, Shefet Dunes, Makindi Stampede.
- Role peers: Alpine Watchdog, Greenwood Sentinel, Vernadi Shieldmate, and Alaborn Grenadier.
- Failure modes: Low text impact outside Duskana; attacking into superior blockers without pump wastes a creature.
- Matchup / visibility hooks: Good against fair ground pressure; weak against decks asking for Krosan Grip, Rest in Peace, or Pyroblast effects.

#### Keen-Eyed Archers
- Deck role: Main, 1 copy, anti-flyer defensive role player.
- Role type: lifegain/stabilization; threat/clock; role glue.
- Deck-specific job: Gives the 2/2 package a reach blocker so Duskana pressure does not fold to opposing flyers.
- Timing: Cast when flyers are visible or when you need another body before Duskana; do not prioritize it over faster pressure against non-flying boards.
- Inputs / outputs: Consumes {2}{W}; outputs reach defense and base 2/2 eligibility.
- Partners / packages: Duskana, the Rage Mother, Gruul Charm's flying-creature damage mode, Cabaretti Charm, Anthem of Champions.
- Role peers: Frog-Squirrels is the closest reach peer.
- Failure modes: Three mana for a defensive 2/2 is slow; do not attack if it is the only blocker for a lethal flyer.
- Matchup / visibility hooks: Best against flying commanders and evasive combat decks; often cuttable against grounded combo or artifact/enchantment engines.

#### Knight of Meadowgrain
- Deck role: Main, 1 copy, premium lifelink combat body.
- Role type: lifegain/stabilization; threat/clock; protection/evasion.
- Deck-specific job: First strike plus lifelink makes it one of the best early creatures to stabilize and later attack as a Duskana-buffed 5/5.
- Timing: Cast early if {W}{W} is available; preserve it in races where lifelink blocks or attacks change survival math.
- Inputs / outputs: Consumes {W}{W}; outputs lifegain, first-strike combat leverage, and Duskana count.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Selesnya Charm, Sunhome, Fortress of the Legion.
- Role peers: Brightblade Stoat is the closest peer; Ajani's Sunstriker shares lifelink without first strike.
- Failure modes: Double-white can strain hands with green ramp; do not trade it for a low-value creature if life total is under pressure.
- Matchup / visibility hooks: High priority versus aggro and burn; less central versus noncombat combo.

#### Leonin Skyhunter
- Deck role: Main, 1 copy, evasive white pressure.
- Role type: threat/clock; protection/evasion; mechanic payoff.
- Deck-specific job: A cheap flying base 2/2 that carries Duskana's +3/+3, Rancor, Audacity, and double-strike effects through ground stalls.
- Timing: Deploy before Duskana against opponents without flyer coverage; save pump until it can attack or force lethal.
- Inputs / outputs: Consumes {W}{W}; outputs flying damage and eligible Duskana body.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Boros Charm, Sunhome, Fortress of the Legion.
- Role peers: Diving Griffin, Skyknight Legionnaire, and Sky Terror are flying peers.
- Failure modes: Double-white can be awkward; flying does not protect against removal or larger flyers.
- Matchup / visibility hooks: Strong against ground midrange; weaker when opponent shows reach, flyers, or sweepers.

#### Mirran Crusader
- Deck role: Main, 1 copy, premium protected double-strike threat.
- Role type: threat/clock; protection/evasion; reach/finisher.
- Deck-specific job: Double strike and protection from black and from green make it a top target for Duskana triggers, Rancor, Audacity, Legion Leadership, Kessig Wolf Run, and Sunhome pressure.
- Timing: Cast when white mana is secure and the opponent's visible colors or blockers make protection relevant; hold enhancement until it can attack safely or punish blocks.
- Inputs / outputs: Consumes {1}{W}{W}; outputs double-strike damage, protection-based combat access, and base 2/2 Duskana eligibility.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Kessig Wolf Run, Boros Charm.
- Role peers: Hound of Griselbrand, Hearthfire Hobgoblin, and Iroas's Champion overlap on double strike.
- Failure modes: Protection from black and green does not stop colorless, white, red, blue, sweepers, sacrifice effects, or non-targeted edicts.
- Matchup / visibility hooks: Excellent against black/green creature decks; protect it carefully against white sweepers and blue bounce.

#### Paladin en-Vec
- Deck role: Main, 1 copy, protected first-strike threat.
- Role type: threat/clock; protection/evasion; lifegain/stabilization.
- Deck-specific job: Protection from black and from red plus first strike makes it a resilient Duskana attacker and blocker against common removal/combat colors.
- Timing: Prioritize when opponent shows black or red blockers/removal; use as a safe attacker when protection prevents blocks or damage from those colors.
- Inputs / outputs: Consumes {1}{W}{W}; outputs first-strike combat, color-protection resilience, and base 2/2 eligibility.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Selesnya Charm, Legion Leadership.
- Role peers: Mirran Crusader is the closest protection peer; Brightblade Stoat and Knight of Meadowgrain overlap on first strike.
- Failure modes: Protection prevents black/red targeting, damage, enchantment, and blocking, but not sweepers without damage, colorless blockers, or sacrifice effects.
- Matchup / visibility hooks: Strong into red removal or black creature decks; less special against green-white boards or artifact-heavy blockers.

#### Goblin Wardriver
- Deck role: Main, 1 copy, red attack-scaling role player.
- Role type: mechanic payoff; threat/clock; role glue.
- Deck-specific job: Battle cry boosts each other attacking creature, stacking with Duskana's attack trigger to make wide attacks hit harder.
- Timing: Cast before a wide attack turn; attack when at least one other attacker benefits or when Duskana turns it into a credible body.
- Inputs / outputs: Consumes {R}{R}; outputs battle cry +1/+0 to other attackers and base 2/2 Duskana count.
- Partners / packages: Duskana, the Rage Mother, Skyknight Legionnaire, Sky Terror, Rip-Clan Crasher, Makindi Stampede.
- Role peers: Anthem of Champions and Cabaretti Charm overlap on team damage boosts, though they work differently.
- Failure modes: Double-red strains early mana; battle cry does not pump Goblin Wardriver itself.
- Matchup / visibility hooks: Strong with wide boards against slow decks; poor when you must keep creatures back to block.

#### Ghor-Clan Wrecker
- Deck role: Main, 1 copy, evasive-ish red role player.
- Role type: threat/clock; protection/evasion; mechanic enabler.
- Deck-specific job: Menace pressures blockers, and riot lets it choose haste for immediate damage or a +1/+1 counter for size.
- Timing: Choose haste when immediate attack matters or Duskana is already creating pressure; choose the +1/+1 counter when blocking/survival matters more.
- Inputs / outputs: Consumes {3}{R}; outputs a menace body and a riot choice between haste or a +1/+1 counter.
- Mode map: Riot is an entry choice: haste preserves base 2/2 stats and attacks now; +1/+1 counter makes it a 3/3 for combat but still has base 2/2 for Duskana's base-stat checks.
- Partners / packages: Duskana, the Rage Mother, Rhythm of the Wild, Rancor, Audacity, Kessig Wolf Run.
- Role peers: Sky Terror overlaps on menace; Zhur-Taa Goblin also has riot.
- Failure modes: Four mana is slow for a 2/2; choosing haste into a bad board can waste the riot option.
- Matchup / visibility hooks: Better against boards with few blockers; weaker when opponent has two expendable blockers or instant removal.

#### Hound of Griselbrand
- Deck role: Main, 1 copy, resilient double-strike threat.
- Role type: threat/clock; recursion; reach/finisher.
- Deck-specific job: Double strike makes Duskana, Rancor, Audacity, Kessig Wolf Run, and Sunhome effects scale dramatically, while undying rebuilds after death if it had no +1/+1 counters.
- Timing: Commit when you can pressure or block profitably; preserve pump for attacks where double strike threatens lethal or forces bad blocks.
- Inputs / outputs: Consumes {2}{R}{R}; outputs double-strike damage and an undying return with a +1/+1 counter after dying without one.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Boros Charm, Garruk's Uprising.
- Role peers: Mirran Crusader, Hearthfire Hobgoblin, and Iroas's Champion overlap on double strike.
- Failure modes: Undying only works if it dies without a +1/+1 counter; exile removal, bounce, or -1/-1 counter interactions can bypass the expected rebuild.
- Matchup / visibility hooks: Strong against removal-heavy creature decks; watch for Swords to Plowshares-style exile and graveyard replacement effects.

#### Splatter Thug
- Deck role: Main, 1 copy, red first-strike flex creature.
- Role type: threat/clock; mechanic enabler; role glue.
- Deck-specific job: First strike gives it good combat with pump, while unleash offers a size option at the cost of blocking.
- Timing: Choose unleash when you are the beatdown and blocking is unlikely to matter; leave it 2/2 when a blocker is needed for the race or Duskana setup.
- Inputs / outputs: Consumes {2}{R}; outputs first strike and an unleash choice that can add a +1/+1 counter while preventing it from blocking.
- Mode map: Unleashed entry means it enters with a +1/+1 counter and can't block; non-unleashed keeps it a 2/2 first striker that can block and remains better for defensive turns.
- Partners / packages: Duskana, the Rage Mother, Selesnya Charm, Legion Leadership, Anthem of Champions.
- Role peers: Benalish Knight and Brightblade Stoat overlap on first strike; Zhur-Taa Goblin overlaps on entry choice.
- Failure modes: Unleashing under pressure can lose a needed blocker; not unleashing may make it too small to attack without Duskana.
- Matchup / visibility hooks: Use aggressively against slow decks; keep defensive against aggro.

#### Suq'Ata Lancer
- Deck role: Main, 1 copy, haste/flanking pressure role player.
- Role type: threat/clock; protection/evasion.
- Deck-specific job: Immediate haste attacker that punishes blockers without flanking by giving them -1/-1 until end of turn.
- Timing: Cast when surprise damage or a Duskana-buffed attack matters; it is less valuable if you need a stable blocker first.
- Inputs / outputs: Consumes {2}{R}; outputs haste, flanking combat pressure, and base 2/2 Duskana eligibility.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Fires of Yavimaya, Goblin Wardriver.
- Role peers: Rip-Clan Crasher, Cerodon Yearling, and Skyknight Legionnaire overlap on haste.
- Failure modes: Flanking only affects creatures without flanking that block it; it does not help against removal or unblocked races.
- Matchup / visibility hooks: Strong for punishing tapped-out opponents; less useful against noncreature engines or large evasive threats.

#### Ashcoat Bear
- Deck role: Main, 1 copy, flash green curve body.
- Role type: threat/clock; lifegain/stabilization; role glue.
- Deck-specific job: Instant-speed base 2/2 that can ambush, add surprise Duskana count for the next turn, or keep mana flexible.
- Timing: Hold up when representing removal or a flash blocker matters; cast on end step if no better instant action appears.
- Inputs / outputs: Consumes {1}{G}; outputs a flash body and Duskana eligibility.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Cabaretti Charm.
- Role peers: Benalish Knight is the other flash creature; Safehold Elite is another cheap green-white body with resilience.
- Failure modes: Passing with mana up and no action can lose tempo; as a plain 2/2 it needs Duskana or pump to stay relevant.
- Matchup / visibility hooks: Good against attackers you can ambush; less valuable against flying or combo boards.

#### Daggerback Basilisk
- Deck role: Main, 1 copy, deathtouch stabilizer.
- Role type: lifegain/stabilization; interaction-removal; role glue.
- Deck-specific job: Discourages large attackers and becomes a dangerous Duskana-buffed attacker because any damage it deals to a creature is enough to destroy that creature.
- Timing: Cast when the opponent's larger creature threatens combat; attack only when losing the deathtouch blocker will not open lethal crack-back.
- Inputs / outputs: Consumes {2}{G}; outputs deathtouch blocks/trades and Duskana count.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Cabaretti Charm.
- Role peers: No direct peer; closest role overlap is Path to Exile and Swords to Plowshares as ways to handle large creatures.
- Failure modes: Deathtouch does not stop flyers unless it can block them, and it does not answer noncombat engines.
- Matchup / visibility hooks: Strong against big creature boards; often sideboarded out against blue control or graveyard combo.

#### Frog-Squirrels
- Deck role: Main, 1 copy, reach curve body.
- Role type: lifegain/stabilization; threat/clock; role glue.
- Deck-specific job: Covers flying blockers/attackers while maintaining cheap base 2/2 density for Duskana.
- Timing: Cast early when you need creature count or a flyer answer; preserve as a blocker if the opponent's flyer is the main clock.
- Inputs / outputs: Consumes {1}{G}; outputs reach defense and Duskana eligibility.
- Partners / packages: Duskana, the Rage Mother, Gruul Charm, Anthem of Champions, Shefet Dunes.
- Role peers: Keen-Eyed Archers is the closest reach peer.
- Failure modes: It has no evasion and no lifelink, so it is a low-impact attacker without Duskana or pump.
- Matchup / visibility hooks: Valuable versus flyers; replaceable versus ground stalls or noncreature combo.

#### Jolrael's Centaur
- Deck role: Main, 1 copy, shroud/flanking pressure body.
- Role type: threat/clock; protection/evasion.
- Deck-specific job: Shroud makes it hard for anyone to target, and flanking punishes many blockers, but shroud also blocks your own targeted enhancements.
- Timing: Cast when a durable attacker matters more than suiting up a single creature; avoid relying on Rancor, Audacity, Kessig Wolf Run, or Sunhome targeting it unless the engine shows a legal action.
- Inputs / outputs: Consumes {1}{G}{G}; outputs shroud, flanking, and Duskana-eligible base stats.
- Partners / packages: Duskana, the Rage Mother, Anthem of Champions, Cabaretti Charm, Makindi Stampede.
- Role peers: Humble Budoka also has shroud; Suq'Ata Lancer overlaps on flanking.
- Failure modes: Shroud prevents you from targeting it with your own Auras, equipment equip abilities, Kessig Wolf Run, Sunhome, and many charms.
- Matchup / visibility hooks: Strong against targeted removal; weaker when the plan needs a pumped single attacker.

#### Humble Budoka
- Deck role: Main, 1 copy, shroud defensive body.
- Role type: threat/clock; protection/evasion; role glue.
- Deck-specific job: A cheap base 2/2 that resists targeted interaction while supporting Duskana's creature count.
- Timing: Play early against removal-heavy opponents; use team-wide effects over targeted pump when it is the main attacker.
- Inputs / outputs: Consumes {1}{G}; outputs shroud resilience and Duskana eligibility.
- Partners / packages: Duskana, the Rage Mother, Anthem of Champions, Cabaretti Charm, Makindi Stampede, Shefet Dunes.
- Role peers: Jolrael's Centaur is the closest shroud peer.
- Failure modes: Shroud blocks your own Rancor, Audacity, Lightning Greaves equip, Swiftfoot Boots equip, Kessig Wolf Run, Sunhome, and targeted charm lines.
- Matchup / visibility hooks: Good into spot-removal decks; low ceiling against creature boards where evasion or lifelink is needed.

#### Greenwood Sentinel
- Deck role: Main, 1 copy, green vigilance role player.
- Role type: threat/clock; role glue.
- Deck-specific job: Supports Duskana as a cheap base 2/2 that can attack and still block.
- Timing: Cast early when green is available and you need board presence; attack freely when vigilance leaves enough defense.
- Inputs / outputs: Consumes {1}{G}; outputs vigilance and Duskana count.
- Partners / packages: Duskana, the Rage Mother, Anthem of Champions, Makindi Stampede, Cabaretti Charm.
- Role peers: Alpine Watchdog, Huatli's Snubhorn, Vernadi Shieldmate, and Alaborn Grenadier.
- Failure modes: No evasion or lifelink; may be outclassed without Duskana.
- Matchup / visibility hooks: Useful in ground races; weaker against flyers or combo.

#### Rip-Clan Crasher
- Deck role: Main, 1 copy, haste pressure creature.
- Role type: threat/clock; mechanic enabler.
- Deck-specific job: Attacks immediately, giving Duskana and wide-pump turns a creature that does not need a full turn cycle to matter.
- Timing: Cast when immediate damage, planeswalker pressure, or post-sweeper rebuild matters; less ideal when you need to hold up removal.
- Inputs / outputs: Consumes {R}{G}; outputs haste damage and base 2/2 Duskana eligibility.
- Partners / packages: Duskana, the Rage Mother, Fires of Yavimaya, Rhythm of the Wild, Goblin Wardriver, Cabaretti Charm.
- Role peers: Cerodon Yearling, Suq'Ata Lancer, Zhur-Taa Goblin with haste choice, and Skyknight Legionnaire.
- Failure modes: Requires both red and green early; can tempt attacks that give up necessary defense.
- Matchup / visibility hooks: Strong against slow setup decks; lower priority against faster aggro where blocking matters.

#### Zhur-Taa Goblin
- Deck role: Main, 1 copy, flexible haste/size creature.
- Role type: threat/clock; mechanic enabler; role glue.
- Deck-specific job: Riot lets it be either immediate pressure or a larger body while remaining part of the Duskana base-2/2 plan.
- Timing: Choose haste when racing or attacking a planeswalker now matters; choose the +1/+1 counter when it must block or survive damage.
- Inputs / outputs: Consumes {R}{G}; outputs a riot choice between haste and +1/+1 counter.
- Mode map: Haste mode keeps it a 2/2 and attacks immediately; +1/+1 counter mode makes it 3/3, better for blocking and Garruk's Uprising thresholds only if total power reaches 4 through other effects.
- Partners / packages: Duskana, the Rage Mother, Rhythm of the Wild, Rancor, Audacity, Fires of Yavimaya.
- Role peers: Ghor-Clan Wrecker also has riot; Rip-Clan Crasher is the pure haste peer.
- Failure modes: Choosing haste into bad attacks wastes its flexibility; choosing a counter can reduce immediate tempo.
- Matchup / visibility hooks: Flexible against unknowns; haste mode shines against control, counter mode against creature combat.

#### Safehold Elite
- Deck role: Main, 1 copy, resilient hybrid curve body.
- Role type: recursion; threat/clock; lifegain/stabilization.
- Deck-specific job: Persist gives the deck a 2/2 body that can trade, survive sweepers imperfectly, and still rebuild creature count.
- Timing: Cast early when you expect trades or removal; preserve if the board needs a blocker after a Duskana attack.
- Inputs / outputs: Consumes {1}{G/W}; outputs a base 2/2 and, after dying without a -1/-1 counter, returns with a -1/-1 counter.
- Partners / packages: Duskana, the Rage Mother, Anthem of Champions, Cabaretti Charm, Blasphemous Act post-board if rebuilding matters.
- Role peers: Hound of Griselbrand is the closest self-return peer.
- Failure modes: Persist returns it smaller and only if it had no -1/-1 counter; exile effects and Rest in Peace stop the graveyard-based return.
- Matchup / visibility hooks: Strong against fair removal and combat; watch your own Rest in Peace post-board.

#### Vernadi Shieldmate
- Deck role: Main, 1 copy, hybrid vigilance body.
- Role type: threat/clock; role glue.
- Deck-specific job: Castable from green or white-heavy draws and supports Duskana while attacking and blocking through vigilance.
- Timing: Use early when mana colors are awkward; prioritize over double-color creatures if it keeps curve smooth.
- Inputs / outputs: Consumes {1}{G/W}; outputs vigilance and base 2/2 Duskana count.
- Partners / packages: Duskana, the Rage Mother, Anthem of Champions, Shefet Dunes, Makindi Stampede.
- Role peers: Alpine Watchdog, Huatli's Snubhorn, Greenwood Sentinel, and Alaborn Grenadier.
- Failure modes: No evasion or lifelink; can be low impact when the deck needs a closer.
- Matchup / visibility hooks: Good in fair combat and shaky-color hands; cuttable for targeted hate when sideboarding.

#### Cerodon Yearling
- Deck role: Main, 1 copy, haste-vigilance pressure body.
- Role type: threat/clock; role glue.
- Deck-specific job: Attacks immediately while staying untapped, making it excellent with Duskana and team pump without sacrificing defense.
- Timing: Cast when red-white mana is available and immediate pressure matters; ideal before or after Duskana depending on curve.
- Inputs / outputs: Consumes {R}{W}; outputs haste, vigilance, and base 2/2 eligibility.
- Partners / packages: Duskana, the Rage Mother, Fires of Yavimaya, Goblin Wardriver, Makindi Stampede, Cabaretti Charm.
- Role peers: Skyknight Legionnaire has flying/haste; Rip-Clan Crasher and Suq'Ata Lancer are haste peers.
- Failure modes: Requires exact red-white access; can be outclassed without pump.
- Matchup / visibility hooks: Strong versus control and planeswalkers; solid against aggro because vigilance preserves blocking.

#### Hearthfire Hobgoblin
- Deck role: Main, 1 copy, double-strike pressure creature.
- Role type: threat/clock; reach/finisher.
- Deck-specific job: Double strike turns Duskana's +3/+3, Rancor, Audacity, Boros Charm, and land pump into large damage swings.
- Timing: Cast before a payoff turn if mana supports it; protect or pump only when damage math justifies investing in one creature.
- Inputs / outputs: Consumes three hybrid red/white mana; outputs double-strike damage and base 2/2 Duskana eligibility.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Kessig Wolf Run, Boros Charm.
- Role peers: Mirran Crusader, Hound of Griselbrand, and Iroas's Champion are double-strike peers.
- Failure modes: No evasion or protection; stacking pump into open removal can lose a full turn.
- Matchup / visibility hooks: Excellent finisher through weak blockers; needs trample or evasion help against chump blockers.

#### Iroas's Champion
- Deck role: Main, 1 copy, double-strike finisher body.
- Role type: threat/clock; reach/finisher.
- Deck-specific job: A base 2/2 double striker that scales brutally with Duskana, Rancor, Audacity, Kessig Wolf Run, Sunhome, and team pump.
- Timing: Deploy when you can either attack soon or protect it; wait on pump until blockers and removal risk are clearer.
- Inputs / outputs: Consumes {1}{R}{W}; outputs double-strike combat damage and Duskana eligibility.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Boros Charm, Selesnya Charm.
- Role peers: Hearthfire Hobgoblin is closest; Mirran Crusader and Hound of Griselbrand add protection/resilience.
- Failure modes: No built-in evasion; double strike without trample can be chump-blocked.
- Matchup / visibility hooks: Strong against midrange if you can clear blockers; fragile against instant-speed removal.

#### Skyknight Legionnaire
- Deck role: Main, 1 copy, evasive haste attacker.
- Role type: threat/clock; protection/evasion.
- Deck-specific job: Flying plus haste lets it pressure immediately and become a fast Duskana-buffed airborne threat.
- Timing: Cast when immediate damage or planeswalker pressure matters; especially strong after a sweeper or before a Duskana turn.
- Inputs / outputs: Consumes {1}{R}{W}; outputs flying, haste, and base 2/2 Duskana count.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Boros Charm, Kessig Wolf Run.
- Role peers: Sky Terror and Leonin Skyhunter are flying peers; Cerodon Yearling is a haste-vigilance peer.
- Failure modes: Vulnerable to reach, flyers, and removal; do not assume haste means attacking is safe under lethal crack-back.
- Matchup / visibility hooks: Excellent against control and planeswalkers; preserve as a blocker against opposing flyers when needed.

#### Sky Terror
- Deck role: Main, 1 copy, premium evasive menace attacker.
- Role type: threat/clock; protection/evasion.
- Deck-specific job: Flying plus menace makes it one of the best carriers for Duskana triggers, Rancor, Audacity, Kessig Wolf Run, and double-strike effects.
- Timing: Cast early when red-white mana is available; prioritize enhancement when opponents lack two flying/reach blockers that can legally block it.
- Inputs / outputs: Consumes {R}{W}; outputs evasive combat access and base 2/2 Duskana eligibility.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Boros Charm, Sunhome, Fortress of the Legion.
- Role peers: Leonin Skyhunter and Skyknight Legionnaire are flying peers; Ghor-Clan Wrecker has menace.
- Failure modes: Still dies to removal and sweepers; menace does not help if two suitable blockers are available.
- Matchup / visibility hooks: High-value threat against ground stalls and single-flyer defenses.

#### Path to Exile
- Deck role: Main, 1 copy, premium creature removal.
- Role type: interaction-removal.
- Deck-specific job: Exiles the creature that would beat the Duskana combat plan, race you, or block lethal, while accepting that its controller may ramp with a basic land.
- Timing: Use before combat when removing one blocker changes lethal or survival; hold for commanders, combo creatures, lifelink blockers, or lethal attackers rather than medium creatures.
- Inputs / outputs: Consumes {W} and one card; outputs exile on target creature, and that creature's controller may search for a basic land card, put it onto the battlefield tapped, then shuffle.
- Partners / packages: Swords to Plowshares, Selesnya Charm, Naya Charm, Cabaretti Charm, Kabira Takedown.
- Role peers: Swords to Plowshares is the closest clean exile peer; Stump Stomp and Kabira Takedown are damage-based peers.
- Failure modes: Giving a basic land can accelerate a commander recast or sweeper; illegal against noncreature permanents.
- Matchup / visibility hooks: Save for must-answer commanders, combo creatures, and blockers that invalidate a Duskana alpha strike.

#### Swords to Plowshares
- Deck role: Main, 1 copy, premium creature removal.
- Role type: interaction-removal.
- Deck-specific job: Cleanly exiles the creature that matters most while usually costing less tempo than Path's land ramp.
- Timing: Use on the creature that threatens lethal, stops your best attack, or enables an opposing engine; life gain is acceptable when survival or combat access matters more.
- Inputs / outputs: Consumes {W}; outputs exile on target creature and life gain to that creature's controller equal to its power.
- Partners / packages: Path to Exile, Selesnya Charm, Naya Charm, Cabaretti Charm, Kabira Takedown.
- Role peers: Path to Exile is the closest peer; Path ramps instead of granting life.
- Failure modes: Opponent life gain can push lethal out of reach, especially against high-power creatures; cannot target noncreature permanents.
- Matchup / visibility hooks: Excellent against Voltron commanders, combo creatures, and evasive lethal threats.

#### Gruul Charm
- Deck role: Main, 1 copy, modal combat/anti-flyer interaction.
- Role type: modal utility; interaction-sweeper; protection/evasion.
- Deck-specific job: Opens ground attacks, punishes flying creature boards, or recovers permanents you own if control-changing effects matter.
- Timing: Use the no-block mode only when a nonflying blocker wall prevents a meaningful attack; use flying damage when it kills enough flyers or saves you from evasive lethal.
- Inputs / outputs: Consumes {R}{G}; outputs one chosen instant-speed effect.
- Mode map: Creatures without flying can't block this turn for alpha strikes with Duskana-buffed ground bodies; gain control of all permanents you own only against visible theft/control effects; deals 3 damage to each creature with flying when opposing flyers matter, noting it also damages your Diving Griffin, Leonin Skyhunter, Skyknight Legionnaire, and Sky Terror.
- Partners / packages: Duskana, the Rage Mother, Makindi Stampede, Cabaretti Charm, Keen-Eyed Archers, Frog-Squirrels.
- Role peers: Cabaretti Charm and Naya Charm also change combat; Klauth's Will can damage non-flyers instead.
- Failure modes: Flying damage can kill your own flyers; no-block mode does nothing to flying blockers.
- Matchup / visibility hooks: Strong versus flyer swarms or ground stalls; weak into noncreature combo.

#### Boros Charm
- Deck role: Main, 1 copy, modal finisher/protection instant.
- Role type: modal utility; reach/finisher; protection/evasion.
- Deck-specific job: Protects the board from destruction, finishes a player or planeswalker, or gives a key creature double strike for lethal combat.
- Timing: Hold for a sweeper/profitable combat window unless four damage to target player or planeswalker is exact lethal.
- Inputs / outputs: Consumes {R}{W}; outputs one chosen instant-speed mode.
- Mode map: Deal 4 damage to target player or planeswalker for reach; permanents you control gain indestructible until end of turn against destroy effects or damage sweepers; target creature gains double strike until end of turn for Duskana-buffed, Rancor/Audacity, Kessig Wolf Run, or evasive attackers.
- Partners / packages: Duskana, the Rage Mother, Mirran Crusader, Hearthfire Hobgoblin, Iroas's Champion, Sky Terror.
- Role peers: Sunhome, Fortress of the Legion gives double strike; Legion Leadership doubles power and grants first strike instead.
- Failure modes: Indestructible does not stop exile, sacrifice, bounce, -X/-X, or tuck effects; damage mode cannot target creatures.
- Matchup / visibility hooks: Vital against sweepers and for lethal math against control or midrange.

#### Selesnya Charm
- Deck role: Main, 1 copy, modal pump/removal/token instant.
- Role type: modal utility; interaction-removal; reach/finisher.
- Deck-specific job: Either pushes trample damage, exiles a large creature, or creates a Duskana-compatible 2/2 vigilant token.
- Timing: Hold when opponent may present a power-5-or-greater creature; use pump when +2/+2 and trample creates lethal or wins combat.
- Inputs / outputs: Consumes {G}{W}; outputs one chosen instant-speed mode.
- Mode map: Target creature gets +2/+2 and gains trample for combat conversion; exile target creature with power 5 or greater for large commanders/threats; create a 2/2 white Knight creature token with vigilance when the deck needs a body for Duskana or defense.
- Partners / packages: Duskana, the Rage Mother, Knight of Meadowgrain, Mirran Crusader, Sky Terror, Hearthfire Hobgoblin.
- Role peers: Path to Exile and Swords to Plowshares are cleaner removal; Rancor and Audacity are repeatable trample sources.
- Failure modes: Removal mode cannot hit creatures below power 5; pump requires a legal target and can be blown out by removal.
- Matchup / visibility hooks: Strong against big commanders and in close combat math.

#### Naya Charm
- Deck role: Main, 1 copy, modal removal/recursion/combat tap instant.
- Role type: modal utility; interaction-removal; recursion; reach/finisher.
- Deck-specific job: Kills a target creature with 3 damage, returns a key card from a graveyard to its owner's hand, or taps every creature target player controls to force a decisive attack.
- Timing: Save for a high-value mode: kill a must-answer creature, rebuy Duskana, the Rage Mother, Boros Charm, Path to Exile, Swords to Plowshares, or a pump/haste piece, or tap a target player's blockers when Duskana-sized attackers can deal decisive damage. mode: lethal tap-down, must-kill creature, or returning Duskana/Boros Charm/removal when that card changes the game.
- Inputs / outputs: Consumes {R}{G}{W}; outputs one chosen instant-speed mode.
- Mode map: Damage mode deals 3 damage to target creature; recursion mode returns target card from a graveyard to its owner's hand; tap mode taps every creature target player controls to open an alpha strike or prevent an attack.
- Partners / packages: Duskana, the Rage Mother, Path to Exile, Swords to Plowshares, Boros Charm, Cabaretti Charm.
- Role peers: Cabaretti Charm overlaps on creature damage and combat finishing; Path/Swords are cleaner creature answers.
- Failure modes: Three-color cost is restrictive; 3 damage may not kill large threats; returning an opponent-owned card helps that opponent.
- Matchup / visibility hooks: Premium against creature stalls and for late-game reach.

#### Kabira Takedown
- Deck role: Main, 1 copy, modal spell-land creature/planeswalker removal.
- Role type: modal utility; interaction-removal; mana/fixing/ramp.
- Deck-specific job: Either functions as a tapped white source or turns a wide creature board into damage equal to your creature count against a target creature or planeswalker.
- Timing: Play Kabira Plateau early when white mana is needed; preserve Kabira Takedown when you already have lands and expect a creature-count removal spell to matter.
- Inputs / outputs: Spell face consumes {1}{W} and uses your creature count as damage output; land face enters tapped and taps for {W}.
- Mode map: Kabira Takedown deals damage equal to the number of creatures you control to target creature or planeswalker; Kabira Plateau is a tapped white-producing land when mana development beats spell value.
- Partners / packages: Duskana, the Rage Mother, Cabaretti Charm, Selesnya Charm token mode, Makindi Stampede.
- Role peers: Stump Stomp is another spell-land removal option; Cabaretti Charm also counts creatures for damage.
- Failure modes: Card Reference lists face data but top-level Oracle is missing; trust engine face legality. Low creature count makes Takedown inefficient.
- Matchup / visibility hooks: Strong against creature/planeswalker threats after developing a board; land side matters in color-skewed openers.

#### Legion Leadership
- Deck role: Main, 1 copy, modal spell-land combat finisher.
- Role type: modal utility; reach/finisher; mana/fixing/ramp.
- Deck-specific job: Either fixes red/white as a tapped land or doubles a target creature's power and gives first strike for a lethal or favorable combat turn.
- Timing: Play Legion Stronghold if land count or colors are short; save Legion Leadership when an evasive, trample, double-strike, or Duskana-buffed attacker can convert the pump.
- Inputs / outputs: Spell face consumes {1}{R/W}; land face enters tapped and taps for {R} or {W}.
- Mode map: Legion Leadership doubles target creature's power and grants first strike until end of turn; Legion Stronghold is a tapped red/white land.
- Partners / packages: Duskana, the Rage Mother, Mirran Crusader, Hearthfire Hobgoblin, Iroas's Champion, Sky Terror, Rancor.
- Role peers: Boros Charm and Sunhome provide double strike; Selesnya Charm provides pump plus trample.
- Failure modes: Card Reference lacks top-level Oracle; use face text and engine legality. It requires a legal target and does not grant trample or evasion.
- Matchup / visibility hooks: Best when one attacker is hard to block; land face is correct in slow hands missing red or white.

#### Stump Stomp
- Deck role: Main, 1 copy, modal spell-land removal.
- Role type: modal utility; interaction-removal; mana/fixing/ramp.
- Deck-specific job: Converts one of your creatures' power into damage against an opposing creature or planeswalker, or serves as a tapped red/green land.
- Timing: Play Burnwillow Clearing when mana is short; save Stump Stomp when you have a high-power Duskana-buffed, Rancor/Audacity-enhanced, or Kessig-pumped creature to remove something important.
- Inputs / outputs: Spell face consumes {1}{R/G} and requires target creature you control plus target creature or planeswalker you don't control; land face enters tapped and taps for {R} or {G}.
- Mode map: Stump Stomp makes target creature you control deal damage equal to its power to target creature or planeswalker you don't control; Burnwillow Clearing is a tapped red/green source.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Anthem of Champions, Kessig Wolf Run.
- Role peers: Kabira Takedown and Cabaretti Charm are damage-based removal peers.
- Failure modes: Card Reference lacks top-level Oracle; use face text and engine legality. Removing your creature in response can fizzle or reduce the line.
- Matchup / visibility hooks: Strong against blockers/planeswalkers once your creature is large.

#### Cabaretti Charm
- Deck role: Main, 1 copy, modal damage/team-pump/token instant.
- Role type: modal utility; interaction-removal; reach/finisher; mechanic enabler.
- Deck-specific job: Uses creature count to kill a target, gives the whole team trample pressure, or creates two bodies for Duskana and Aura Shards post-board.
- Timing: Hold for lethal combat or a must-kill creature/planeswalker; make tokens when board count is the bottleneck and no urgent target exists.
- Inputs / outputs: Consumes {R}{G}{W}; outputs one chosen instant-speed mode.
- Mode map: Deals damage equal to number of creatures you control to target creature or planeswalker; creatures you control get +1/+1 and gain trample until end of turn for alpha strikes; creates two 1/1 green and white Citizen creature tokens for board rebuilding or Aura Shards triggers.
- Partners / packages: Duskana, the Rage Mother, Kabira Takedown, Makindi Stampede, Aura Shards, Shefet Dunes.
- Role peers: Naya Charm overlaps on removal and combat finishing; Selesnya Charm overlaps on token/pump utility.
- Failure modes: Three-color cost can strand it; tokens are not base 2/2 and do not draw from Duskana.
- Matchup / visibility hooks: Excellent in board stalls and against planeswalkers.

#### Makindi Stampede
- Deck role: Main, 1 copy, modal spell-land team finisher.
- Role type: modal utility; reach/finisher; mana/fixing/ramp.
- Deck-specific job: Either smooths white mana as a tapped land or turns a wide board into a large sorcery-speed attack boost.
- Timing: Play Makindi Mesas early if missing land drops; hold Makindi Stampede when you already have enough mana and several attackers.
- Inputs / outputs: Spell face consumes {3}{W}{W}; land face enters tapped and taps for {W}.
- Mode map: Makindi Stampede gives creatures you control +2/+2 until end of turn at sorcery speed; Makindi Mesas is a tapped white-producing land.
- Partners / packages: Duskana, the Rage Mother, Cabaretti Charm, Goblin Wardriver, Sky Terror, Leonin Skyhunter.
- Role peers: Anthem of Champions is permanent but smaller; Cabaretti Charm is instant and adds trample.
- Failure modes: Card Reference lacks top-level Oracle; use face text and engine legality. Sorcery speed means it cannot surprise after blocks.
- Matchup / visibility hooks: Strong when you are wide and ready to attack; land face is correct in low-land openers.

#### Farseek
- Deck role: Main, 1 copy, early fixing/ramp spell.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Finds typed Plains, Mountain, or dual-type lands to fix Naya colors for Duskana and multicolor charms.
- Timing: Cast early when it fixes missing colors or accelerates Duskana; do not choose it over a needed blocker under severe pressure unless the ramp enables survival.
- Inputs / outputs: Consumes {1}{G}; searches your library for a Plains, Island, Swamp, or Mountain card, puts it onto the battlefield tapped, then shuffles.
- Partners / packages: Canopy Vista, Glittering Massif, Radiant Summit, Cinder Glade, Scattered Groves, Sheltered Thicket, Plains, Mountain.
- Role peers: Kodama's Reach, Naya Panorama, and Sheltering Landscape are other land-search cards.
- Failure modes: This deck has no Island or Swamp targets; choose actual registered Plains or Mountain typed cards only.
- Matchup / visibility hooks: Best in openers missing red or white for Boros Charm, Naya Charm, Cabaretti Charm, Path to Exile, or Duskana.

#### Kodama's Reach
- Deck role: Main, 1 copy, basic land ramp/fixing.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Fixes basics for Duskana colors while guaranteeing a future land drop.
- Timing: Cast on turn three when colors or land drops are uncertain; prefer creature deployment if mana is already stable and pressure is needed.
- Inputs / outputs: Consumes {2}{G}; searches up to two basic land cards, reveals them, puts one onto the battlefield tapped and the other into hand, then shuffles.
- Partners / packages: Plains, Forest, Mountain, Duskana, the Rage Mother, Cabaretti Charm, Naya Charm.
- Role peers: Farseek is faster and finds typed nonbasics; Naya Panorama and Sheltering Landscape are land-based search.
- Failure modes: Only finds basic lands in this list: Plains, Forest, and Mountain. It does not find typed dual lands.
- Matchup / visibility hooks: Strong versus slower decks and color-stretched hands; weaker when fast aggro demands immediate board presence.

#### Krosan Grip
- Deck role: Main, 1 copy, split-second artifact/enchantment answer.
- Role type: interaction-removal; sideboard bullet.
- Deck-specific job: Removes a key artifact or enchantment with split second, preventing most non-mana responses while it is on the stack.
- Timing: Hold for lock pieces, combo engines, pillow-fort permanents, equipment that changes combat, or removal-protection enchantments.
- Inputs / outputs: Consumes {2}{G}; destroys target artifact or enchantment. Split second stops players from casting spells or activating non-mana abilities while it is on the stack.
- Partners / packages: Nature's Chant, Destructive Revelry, Sundering Growth, Klauth's Will, Force of Vigor, Wear // Tear.
- Role peers: Nature's Chant is cheaper; Destructive Revelry adds damage; Force of Vigor can hit up to two.
- Failure modes: Cannot target creatures, planeswalkers, or lands unless they are artifacts/enchantments; split second does not stop mana abilities or triggered abilities already triggered.
- Matchup / visibility hooks: Premium against combo/prison artifacts or enchantments and blue decks with protection.

#### Destructive Revelry
- Deck role: Main, 1 copy, artifact/enchantment removal with reach.
- Role type: interaction-removal; reach/finisher.
- Deck-specific job: Clears a visible artifact or enchantment while dealing 2 damage to that permanent's controller.
- Timing: Use when the target blocks attacks, enables combo, locks mana/combat, or the 2 damage contributes to lethal.
- Inputs / outputs: Consumes {R}{G}; destroys target artifact or enchantment and deals 2 damage to that permanent's controller.
- Partners / packages: Krosan Grip, Nature's Chant, Sundering Growth, Klauth's Will, Force of Vigor, Aura Shards.
- Role peers: Nature's Chant is more flexible on colors; Krosan Grip is harder to answer.
- Failure modes: Requires red and green; cannot hit creatures or planeswalkers unless they are also artifact/enchantment permanents.
- Matchup / visibility hooks: Strong against artifact/enchantment engines and low-life opponents.

#### Sundering Growth
- Deck role: Main, 1 copy, artifact/enchantment answer with token upside.
- Role type: interaction-removal; mechanic enabler.
- Deck-specific job: Removes a target artifact or enchantment and can copy a creature token if you control one.
- Timing: Hold for a meaningful target; populate is bonus, not the reason to fire it into a low-impact permanent.
- Inputs / outputs: Consumes {G/W}{G/W}; destroys target artifact or enchantment, then populates by creating a token copy of a creature token you control.
- Partners / packages: Cabaretti Charm's two 1/1 Citizen tokens, Selesnya Charm's 2/2 Knight token, Aura Shards.
- Role peers: Nature's Chant and Krosan Grip are similar answers; Aura Shards is repeatable post-board.
- Failure modes: Populate does nothing without a creature token; it cannot destroy nonartifact, nonenchantment permanents.
- Matchup / visibility hooks: Best against artifact/enchantment decks where token board states are present.

#### Klauth's Will
- Deck role: Main, 1 copy, scalable modal sweeper/removal answer.
- Role type: modal utility; interaction-sweeper; interaction-removal.
- Deck-specific job: Can sweep non-flying creatures, destroy artifacts/enchantments, or do both if you control your commander as you cast it.
- Timing: Use after Duskana is in play when choosing both modes creates a major swing; otherwise choose the mode that answers the visible threat.
- Inputs / outputs: Consumes {X}{R}{R}{G}; X sets damage and target count. If you control a commander as you cast it, you may choose both modes.
- Mode map: Breathe Flame deals X damage to each creature without flying, including your non-flying creatures; Smash Relics destroys up to X target artifacts and/or enchantments.
- Partners / packages: Duskana, the Rage Mother, Boros Charm indestructible mode, Skyknight Legionnaire, Sky Terror, Diving Griffin, Leonin Skyhunter.
- Role peers: Blasphemous Act is the larger creature reset; Force of Vigor and Krosan Grip are artifact/enchantment peers.
- Failure modes: Damage hits your non-flying creatures; flying creatures survive Breathe Flame; double-red can be restrictive.
- Matchup / visibility hooks: Strong against artifact/enchantment boards and non-flying creature swarms when your flyers or indestructible mode preserve pressure.

#### Nature's Chant
- Deck role: Main, 1 copy, flexible artifact/enchantment removal.
- Role type: interaction-removal.
- Deck-specific job: Cheaply answers the permanent that stops attacking, casting, equipping, or Duskana pressure.
- Timing: Hold until a real artifact or enchantment target matters; cast earlier only if removing the permanent unlocks a key turn.
- Inputs / outputs: Consumes {1}{G/W}; destroys target artifact or enchantment.
- Partners / packages: Krosan Grip, Destructive Revelry, Sundering Growth, Klauth's Will, Aura Shards.
- Role peers: Sundering Growth has populate upside; Krosan Grip has split second; Destructive Revelry adds damage.
- Failure modes: Cannot hit creatures, planeswalkers, or lands unless they are artifacts/enchantments.
- Matchup / visibility hooks: Strong against stax, pillow-fort, equipment, and enchantment engines.

#### Anthem of Champions
- Deck role: Main, 1 copy, permanent team enhancer.
- Role type: engine payoff; threat/clock.
- Deck-specific job: Makes the broad base-2/2 creature plan attack and block above rate while leaving base stats intact for Duskana.
- Timing: Cast when you already have or can soon produce multiple creatures; delay if the board needs removal or a creature first.
- Inputs / outputs: Consumes {G}{W}; outputs continuous +1/+1 to creatures you control.
- Partners / packages: Duskana, the Rage Mother, Goblin Wardriver, Makindi Stampede, Cabaretti Charm, Shefet Dunes.
- Role peers: Garruk's Uprising grants trample/card flow; Makindi Stampede and Cabaretti Charm are temporary team pumps.
- Failure modes: Does not add a body by itself and is weak into empty boards or imminent sweepers.
- Matchup / visibility hooks: Strong in fair creature mirrors; weaker against combo or removal-heavy boards without creatures.

#### Fires of Yavimaya
- Deck role: Main, 1 copy, haste engine and emergency pump.
- Role type: engine piece; protection/evasion; reach/finisher.
- Deck-specific job: Gives creatures haste so Duskana and follow-up 2/2s impact combat immediately, with a sacrifice option for +2/+2 to target creature.
- Timing: Cast before the key creature turn when you can use haste soon; sacrifice only when +2/+2 changes lethal, saves combat, or wins a trade.
- Inputs / outputs: Consumes {1}{R}{G}; outputs global haste for your creatures and can be sacrificed to target creature for +2/+2 until end of turn.
- Mode map: Static haste changes deployment timing; activated sacrifice is a one-shot targeted pump that consumes Fires permanently.
- Partners / packages: Duskana, the Rage Mother, Rip-Clan Crasher, Zhur-Taa Goblin, Skyknight Legionnaire, Cerodon Yearling.
- Role peers: Rhythm of the Wild also grants haste choices; Lightning Greaves and Swiftfoot Boots give haste to one equipped creature.
- Failure modes: Sacrificing too early can lose future haste; shroud creatures such as Humble Budoka and Jolrael's Centaur cannot be targeted by the pump.
- Matchup / visibility hooks: Strong against control and sweepers where haste compresses recovery.

#### Rhythm of the Wild
- Deck role: Main, 1 copy, anti-counter and riot engine.
- Role type: engine piece; mechanic enabler; protection/evasion.
- Deck-specific job: Makes your creature spells uncounterable and gives nontoken creatures riot, letting each choose haste or a +1/+1 counter.
- Timing: Cast before Duskana or a chain of creatures against blue interaction or when haste choices matter; skip if you need immediate blockers/removal.
- Inputs / outputs: Consumes {1}{R}{G}; outputs uncounterable creature spells and riot for nontoken creatures.
- Mode map: Riot choice on each nontoken creature is haste for immediate attacks or +1/+1 counter for size; the counter may improve combat but does not change base power/toughness for Duskana.
- Partners / packages: Duskana, the Rage Mother, Zhur-Taa Goblin, Ghor-Clan Wrecker, Hound of Griselbrand, Sky Terror.
- Role peers: Fires of Yavimaya is the closest haste engine; Pyroblast/Red Elemental Blast protect from blue differently post-board.
- Failure modes: Does nothing for creatures already on board and does not protect noncreature spells from counters.
- Matchup / visibility hooks: Excellent versus blue control; less useful against fast aggro if it delays blockers.

#### Rancor
- Deck role: Main, 1 copy, repeatable trample Aura.
- Role type: protection/evasion; reach/finisher; engine piece.
- Deck-specific job: Gives a small Duskana creature +2/+0 and trample, turning base 2/2 attackers and double strikers into meaningful damage through blockers.
- Timing: Cast when the enchanted creature can attack soon or when the trade is acceptable because Rancor returns to hand after going to graveyard from battlefield.
- Inputs / outputs: Consumes {G}; enchants a creature, grants +2/+0 and trample, and returns to owner's hand when put into a graveyard from the battlefield.
- Partners / packages: Duskana, the Rage Mother, Mirran Crusader, Hearthfire Hobgoblin, Iroas's Champion, Sky Terror, Kessig Wolf Run.
- Role peers: Audacity is the closest Aura peer; Garruk's Uprising grants team trample.
- Failure modes: Cannot legally enchant shroud creatures like Humble Budoka or Jolrael's Centaur; removal in response can cost tempo.
- Matchup / visibility hooks: Strong in board stalls; weaker into open removal unless the creature attacks immediately or the exchange is acceptable.

#### Audacity
- Deck role: Main, 1 copy, trample Aura with card replacement.
- Role type: protection/evasion; reach/finisher; card selection.
- Deck-specific job: Adds +2/+0 and trample to a key attacker and replaces itself with a card when put into a graveyard from the battlefield.
- Timing: Cast when the target can attack or force a profitable trade; prefer evasive, double-strike, resilient, or protected creatures.
- Inputs / outputs: Consumes {G}; enchants a creature, grants +2/+0 and trample, and draws a card when the Aura goes to graveyard from battlefield.
- Partners / packages: Duskana, the Rage Mother, Mirran Crusader, Hound of Griselbrand, Sky Terror, Leonin Skyhunter.
- Role peers: Rancor is the closest peer; Rancor returns to hand instead of drawing.
- Failure modes: Cannot target shroud creatures; if exiled or bounced instead of going to graveyard, the draw may not happen.
- Matchup / visibility hooks: Good when removal risk is acceptable or card replacement matters after trades.

#### Garruk's Uprising
- Deck role: Main, 1 copy, trample/card-flow engine.
- Role type: engine piece; card selection; protection/evasion.
- Deck-specific job: Gives your creatures trample and draws cards when power-4-or-greater creatures enter, which Duskana-buffed or enhanced creatures can help enable.
- Timing: Cast when you control or expect to enter creatures with power 4 or greater soon; avoid as a blank three-mana enchantment on an empty small board.
- Inputs / outputs: Consumes {2}{G}; may draw on entry if you control a creature with power 4 or greater, grants trample, and draws whenever your power-4-or-greater creature enters.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Anthem of Champions, Hound of Griselbrand, Kessig Wolf Run.
- Role peers: Rancor/Audacity grant trample to one creature; Duskana is the main draw payoff for base 2/2s.
- Failure modes: Duskana's attack trigger does not make creatures enter with power 4; entering triggers need the creature to have power 4 or greater as it enters.
- Matchup / visibility hooks: Strong in stalled midrange; slower against fast aggro or combo.

#### Sol Ring
- Deck role: Main, 1 copy, explosive generic ramp.
- Role type: mana/fixing/ramp.
- Deck-specific job: Accelerates rocks, equipment, Duskana, and utility activations, but does not solve colored mana by itself.
- Timing: Cast early when it enables a real follow-up; do not keep hands where Sol Ring is the only functional mana and colored spells remain stranded.
- Inputs / outputs: Consumes {1}; taps for {C}{C}.
- Partners / packages: Commander's Sphere, Lightning Greaves, Swiftfoot Boots, Duskana, the Rage Mother, Sunhome, Fortress of the Legion.
- Role peers: Arcane Signet and Talismans are slower but fix colors.
- Failure modes: Colorless mana cannot pay colored costs for Path to Exile, Farseek, Duskana, or charms.
- Matchup / visibility hooks: Great against slower decks; weaker under Collector Ouphe post-board because Collector Ouphe shuts off artifact activated abilities.

#### Commander's Sphere
- Deck role: Main, 1 copy, color-fixing rock with card cash-out.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Fixes any Duskana color and can be sacrificed to draw when mana is no longer the bottleneck.
- Timing: Cast when it accelerates Duskana or stabilizes colors; sacrifice only when the card matters more than the mana.
- Inputs / outputs: Consumes {3}; taps for one mana of any color in your commander's color identity, or sacrifices to draw a card.
- Mode map: Mana ability supports Naya spells; sacrifice draw converts the artifact into a card when extra mana or Collector Ouphe conflict makes it less useful.
- Partners / packages: Duskana, the Rage Mother, Naya Charm, Cabaretti Charm, Klauth's Will.
- Role peers: Arcane Signet fixes cheaper; Talismans fix two colors with life cost.
- Failure modes: Slow at three mana and vulnerable to your own Collector Ouphe disabling its activated abilities.
- Matchup / visibility hooks: Cuttable when boarding into fast hate or Collector Ouphe plans.

#### Talisman of Unity
- Deck role: Main, 1 copy, green-white ramp rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes the deck's highest early-color needs: green for ramp and white for creatures/removal.
- Timing: Cast on turn two when it enables turn-three Duskana setup, Kodama's Reach, or double-spell turns; use pain mode only when the colored mana matters.
- Inputs / outputs: Consumes {2}; taps for {C}, or taps for {G} or {W} and deals 1 damage to you.
- Partners / packages: Farseek, Kodama's Reach, Path to Exile, Swords to Plowshares, Duskana, the Rage Mother.
- Role peers: Arcane Signet fixes all colors; Brushland is the land peer for green/white pain fixing.
- Failure modes: Life loss matters against aggro/burn; Collector Ouphe shuts off its activated abilities.
- Matchup / visibility hooks: Strong in color-stretched openers; watch life totals in races.

#### Talisman of Impulse
- Deck role: Main, 1 copy, red-green ramp rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes Farseek/Kodama green and red for haste, charms, and Klauth's Will.
- Timing: Cast early if it unlocks red-green spells or accelerates Duskana; avoid unnecessary pain when colorless mana is enough.
- Inputs / outputs: Consumes {2}; taps for {C}, or taps for {R} or {G} and deals 1 damage to you.
- Partners / packages: Farseek, Rhythm of the Wild, Fires of Yavimaya, Gruul Charm, Destructive Revelry.
- Role peers: Karplusan Forest is the land peer; Arcane Signet fixes more broadly.
- Failure modes: Does not provide white; pain damage adds up in creature races; Collector Ouphe disables it.
- Matchup / visibility hooks: Valuable for red-green sideboard and charm hands.

#### Talisman of Conviction
- Deck role: Main, 1 copy, red-white ramp rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes white removal and red-white finishers while accelerating Duskana turns.
- Timing: Cast when it unlocks Boros Charm, Legion Leadership, Sky Terror, or white interaction; use {C} when colored pain is unnecessary.
- Inputs / outputs: Consumes {2}; taps for {C}, or taps for {R} or {W} and deals 1 damage to you.
- Partners / packages: Boros Charm, Sky Terror, Cerodon Yearling, Path to Exile, Swords to Plowshares.
- Role peers: Battlefield Forge is the land peer; Arcane Signet and Commander's Sphere fix all commander colors.
- Failure modes: Does not provide green; pain matters under pressure; Collector Ouphe disables it.
- Matchup / visibility hooks: Often cuttable in Collector Ouphe sideboard plans.

#### Lightning Greaves
- Deck role: Main, 1 copy, zero-equip haste/shroud protection.
- Role type: protection/evasion; engine piece.
- Deck-specific job: Gives Duskana or a key attacker immediate haste and shroud, protecting from targeted spells and abilities but also blocking your own targeting.
- Timing: Deploy before Duskana when equip can happen immediately; move carefully so shroud does not stop Rancor, Audacity, Kessig Wolf Run, Sunhome, or charm targeting.
- Inputs / outputs: Consumes {2}; equip {0}; equipped creature has haste and shroud.
- Partners / packages: Duskana, the Rage Mother, Sky Terror, Mirran Crusader, Hound of Griselbrand, Rhythm of the Wild.
- Role peers: Swiftfoot Boots gives hexproof and haste with equip {1}; Fires of Yavimaya gives team haste.
- Failure modes: Shroud prevents you from targeting the equipped creature with your own Auras, equip abilities from other Equipment, pump lands, and targeted spells.
- Matchup / visibility hooks: Strong against targeted removal and control; weaker when your hand needs targeted enhancement lines.

#### Swiftfoot Boots
- Deck role: Main, 1 copy, haste/hexproof protection equipment.
- Role type: protection/evasion; engine piece.
- Deck-specific job: Protects Duskana or a key attacker from opponents' targeted spells/abilities while still allowing your own targeting.
- Timing: Cast before the creature you most need to protect; equip at sorcery speed when the target will matter this turn cycle.
- Inputs / outputs: Consumes {2}; equip {1}; equipped creature has hexproof and haste.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Kessig Wolf Run, Sunhome, Fortress of the Legion.
- Role peers: Lightning Greaves is faster but gives shroud; Fires of Yavimaya gives haste without protection.
- Failure modes: Equip only as a sorcery and targets a creature you control; does not stop sweepers, sacrifice effects, or non-targeted removal.
- Matchup / visibility hooks: Strong against removal-heavy decks and commander tax pressure.

#### Arcane Signet
- Deck role: Main, 1 copy, two-mana all-color rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes any Naya color for Duskana, the Rage Mother, Naya Charm, Cabaretti Charm, Boros Charm, Selesnya Charm, Path to Exile, Swords to Plowshares, Rest in Peace, Deafening Silence, Pyroblast, Red Elemental Blast, Wear // Tear, and Blasphemous Act while accelerating the curve.
- Timing: Cast early when it enables a stronger turn three/four; prefer a creature if mana is already stable and pressure matters more.
- Inputs / outputs: Consumes {2}; taps for one mana of any color in your commander's color identity.
- Partners / packages: Duskana, the Rage Mother, Naya Charm, Cabaretti Charm, Rhythm of the Wild, Boros Charm.
- Role peers: Commander's Sphere is slower with draw cash-out; Talismans fix two colors with pain.
- Failure modes: Collector Ouphe disables artifact activated abilities; does not add board pressure.
- Matchup / visibility hooks: Strong in most openers, but sideboard tension with Collector Ouphe is real.

#### Canopy Vista
- Deck role: Main, 1 copy, typed green-white dual land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides Forest and Plains types for Farseek/check-land support while fixing green and white.
- Timing: Play untapped if you control two or more basic lands; otherwise sequence early when the tapped tempo loss is acceptable.
- Inputs / outputs: Taps for {G} or {W}; enters tapped unless you control two or more basic lands.
- Partners / packages: Farseek, Fortified Village reveal/check, Sunpetal Grove, Kodama's Reach basics.
- Role peers: Scattered Groves also has Forest Plains and cycling but always enters tapped.
- Failure modes: Does not provide red; can slow turn-two creature/removal if played tapped.
- Matchup / visibility hooks: Important for green ramp and white removal hands.

#### Glittering Massif
- Deck role: Main, 1 copy, tapped red-white typed cycling land.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Fixes red-white, is searchable by Farseek as Mountain or Plains, and cycles when mana flooding.
- Timing: Play early when tapped tempo is acceptable; cycle for {2} only when land count/colors are already secure.
- Inputs / outputs: Taps for {R} or {W}; enters tapped; cycling {2} means pay {2}, discard it, draw a card.
- Mode map: Land mode fixes red-white; cycling mode trades the land for a card and does not produce mana that turn.
- Partners / packages: Farseek, Furycalm Snarl reveal, Clifftop Retreat, Radiant Summit.
- Role peers: Sheltered Thicket and Scattered Groves are other typed cycling lands.
- Failure modes: Cannot support turn-one/two untapped plays; cycling too early can strand Duskana colors.
- Matchup / visibility hooks: Good in slower games where flood risk matters.

#### Scattered Groves
- Deck role: Main, 1 copy, tapped green-white typed cycling land.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Fixes green-white, is searchable by Farseek, supports reveal/check lands, and cycles when flooded.
- Timing: Play early if green/white colors are needed; cycle for {2} only when additional land is worse than a new card.
- Inputs / outputs: Taps for {G} or {W}; enters tapped; cycling {2} discards it to draw a card.
- Mode map: Land mode supports Farseek/Kodama follow-up and white creatures; cycling mode trades future mana for card flow.
- Partners / packages: Farseek, Fortified Village, Sunpetal Grove, Canopy Vista.
- Role peers: Canopy Vista is untapped later; Glittering Massif and Sheltered Thicket are other typed cycling lands.
- Failure modes: Does not provide red and enters tapped.
- Matchup / visibility hooks: Strong in hands needing both Farseek color and white interaction.

#### Radiant Summit
- Deck role: Main, 1 copy, conditional untapped red-white typed dual.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides Mountain/Plains colors for red-white spells and can enter untapped after two basics.
- Timing: Sequence after basics when possible; play tapped early only if the turn has no critical spell.
- Inputs / outputs: Taps for {R} or {W}; enters tapped unless you control two or more basic lands.
- Partners / packages: Farseek, Furycalm Snarl reveal, Clifftop Retreat, Kodama's Reach basics.
- Role peers: Glittering Massif is always tapped but cycles; Battlefield Forge is untapped with pain.
- Failure modes: Does not provide green; early tapped entry can delay Farseek or white two-drops.
- Matchup / visibility hooks: Important for Boros Charm, Sky Terror, and removal hands.

#### Cinder Glade
- Deck role: Main, 1 copy, typed red-green dual land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides Mountain/Forest types for Farseek and fixes red-green for ramp, haste, and charms.
- Timing: Best after two basics to enter untapped; early tapped entry is acceptable if it fixes future Duskana colors.
- Inputs / outputs: Taps for {R} or {G}; enters tapped unless you control two or more basic lands.
- Partners / packages: Farseek, Game Trail reveal, Rootbound Crag, Kodama's Reach basics.
- Role peers: Sheltered Thicket is always tapped but cycles; Karplusan Forest is untapped with pain.
- Failure modes: Does not provide white; early tapped entry can cost a turn-two play.
- Matchup / visibility hooks: Important for Rhythm of the Wild, Fires of Yavimaya, and Gruul Charm.

#### Sheltered Thicket
- Deck role: Main, 1 copy, tapped red-green typed cycling land.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Fixes red-green, is searchable by Farseek, supports reveal/check lands, and cycles when flooded.
- Timing: Play early when red/green access is needed; cycle for {2} only when colors and land count are secure.
- Inputs / outputs: Taps for {R} or {G}; enters tapped; cycling {2} discards it to draw a card.
- Mode map: Land mode supports ramp/haste/charm colors; cycling mode turns excess land into a card.
- Partners / packages: Farseek, Game Trail, Rootbound Crag, Cinder Glade.
- Role peers: Cinder Glade can enter untapped later; Glittering Massif and Scattered Groves are other cycling duals.
- Failure modes: Does not provide white and always enters tapped.
- Matchup / visibility hooks: Better in slower games where cycling matters.

#### Game Trail
- Deck role: Main, 1 copy, reveal red-green dual.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes red-green and can enter untapped by revealing a Mountain or Forest card from hand.
- Timing: Play when you can reveal Mountain, Forest, Cinder Glade, Sheltered Thicket, Glittering Massif, Radiant Summit, Canopy Vista, or Scattered Groves if they have the relevant type; otherwise plan for tapped entry.
- Inputs / outputs: As it enters, you may reveal a Mountain or Forest card from hand; if not, it enters tapped. Taps for {R} or {G}.
- Partners / packages: Cinder Glade, Sheltered Thicket, Forest, Mountain, Rootbound Crag.
- Role peers: Fortified Village and Furycalm Snarl are reveal-land peers.
- Failure modes: Revealing provides information; without a reveal it may delay turn-two plays.
- Matchup / visibility hooks: Important for red-green two-drops and Farseek starts.

#### Fortified Village
- Deck role: Main, 1 copy, reveal green-white dual.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes green-white and can enter untapped by revealing a Forest or Plains card from hand.
- Timing: Use to cast early Farseek, white creatures, or removal; reveal only when untapped tempo matters more than hiding information.
- Inputs / outputs: As it enters, you may reveal a Forest or Plains card from hand; if not, it enters tapped. Taps for {G} or {W}.
- Partners / packages: Canopy Vista, Scattered Groves, Forest, Plains, Sunpetal Grove.
- Role peers: Game Trail and Furycalm Snarl are reveal-land peers.
- Failure modes: Does not provide red; tapped entry can delay early pressure.
- Matchup / visibility hooks: High-value in hands needing turn-two green or white.

#### Furycalm Snarl
- Deck role: Main, 1 copy, reveal red-white dual.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes red-white for Boros Charm, Sky Terror, removal, and haste pressure.
- Timing: Play untapped by revealing a Mountain or Plains card when the turn needs red/white mana; otherwise sequence when tapped entry is acceptable.
- Inputs / outputs: As it enters, you may reveal a Mountain or Plains card from hand; if not, it enters tapped. Taps for {R} or {W}.
- Partners / packages: Glittering Massif, Radiant Summit, Mountain, Plains, Clifftop Retreat.
- Role peers: Battlefield Forge is untapped with pain; Game Trail/Fortified Village are reveal peers for other pairs.
- Failure modes: Does not provide green; reveal gives away hand information.
- Matchup / visibility hooks: Important for early Sky Terror, Boros Charm, and white interaction.

#### Rootbound Crag
- Deck role: Main, 1 copy, conditional red-green dual.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes red-green and enters untapped if you control a Mountain or Forest.
- Timing: Sequence after typed Mountain/Forest lands or basics when possible; early tapped entry is acceptable only if no immediate spell is needed.
- Inputs / outputs: Enters tapped unless you control a Mountain or Forest; taps for {R} or {G}.
- Partners / packages: Cinder Glade, Sheltered Thicket, Glittering Massif, Radiant Summit, Canopy Vista, Scattered Groves, Forest, Mountain.
- Role peers: Game Trail is another red-green conditional land; Karplusan Forest is untapped with pain.
- Failure modes: Does not provide white and can enter tapped in type-light hands.
- Matchup / visibility hooks: Important for Rhythm of the Wild, Fires of Yavimaya, and red-green interaction.

#### Sunpetal Grove
- Deck role: Main, 1 copy, conditional green-white dual.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes green-white and enters untapped with a Forest or Plains already controlled.
- Timing: Sequence after typed Forest/Plains lands or basics to preserve tempo; use early tapped only when no turn-two play is lost.
- Inputs / outputs: Enters tapped unless you control a Forest or Plains; taps for {G} or {W}.
- Partners / packages: Canopy Vista, Scattered Groves, Cinder Glade, Sheltered Thicket, Forest, Plains.
- Role peers: Fortified Village is another green-white conditional land; Brushland is untapped with pain.
- Failure modes: Does not provide red; type-light opening hands can make it slow.
- Matchup / visibility hooks: Strong in green-white-heavy openers with Farseek or white removal.

#### Clifftop Retreat
- Deck role: Main, 1 copy, conditional red-white dual.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes red-white and enters untapped with Mountain or Plains already controlled.
- Timing: Sequence after typed Mountain/Plains lands or basics when possible; avoid relying on it as the only early untapped source.
- Inputs / outputs: Enters tapped unless you control a Mountain or Plains; taps for {R} or {W}.
- Partners / packages: Glittering Massif, Radiant Summit, Cinder Glade, Sheltered Thicket, Plains, Mountain.
- Role peers: Furycalm Snarl and Battlefield Forge overlap on red-white fixing.
- Failure modes: Does not provide green; tapped entry can delay early Farseek or white creature turns.
- Matchup / visibility hooks: Important for Boros Charm, Sky Terror, and Path/Swords hands.

#### Karplusan Forest
- Deck role: Main, 1 copy, untapped red-green pain land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides immediate red or green for ramp, haste, and interaction at the cost of life.
- Timing: Use colored pain mana only when the spell changes the game; use {C} for generic costs when life total matters.
- Inputs / outputs: Taps for {C}, or taps for {R} or {G} and deals 1 damage to you.
- Partners / packages: Farseek, Gruul Charm, Rhythm of the Wild, Destructive Revelry, Klauth's Will.
- Role peers: Talisman of Impulse is the artifact peer; Cinder Glade and Sheltered Thicket fix without pain but may be tapped.
- Failure modes: Pain damage is costly against aggro/burn; no white access.
- Matchup / visibility hooks: Strong in tempo-sensitive openers; manage carefully under pressure.

#### Brushland
- Deck role: Main, 1 copy, untapped green-white pain land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides immediate green or white for Farseek, white creatures, and removal.
- Timing: Use colored mana when it enables a relevant spell; tap for {C} when paying generic costs to preserve life.
- Inputs / outputs: Taps for {C}, or taps for {G} or {W} and deals 1 damage to you.
- Partners / packages: Farseek, Path to Exile, Swords to Plowshares, Selesnya Charm, Anthem of Champions.
- Role peers: Talisman of Unity is the artifact peer; Canopy Vista and Sunpetal Grove are non-pain peers.
- Failure modes: Pain damage can lose races; no red access.
- Matchup / visibility hooks: Valuable for turn-two green/white plays.

#### Battlefield Forge
- Deck role: Main, 1 copy, untapped red-white pain land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides immediate red or white for removal, Boros Charm, and red-white creatures.
- Timing: Spend life only when the colored spell matters; use {C} for Sol Ring/equipment/generic costs when possible.
- Inputs / outputs: Taps for {C}, or taps for {R} or {W} and deals 1 damage to you.
- Partners / packages: Path to Exile, Swords to Plowshares, Boros Charm, Sky Terror, Legion Leadership.
- Role peers: Talisman of Conviction is the artifact peer; Clifftop Retreat and Furycalm Snarl fix without pain if conditions are met.
- Failure modes: No green access; pain damage matters in burn or aggro matchups.
- Matchup / visibility hooks: Strong for instant-speed white removal and red finishers.

#### Grand Coliseum
- Deck role: Main, 1 copy, tapped five-color pain land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes any commander color when the hand is color-stretched, at a life cost for colored mana.
- Timing: Play early when tapped entry will not cost an important spell; use colored mana when fixing matters more than life.
- Inputs / outputs: Enters tapped; taps for {C}, or taps for one mana of any color and deals 1 damage to you.
- Partners / packages: Duskana, the Rage Mother, Naya Charm, Cabaretti Charm, Klauth's Will, sideboard Pyroblast/Rest in Peace.
- Role peers: Command Tower fixes without pain; Jungle Shrine fixes tapped without pain.
- Failure modes: Enters tapped and hurts in races; using it for colorless when colors are needed later can create sequencing errors.
- Matchup / visibility hooks: Important in three-color hands; painful against burn/aggro.

#### Hashep Oasis
- Deck role: Main, 1 copy, green utility Desert.
- Role type: mana/fixing/ramp; reach/finisher.
- Deck-specific job: Provides green at life cost and can sacrifice a Desert at sorcery speed to pump a target creature +3/+3.
- Timing: Use as mana early only when needed; activate pump only on your main phase when +3/+3 changes combat or lethal and losing a Desert is acceptable.
- Inputs / outputs: Taps for {C}; taps and pays 1 life for {G}; {1}{G}{G}, tap, sacrifice a Desert: target creature gets +3/+3 until end of turn, activate only as a sorcery.
- Mode map: Mana modes produce colorless or painful green; pump mode consumes a Desert, usually Hashep Oasis or Shefet Dunes, for targeted sorcery-speed damage.
- Partners / packages: Duskana, the Rage Mother, Mirran Crusader, Hearthfire Hobgoblin, Iroas's Champion, Rancor.
- Role peers: Kessig Wolf Run and Shefet Dunes are utility damage lands.
- Failure modes: Pump is sorcery speed and targets; shroud creatures cannot be targeted, and sacrificing a Desert can reduce future mana.
- Matchup / visibility hooks: Strong as late-game reach after colors are stable.

#### Shefet Dunes
- Deck role: Main, 1 copy, white utility Desert.
- Role type: mana/fixing/ramp; reach/finisher.
- Deck-specific job: Provides white at life cost and can pump the whole team +1/+1 at sorcery speed by sacrificing a Desert.
- Timing: Use for white when needed; activate team pump only when a wide attack or combat trade justifies losing a Desert.
- Inputs / outputs: Taps for {C}; taps and pays 1 life for {W}; {2}{W}{W}, tap, sacrifice a Desert: creatures you control get +1/+1 until end of turn, activate only as a sorcery.
- Mode map: Mana modes provide colorless or painful white; pump mode consumes a Desert for team damage.
- Partners / packages: Duskana, the Rage Mother, Cabaretti Charm, Makindi Stampede, Goblin Wardriver, Hashep Oasis.
- Role peers: Anthem of Champions is permanent team pump; Makindi Stampede is larger temporary team pump.
- Failure modes: Sorcery-speed activation cannot surprise after blocks; pain and Desert sacrifice matter in long games.
- Matchup / visibility hooks: Strong in go-wide stalls; less important when mana colors are unstable.

#### Kessig Wolf Run
- Deck role: Main, 1 copy, late-game trample pump land.
- Role type: reach/finisher; protection/evasion.
- Deck-specific job: Converts excess mana into +X/+0 and trample on a target creature, especially Duskana-buffed or double-strike attackers.
- Timing: Activate when colored spell access is secure and combat math shows trample/pump changes damage, trades, or lethal.
- Inputs / outputs: Taps for {C}; {X}{R}{G}, tap: target creature gets +X/+0 and gains trample until end of turn.
- Partners / packages: Mirran Crusader, Hound of Griselbrand, Hearthfire Hobgoblin, Iroas's Champion, Sky Terror, Duskana, the Rage Mother.
- Role peers: Rancor and Audacity grant trample; Sunhome grants double strike.
- Failure modes: Requires a legal target, red, green, and lots of mana; shroud creatures cannot be targeted.
- Matchup / visibility hooks: Excellent in stalled boards and late-game topdeck wars.

#### Naya Panorama
- Deck role: Main, 1 copy, colorless land-search utility.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Provides early colorless and later converts into a basic Mountain, Forest, or Plains tapped.
- Timing: Play when a colorless land does not strand early colored spells; crack it when missing a specific basic color matters more than keeping a land on board.
- Inputs / outputs: Taps for {C}; {1}, tap, sacrifice this land: search for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle.
- Partners / packages: Plains, Forest, Mountain, Duskana, the Rage Mother, Kodama's Reach.
- Role peers: Sheltering Landscape searches the same basic types without a mana payment but must tap and sacrifice.
- Failure modes: Does not make colored mana before being sacrificed; searching enters tapped and costs tempo.
- Matchup / visibility hooks: Useful for fixing commander colors in slower games.

#### Sheltering Landscape
- Deck role: Main, 1 copy, basic-search utility land with cycling.
- Role type: modal utility; tutor/search; card selection; mana/fixing/ramp.
- Deck-specific job: Provides colorless, searches basic Mountain/Forest/Plains, or cycles for a card when lands are no longer needed.
- Timing: Search when a missing basic color blocks Duskana or interaction; cycle only when mana is already secure.
- Inputs / outputs: Taps for {C}; taps and sacrifices to search for a basic Mountain, Forest, or Plains card onto battlefield tapped; cycling {R}{G}{W} discards it to draw a card.
- Mode map: Colorless land mode pays generic costs; search mode fixes basics; cycling mode consumes Naya mana and the card to draw, not to search.
- Partners / packages: Plains, Forest, Mountain, Kodama's Reach, Duskana, the Rage Mother.
- Role peers: Naya Panorama searches the same basics with {1}; Glittering Massif, Scattered Groves, and Sheltered Thicket are cycling land peers.
- Failure modes: Does not produce colored mana directly; cycling cost is color-intensive and should not be used when colors are unstable.
- Matchup / visibility hooks: Good in slow games and color-skewed hands.

#### Command Tower
- Deck role: Main, 1 copy, premium all-color land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Untapped access to any Duskana color, enabling early creatures, ramp, charms, and commander casting.
- Timing: Lead with it when it unlocks the most constrained early spell; preserve pain lands by using Command Tower for colored costs when possible.
- Inputs / outputs: Taps for one mana of any color in your commander's color identity.
- Partners / packages: Duskana, the Rage Mother, Farseek, Path to Exile, Naya Charm, Cabaretti Charm.
- Role peers: Grand Coliseum and Jungle Shrine also fix multiple colors, but Command Tower is untapped and painless.
- Failure modes: No meaningful drawback, but using it for an unnecessary color can complicate future exact payments.
- Matchup / visibility hooks: Best land in most openers.

#### Sunhome, Fortress of the Legion
- Deck role: Main, 1 copy, late-game double-strike utility land.
- Role type: reach/finisher; protection/evasion.
- Deck-specific job: Gives target creature double strike, turning Duskana-buffed, trampling, evasive, or pumped attackers into lethal threats.
- Timing: Activate after colored spell needs are secure and combat math shows double strike matters; usually better after blockers are known if legal.
- Inputs / outputs: Taps for {C}; {2}{R}{W}, tap: target creature gains double strike until end of turn.
- Partners / packages: Duskana, the Rage Mother, Rancor, Audacity, Kessig Wolf Run, Sky Terror, Mirran Crusader.
- Role peers: Boros Charm gives double strike at instant speed; Hearthfire Hobgoblin and Iroas's Champion have built-in double strike.
- Failure modes: Requires target, red, white, and four mana; shroud creatures cannot be targeted.
- Matchup / visibility hooks: Strong in stalled midrange and single-attacker lethal lines.

#### Jungle Shrine
- Deck role: Main, 1 copy, tapped Naya fixing land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes all commander colors without pain, smoothing Duskana and three-color charm hands.
- Timing: Play early when tapped entry does not cost a key two-drop or removal spell.
- Inputs / outputs: Enters tapped; taps for {R}, {G}, or {W}.
- Partners / packages: Duskana, the Rage Mother, Naya Charm, Cabaretti Charm, Klauth's Will, Rhythm of the Wild.
- Role peers: Command Tower is untapped; Grand Coliseum is tapped and can fix any color with pain.
- Failure modes: Tapped entry costs tempo and cannot support turn-one/turn-two untapped plays.
- Matchup / visibility hooks: Strong in slower hands; risky in fast aggro matchups if it delays blockers.

#### Plains
- Deck role: Main, 4 copies, basic white mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Supports early white creatures, Path to Exile, Swords to Plowshares, Boros Charm, and Duskana while enabling check lands and basic-search effects.
- Timing: Prioritize when hand has double-white creatures or white removal; fetching Plains can reduce pain-land life loss.
- Inputs / outputs: Taps for {W}; searchable by Kodama's Reach, Naya Panorama, and Sheltering Landscape.
- Partners / packages: Ajani's Sunstriker, Knight of Meadowgrain, Path to Exile, Swords to Plowshares, Radiant Summit, Sunpetal Grove.
- Role peers: Canopy Vista, Scattered Groves, Glittering Massif, and Radiant Summit are typed or dual white sources.
- Failure modes: Too many Plains without green/red can strand Farseek, Rhythm of the Wild, and red charms.
- Matchup / visibility hooks: High priority against aggro because white removal and lifelink stabilize.

#### Forest
- Deck role: Main, 3 copies, basic green mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enables Farseek, Kodama's Reach, green creatures, Rancor/Audacity, and Duskana's green requirement.
- Timing: Fetch early when green ramp is missing; play before check/reveal lands when it unlocks untapped sequencing.
- Inputs / outputs: Taps for {G}; searchable by Kodama's Reach, Naya Panorama, and Sheltering Landscape.
- Partners / packages: Farseek, Kodama's Reach, Rancor, Audacity, Cinder Glade, Sunpetal Grove.
- Role peers: Canopy Vista, Scattered Groves, Cinder Glade, and Sheltered Thicket are typed green sources.
- Failure modes: Too many Forests without white/red can strand removal and Boros/Naya/Cabaretti charms.
- Matchup / visibility hooks: Essential for stable ramp starts and artifact/enchantment interaction.

#### Mountain
- Deck role: Main, 2 copies, basic red mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Supports red creatures, Boros/Gruul/Naya/Cabaretti charms, haste engines, and Farseek target mapping.
- Timing: Fetch when red is the missing color for pressure or interaction; avoid overprioritizing if white removal or green ramp is absent.
- Inputs / outputs: Taps for {R}; searchable by Kodama's Reach, Naya Panorama, Sheltering Landscape, and Farseek because Farseek can find Mountain cards.
- Partners / packages: Boros Charm, Gruul Charm, Rhythm of the Wild, Fires of Yavimaya, Cinder Glade, Radiant Summit.
- Role peers: Glittering Massif, Radiant Summit, Cinder Glade, and Sheltered Thicket are typed red sources.
- Failure modes: Only two basics means careless fetching can leave Kodama's Reach/Panorama options narrower later.
- Matchup / visibility hooks: Important for post-board Pyroblast and Red Elemental Blast.

#### Rest in Peace
- Deck role: Sideboard, 1 copy, graveyard hate bullet.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: Exiles all graveyards on entry and replaces future graveyard movement with exile, shutting down recursion, escape, flashback, reanimation, and graveyard-count engines.
- Timing: Bring in only against visible graveyard reliance; cast before the opponent can use the graveyard, not after costs like flashback/delve are already paid.
- Inputs / outputs: Consumes {1}{W}; exiles all graveyards on entry and exiles any card or token that would go to a graveyard from anywhere.
- Partners / packages: Containment Priest, Force of Vigor if the graveyard engine uses artifacts/enchantments, Wear // Tear if engine targets are visible.
- Role peers: Containment Priest overlaps against noncast creature entry but not general graveyards.
- Failure modes: Shuts off your Safehold Elite persist and Hound of Griselbrand undying because cards do not go to graveyard normally.
- Matchup / visibility hooks: Strong against graveyard combo/recursion; poor against normal creature combat.

#### Deafening Silence
- Deck role: Sideboard, 1 copy, noncreature spell-chain hate.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: Limits each player to one noncreature spell each turn, which favors a deck that can keep casting creatures and attacking.
- Timing: Bring in against storm-like, spellslinger, cascade-like, or control decks where repeated noncreature spells are visible; cast early before the chain turn.
- Inputs / outputs: Consumes {W}; outputs a symmetrical rule limiting noncreature spell count each turn.
- Partners / packages: Duskana, the Rage Mother, creature suite including Sky Terror, Safehold Elite, Knight of Meadowgrain, and Rip-Clan Crasher.
- Role peers: Pyroblast and Red Elemental Blast fight blue spells one-for-one; Deafening Silence changes turn structure.
- Failure modes: Restricts your own turns with Farseek, Path to Exile, Boros Charm, Rancor, and artifact/enchantment answers.
- Matchup / visibility hooks: Strong against spell-chain combo; weak against creature-heavy boards and permanent-based engines already in play.

#### Collector Ouphe
- Deck role: Sideboard, 1 copy, artifact-activated-ability hate creature.
- Role type: hate piece; sideboard bullet; threat/clock.
- Deck-specific job: Shuts off activated abilities of artifacts while still being a base 2/2 body for Duskana.
- Timing: Bring in when opposing artifact mana, equipment, or combo artifacts matter more than your own artifacts.
- Inputs / outputs: Consumes {1}{G}; outputs a 2/2 creature and static prohibition on activated abilities of artifacts.
- Partners / packages: Duskana, the Rage Mother, Aura Shards, Force of Vigor, Krosan Grip.
- Role peers: Aura Shards and Force of Vigor answer artifacts by destroying them; Collector Ouphe prevents activations.
- Failure modes: Shuts off your Sol Ring, Arcane Signet, Commander's Sphere, Talisman of Unity, Talisman of Impulse, Talisman of Conviction, Lightning Greaves, and Swiftfoot Boots activated abilities.
- Matchup / visibility hooks: Strong against artifact combo/mana; poor when your own equipment/rocks are needed more.

#### Force of Vigor
- Deck role: Sideboard, 1 copy, high-tempo artifact/enchantment answer.
- Role type: interaction-removal; sideboard bullet.
- Deck-specific job: Destroys up to two target artifacts and/or enchantments, with a free-cast option on opponents' turns by exiling a green card from hand.
- Timing: Bring in against urgent artifact/enchantment engines; use alternate cost when not your turn and tapping mana would lose tempo or the game.
- Inputs / outputs: Mana cost {2}{G}{G}; if it's not your turn, you may exile a green card from your hand rather than pay the mana cost; destroys up to two target artifacts and/or enchantments.
- Partners / packages: Krosan Grip, Nature's Chant, Destructive Revelry, Sundering Growth, Aura Shards.
- Role peers: Krosan Grip is single-target but split second; Wear // Tear is cheaper if engine legal actions expose artifact/enchantment targets.
- Failure modes: Alternate cost consumes a green card such as Farseek, Kodama's Reach, Rancor, Audacity, or green creatures; cannot hit creatures unless artifact/enchantment.
- Matchup / visibility hooks: Premium versus prison, combo artifacts, and enchantment engines.

#### Wear // Tear
- Deck role: Sideboard, 1 copy, split-card artifact/enchantment answer.
- Role type: modal utility; interaction-removal; sideboard bullet.
- Deck-specific job: Registered as flexible low-cost artifact/enchantment interaction, but the Card Reference does not provide face oracle text for exact target restrictions.
- Timing: Bring in when visible artifacts or enchantments are worth a sideboard slot; cast only when Veles exposes a legal Wear, Tear, or combined split-card action with clear targets.
- Inputs / outputs: Card Reference lists Wear cost {1}{R} and Tear cost {W}, both Instant faces, but face oracle text is missing.
- Mode map: Treat as a split card with Wear face, Tear face, and possible combined casting only if the rules engine exposes that legal action; use the exact engine target text rather than memory.
- Partners / packages: Krosan Grip, Nature's Chant, Destructive Revelry, Force of Vigor, Aura Shards.
- Role peers: Nature's Chant and Krosan Grip are known artifact/enchantment answers from reference text.
- Failure modes: Missing Card Reference face text prevents exact independent claims about Wear/Tear targets or fuse; do not choose targets unless legal actions name them.
- Matchup / visibility hooks: Side in against artifact/enchantment engines, stax, and pillow-fort permanents when engine text confirms use.

#### Pyroblast
- Deck role: Sideboard, 1 copy, anti-blue stack/permanent answer.
- Role type: modal utility; interaction-stack; interaction-removal; sideboard bullet.
- Deck-specific job: Fights blue spells on the stack or destroys blue permanents that stop Duskana's combat plan.
- Timing: Hold for blue interaction that would counter Duskana, remove a key engine, or protect an opposing win; use on a blue permanent only if it materially matters.
- Inputs / outputs: Consumes {R}; outputs one chosen mode.
- Mode map: Counter target spell if it's blue checks the target spell on resolution; destroy target permanent if it's blue checks the target permanent. Pyroblast can target a nonblue spell/permanent but only affects it if blue as specified.
- Partners / packages: Red Elemental Blast, Rhythm of the Wild, Duskana, the Rage Mother, Garruk's Uprising, Boros Charm.
- Role peers: Red Elemental Blast is stricter: it targets blue spell or blue permanent.
- Failure modes: Bad against nonblue targets if they are not blue on resolution; do not hold up red mana forever when no blue action matters.
- Matchup / visibility hooks: Strong against blue control, blue combo, and blue blockers/engines.

#### Red Elemental Blast
- Deck role: Sideboard, 1 copy, anti-blue stack/permanent answer.
- Role type: modal utility; interaction-stack; interaction-removal; sideboard bullet.
- Deck-specific job: Cleanly counters a target blue spell or destroys a target blue permanent.
- Timing: Hold for blue spells that stop Duskana, Garruk's Uprising, Rhythm of the Wild, or lethal combat; destroy blue permanents when they block the plan.
- Inputs / outputs: Consumes {R}; outputs one chosen mode.
- Mode map: Counter target blue spell only targets a blue spell on the stack; destroy target blue permanent only targets a blue permanent on the battlefield.
- Partners / packages: Pyroblast, Rhythm of the Wild, Duskana, the Rage Mother, Boros Charm.
- Role peers: Pyroblast is similar but has different target wording and only works if the target is blue.
- Failure modes: Cannot legally target nonblue spells or permanents; dead against nonblue boards.
- Matchup / visibility hooks: Premium against blue control/combo and blue protection.

#### Aura Shards
- Deck role: Sideboard, 1 copy, repeatable artifact/enchantment removal engine.
- Role type: engine piece; interaction-removal; sideboard bullet.
- Deck-specific job: Turns every creature entering under your control into optional artifact/enchantment removal while the deck continues its creature-pressure plan.
- Timing: Bring in against artifact/enchantment-heavy decks; cast when you have follow-up creatures or token makers to trigger it.
- Inputs / outputs: Consumes {1}{G}{W}; whenever a creature you control enters, you may destroy target artifact or enchantment.
- Partners / packages: Duskana, the Rage Mother, Selesnya Charm token mode, Cabaretti Charm token mode, Collector Ouphe, Force of Vigor.
- Role peers: Krosan Grip and Nature's Chant are one-shot answers; Aura Shards is repeatable with creatures.
- Failure modes: Does nothing without creature entries or targets; optional trigger still needs a legal artifact/enchantment target.
- Matchup / visibility hooks: Excellent against artifact/enchantment engines, pillow-fort, and equipment boards.

#### Blasphemous Act
- Deck role: Sideboard, 1 copy, emergency creature-board reset.
- Role type: interaction-sweeper; sideboard bullet.
- Deck-specific job: Resets creature boards that are wider or larger than Duskana combat can beat.
- Timing: Bring in against go-wide or faster creature decks; cast when behind or when Boros Charm indestructible mode can make it asymmetric.
- Inputs / outputs: Costs {8}{R}, reduced by {1} for each creature on the battlefield; deals 13 damage to each creature.
- Partners / packages: Boros Charm indestructible mode, Hound of Griselbrand undying, Safehold Elite persist, Rest in Peace caution.
- Role peers: Klauth's Will is a scalable non-flying damage sweeper; Blasphemous Act is the bigger reset.
- Failure modes: Deals 13 damage to your creatures too; indestructible only helps if Boros Charm mode is legal, and Rest in Peace can stop persist/undying recovery.
- Matchup / visibility hooks: Strong against creature swarms and board stalls where you are behind.

#### Containment Priest
- Deck role: Sideboard, 1 copy, flash noncast-creature-entry hate body.
- Role type: hate piece; sideboard bullet; threat/clock.
- Deck-specific job: Stops nontoken creatures from entering if they were not cast, while also being a flash base 2/2 for Duskana.
- Timing: Bring in against reanimation, blink, cheat-in, or similar visible noncast creature-entry plans; flash it before the relevant creature would enter.
- Inputs / outputs: Consumes {1}{W}; flash creature; if a nontoken creature would enter and it wasn't cast, exile it instead.
- Partners / packages: Rest in Peace, Path to Exile, Swords to Plowshares, Duskana, the Rage Mother.
- Role peers: Rest in Peace attacks graveyards broadly; Containment Priest attacks noncast creature entry specifically.
- Failure modes: Does not stop normally cast creatures or token creatures; can interfere with your own noncast creature entry if any effect creates it.
- Matchup / visibility hooks: Strong against reanimation and cheat effects; weak against fair creature casting.

## Interaction Priorities

- Exile or remove commanders and engine creatures first when they will win before combat pressure matters; Path to Exile and Swords to Plowshares are the cleanest answers and should be saved for visible commanders, combo creatures, lethal attackers, or blockers that stop a Duskana, the Rage Mother attack from connecting. Do not spend them on a replaceable creature if trading, racing, Rancor, Audacity, Kessig Wolf Run, Sunhome, Fortress of the Legion, or a legal modal spell line solves the same turn.

- Clear lock artifacts and enchantments before adding more creatures if the permanent prevents attacking, casting, targeting, drawing, graveyard use, or commander deployment. Krosan Grip, Destructive Revelry, Sundering Growth, Nature's Chant, Klauth's Will, and post-board Force of Vigor, Wear // Tear, and Aura Shards should hit visible hate or engine pieces, not low-impact mana rocks unless the opponent is constrained and the tempo swing is decisive.

- Counter only after sideboarding and only when the action is engine-legal; Pyroblast and Red Elemental Blast are reserved for blue spells or blue permanents that stop the current combat plan, protect an opposing engine, or answer Duskana, the Rage Mother. Do not hold up these cards indefinitely against nonblue boards, and do not name a blue target unless Veles exposes it as legal.

- Discard and bounce are not maindeck plans for this registered list; if a prompt offers an unusual discard, bounce, or return action through Naya Charm, Cabaretti Charm, or another modal card, use the visible mode text and board state rather than assuming stock play patterns. Card text check required for exact modal use when the rules engine does not expose the mode labels clearly.

- Bait removal with nonessential pressure before committing the commander when the hand has multiple creatures; Rip-Clan Crasher, Zhur-Taa Goblin, Safehold Elite, Skyknight Legionnaire, Sky Terror, Goblin Wardriver, Cerodon Yearling, or Hearthfire Hobgoblin can pressure life totals and expose interaction. Preserve Mirran Crusader, Paladin en-Vec, Hound of Griselbrand, Iroas's Champion, and Duskana, the Rage Mother for turns where Lightning Greaves, Swiftfoot Boots, Rhythm of the Wild, Fires of Yavimaya, or open mana improves the exchange.

- Ignore permanents that do not change the race, lock combat, or enable a known engine; this deck wins by turning small creatures sideways, so spending Krosan Grip or Nature's Chant on a harmless value permanent can lose to the next real problem. Against combo or prison, upgrade interaction priority and slow the curve; against creature swarms, save removal for evasive damage, lifelink races, and creatures that make blocking impossible; against control, force answers with recurring pressure and protect the commander turn.

## Combat And Trading Rules

- Attack when the board converts damage into a real clock; Duskana, the Rage Mother rewards having multiple bodies ready, so early creatures should usually attack if trades are acceptable and crack-back damage is survivable. Keep lifelink creatures such as Ajani's Sunstriker, Bishop's Soldier, and Knight of Meadowgrain available on defense when life total is the limiting resource.

- Preserve two-power and evasive bodies before the commander turn unless a trade prevents lethal or removes a key blocker. Leonin Skyhunter, Skyknight Legionnaire, Sky Terror, Mirran Crusader, Paladin en-Vec, Diving Griffin, and other evasive attackers are preferred carriers for Rancor, Audacity, Kessig Wolf Run, Sunhome, Fortress of the Legion, Boros Charm, Selesnya Charm, Gruul Charm, Naya Charm, Cabaretti Charm, Legion Leadership, or Makindi Stampede when legal text supports the line.

- Block aggressively against faster creature boards when the opponent's next attack is lethal or forces a bad commander turn. Daggerback Basilisk, Alpine Watchdog, Greenwood Sentinel, Safehold Elite, Vernadi Shieldmate, Ashcoat Bear, and similar bodies can buy time; card text check required for exact keyword assumptions on less familiar creatures, so rely on engine combat previews and legal block options.

- Avoid trading away unique high-impact attackers unless the trade removes a stronger threat or keeps the deck alive. Hound of Griselbrand, Hearthfire Hobgoblin, Iroas's Champion, Mirran Crusader, Paladin en-Vec, and Sky Terror can carry pump or double-strike style pressure, but they are still expendable if blocking preserves enough life for a Duskana, the Rage Mother rebuild.

- Use Lightning Greaves and Swiftfoot Boots to protect a creature that will matter this turn cycle, not as automatic setup. Equip Duskana, the Rage Mother or the best attacker when the legal target is clear, but remember that protection abilities can block later Rancor, Audacity, Kessig Wolf Run, Sunhome, Fortress of the Legion, or modal targeting lines if the engine no longer offers them.

- Change combat posture by archetype: race slow control and combo with early pressure, hold interaction for sweepers or engine permanents, and commit pump only when it creates lethal or survives obvious removal. Against creature aggro, become defensive midrange, value lifelink and deathtouch-like blockers, and use Path to Exile, Swords to Plowshares, Kabira Takedown, Stump Stomp, or legal charm modes to remove the creature that decides the race.

## Selection And Tutor Rules

- Fetch colors before utility when Farseek, Kodama's Reach, Naya Panorama, or Sheltering Landscape offers a land choice; prioritize the missing color needed for Duskana, the Rage Mother, early white creatures, green ramp follow-up, and red interaction before choosing Kessig Wolf Run, Sunhome, Fortress of the Legion, Hashep Oasis, or Shefet Dunes lines. Use only the lands the engine exposes as legal search candidates.

- Use Farseek as color fixing, not generic ramp selection; prefer a legal dual or tri-color-producing land that unlocks the next two turns over a land that merely enters untapped later. Card text check required for any candidate land whose basic land types or search legality are not visible in the prompt.

- Use Kodama's Reach to guarantee future land drops and color balance; take the battlefield/hand split that lets the deck cast a creature plus protection, removal, or Duskana, the Rage Mother on curve. If colors are already stable, choose basics that reduce pain-land pressure from Karplusan Forest, Brushland, Battlefield Forge, or Grand Coliseum.

- Treat this list as having limited true tutoring; outside land search, most selection comes from modal spells, draw engines, combat-damage pressure, and the rules engine's legal choices. Do not invent hidden library knowledge when choosing with Garruk's Uprising, Audacity, Rancor, Anthem of Champions, or Duskana, the Rage Mother; follow exposed triggers and visible cards only.

- Sequence draw or selection after making mandatory land and mana decisions when the result cannot change the current land play; sequence draw first when a visible legal draw trigger or modal spell could find a land, protection piece, or interaction before committing combat. Card text check required for exact draw timing on Duskana, the Rage Mother, Garruk's Uprising, Audacity, and Anthem of Champions if Veles does not expose trigger text.

- Choose modal effects by immediate board need rather than card reputation; Boros Charm, Selesnya Charm, Naya Charm, Gruul Charm, Cabaretti Charm, Legion Leadership, Makindi Stampede, Kabira Takedown, Stump Stomp, and Klauth's Will may present very different legal modes depending on board state. Select removal, pump, protection, recursion, damage, or land-face use only from the engine's visible legal option text.

- Preserve flexible modal cards until they answer a visible problem or create lethal; do not spend Selesnya Charm, Naya Charm, Gruul Charm, Cabaretti Charm, or Boros Charm for minor damage if a later combat step, commander turn, or stack fight is likely to need that mode. When the hand lacks pressure, using a modal spell to develop a land or legal token/body can be correct if the engine presents that option.

## Priority And Stack Rules

- Pass priority when no legal instant-speed action improves the current exchange; this deck loses tempo when it fires Path to Exile, Swords to Plowshares, Krosan Grip, Destructive Revelry, Nature's Chant, Sundering Growth, Boros Charm, Selesnya Charm, Naya Charm, Gruul Charm, Cabaretti Charm, or Klauth's Will into low-impact targets. Reconsider any pass with open mana when the opponent controls a visible engine, lethal attacker, lock permanent, or spell that stops Duskana, the Rage Mother from mattering.

- Respond to removal or sweepers only with an engine-legal protective mode; Boros Charm is the main registered instant that may protect permanents, but exact mode text and affected objects must come from Veles. Do not assume indestructible, damage, or double-strike text if the prompt does not expose it.

- Use instant removal before damage when a blocker, attacker, commander, or combo creature changes lethal math; Path to Exile and Swords to Plowshares should stop the threat that wins the turn, blanks the attack, or makes blocks impossible. If a creature can be beaten through combat, Rancor, Audacity, Kessig Wolf Run, Sunhome, Fortress of the Legion, or a legal charm mode, save exile removal.

- Use artifact and enchantment removal at the last safe window unless split second or timing text changes the line; Krosan Grip, Destructive Revelry, Sundering Growth, Nature's Chant, and Klauth's Will should answer visible lock pieces, protection pieces, graveyard engines, or combat-stopping permanents. Card text check required for exact Klauth's Will modes and timing.

- Activate Kessig Wolf Run, Sunhome, Fortress of the Legion, Hashep Oasis, or Shefet Dunes only after blockers or removal windows clarify the payoff when the legal timing allows it. Prefer waiting until the opponent commits blocks, but act earlier if Veles shows the ability must be used before attackers, before blockers, or during a specific step.

- Equip Lightning Greaves and Swiftfoot Boots in priority windows that protect a meaningful follow-up; equip Duskana, the Rage Mother before passing into removal when legal, or equip the attacker that converts combat this turn. Respect shroud, hexproof, haste, equip timing, and target legality exactly as the rules engine presents them.

- Resolve optional triggers and payments only when they advance pressure, protection, or recovery; decline optional value that consumes mana needed for Path to Exile, Swords to Plowshares, Boros Charm, Selesnya Charm, Naya Charm, Cabaretti Charm, Kessig Wolf Run, or Sunhome, Fortress of the Legion. Accept triggers from Duskana, the Rage Mother, Garruk's Uprising, Audacity, Rancor, Rhythm of the Wild, Fires of Yavimaya, and Anthem of Champions only according to exposed legal text.

- Hold priority through combat trick windows when attacking or blocking changes survival; after attackers, after blockers, before damage, and after damage, check for legal pump, protection, removal, or activated-land actions. Pass only when the visible exchange remains favorable without spending a card or mana.

## Sideboard Map

- Register sideboard cards as targeted role cards, not automatic upgrades; Duskana, the Rage Mother still needs early creatures, colored mana, and combat density after boarding. Add narrow answers only when the opponent's revealed plan makes the answer more valuable than another two-power body, pump piece, or flexible maindeck spell.

- Preserve the creature-pressure core whenever sideboarding; reduce main-deck emphasis first from slow equipment turns, redundant haste/protection support, expensive broad answers, or low-impact combat bodies that line up poorly against the visible matchup. Avoid weakening Duskana, the Rage Mother by removing too many cheap attackers unless the opponent forces a prison, combo, or sweeper posture.

Graveyard Engine Plan
Side in: Rest in Peace; Containment Priest; Force of Vigor
Cut: Alabaster Host Sanctifier; Alaborn Grenadier; Commander's Sphere

- Rest in Peace is for visible graveyard engines, recursion loops, escape/flashback-style resource plans, reanimation, or graveyard-count payoffs. It is bad when the opponent's graveyard is incidental and the game is decided by board combat, because spending a card without adding pressure can leave Duskana, the Rage Mother unsupported. Role change: against graveyard combo, Rest in Peace becomes a protective lock piece to deploy before committing a full attack engine; against fair midrange, it is a tempo risk unless it blanks multiple visible cards.

- Containment Priest is for opponents relying on creatures entering without being cast, graveyard creature returns, blink chains, token-adjacent creature cheats if the card text applies, or commander-centric deployment shortcuts. Card text check required for exact affected entry methods; only trust the rules engine's legal and replacement outputs. It is bad against normal creature casting and removal-heavy fair decks where a small body does not contest combat profitably.

Artifact And Enchantment Pressure Plan
Side in: Aura Shards; Force of Vigor; Wear // Tear; Collector Ouphe
Cut: Commander's Sphere; Talisman of Conviction; Alabaster Host Sanctifier; Diving Griffin

- Aura Shards is for artifact/enchantment-heavy boards where Duskana, the Rage Mother can keep creatures entering and convert normal development into removal. It is bad when the opponent presents few targets or when the deck must race quickly before a three-mana enchantment can generate value. Role change: against pillow-fort, equipment, enchantment engines, or artifact mana clusters, Aura Shards becomes an engine commitment card; against creature aggro, it is usually lower priority than Blasphemous Act or lifelink creatures.

- Force of Vigor is for urgent artifact/enchantment problems where tapping mana would lose tempo or where multiple visible targets justify spending the card. It is bad when the only targets are low-impact mana pieces and the deck needs every card to build pressure. Card text check required for exact pitch cost, timing, and target count; do not assume free casting unless Veles exposes it as legal.

- Wear // Tear is for flexible low-cost removal against artifacts, enchantments, or both when legal. It is bad when the opponent has no revealed targets or when holding mana for Path to Exile, Swords to Plowshares, Boros Charm, Selesnya Charm, Naya Charm, Cabaretti Charm, Kessig Wolf Run, or Sunhome, Fortress of the Legion is more important. Card text check required for fused or split-card casting options if the prompt does not expose them.

- Collector Ouphe is for artifact-mana, artifact-combo, activated-artifact, or equipment-heavy opponents when its static effect materially slows them more than it slows this deck. It is bad when the deck needs Sol Ring, Arcane Signet, Commander's Sphere, Talisman of Unity, Talisman of Impulse, Talisman of Conviction, Lightning Greaves, or Swiftfoot Boots to execute the current plan. Role change: against artifact combo it can be a proactive prison creature; against fair creature decks it is just a small body with self-taxing risk.

Blue Interaction Plan
Side in: Pyroblast; Red Elemental Blast; Deafening Silence
Cut: Daggerback Basilisk; Alaborn Grenadier; Commander's Sphere

- Pyroblast is for blue commanders, blue draw engines, blue stack interaction, or blue permanents that stop combat. It is bad when the opponent has only light blue presence or when the legal target list does not contain a blue spell or permanent. Card text check required for exact target restrictions; choose Pyroblast only from visible legal actions and do not hold it over developing a board when no blue interaction is likely.

- Red Elemental Blast fills the same anti-blue role as Pyroblast but should be treated as a separate singleton answer. It is strongest when protecting Duskana, the Rage Mother, Garruk's Uprising, Rhythm of the Wild, Fires of Yavimaya, or a lethal combat spell from visible blue stack interaction. It is bad against nonblue boards, creature swarms without blue stack play, and hands that cannot reliably produce red.

- Deafening Silence is for storm-like, spellslinger, cascade-like, or multi-spell turns where one-spell-per-turn pressure favors Duskana, the Rage Mother attacking with creatures already on the battlefield. Card text check required for exact spell-type restriction. It is bad when this deck needs to cast creature plus protection plus removal in the same turn, or when the opponent wins with permanents already in play rather than stacked spells.

Creature Swarm Reset Plan
Side in: Blasphemous Act; Aura Shards; Wear // Tear
Cut: Alaborn Grenadier; Diving Griffin; Commander's Sphere

- Blasphemous Act is for creature boards that are wider, larger, or faster than Duskana, the Rage Mother can race through combat. It is bad when this deck is ahead on board, when indestructible/protection is not available through legal actions, or when rebuilding would be slower than the opponent's recovery. Card text check required for exact cost reduction and damage amount; treat it as an emergency reset rather than a normal curve play.

- Against fast creature decks, Add role cards: Blasphemous Act when the opponent has multiple attackers that invalidate lifelink blockers, and add Containment Priest only if the opponent's visible plan puts creatures onto the battlefield through nonnormal methods. Reduce main-deck emphasis: expensive mana rocks and low-evasion bodies that cannot block profitably. Keep Ajani's Sunstriker, Bishop's Soldier, Knight of Meadowgrain, Mirran Crusader, Paladin en-Vec, Safehold Elite, and other relevant combat bodies when their visible text and stats stabilize the race.

- Against graveyard combo or recursion, Add role cards: Rest in Peace, Containment Priest, Force of Vigor if graveyard engines depend on artifacts/enchantments, and Wear // Tear if the engine has visible artifact/enchantment anchors. Reduce main-deck emphasis: slow combat-only creatures and Commander's Sphere when the answer must be found early. Do not weaken colored mana so much that Duskana, the Rage Mother or interaction becomes stranded.

- Against artifact or enchantment engines, Add role cards: Aura Shards, Force of Vigor, Wear // Tear, Collector Ouphe, and sometimes Krosan Grip already in the main deck becomes a premium keep. Reduce main-deck emphasis: artifact mana only when Collector Ouphe is expected to matter more to the opponent than to this deck. Keep creature count high enough for Aura Shards and Duskana, the Rage Mother to create pressure.

- Against blue control, Add role cards: Pyroblast, Red Elemental Blast, Deafening Silence when the opponent's visible game plan depends on blue spells or repeated noncreature spells. Reduce main-deck emphasis: clunky ground creatures with low immediate impact and slow mana rocks that walk into tempo loss. Protect Duskana, the Rage Mother with Lightning Greaves, Swiftfoot Boots, Boros Charm, and blasts only when the legal target or mode text supports the line.

- Against stax or prison permanents, Add role cards: Force of Vigor, Wear // Tear, Aura Shards, and sometimes Collector Ouphe if artifacts are the prison axis. Reduce main-deck emphasis: narrow creature bodies that cannot attack through the lock. Prioritize removing the permanent that prevents casting, attacking, equipping, drawing, or using mana before spending cards on minor damage.

- Against fair midrange mirrors, Add role cards sparingly; Blasphemous Act is only for boards where the opponent goes much wider, and Aura Shards is only for visible permanent targets. Reduce main-deck emphasis only from the least relevant body or slowest mana piece. The default fair-plan advantage still comes from Duskana, the Rage Mother, combat tricks, lifelink pressure, and activated lands rather than narrow sideboard cards.

- Against unknown opponents, Add role cards only after public information reveals a target class. Start from the maindeck creature-pressure plan, then adjust after seeing graveyard reliance, blue stack play, artifact/enchantment density, creature-swarm pressure, or noncast creature entry. A blind sideboard card that does not affect visible board state is usually worse than another attacker for Duskana, the Rage Mother.

## Matchup Guidance

- Aggro: Play defensive midrange until the opponent's visible attack step is contained, then turn the corner with Duskana, the Rage Mother and lifelink bodies. Prioritize early white creatures that block or race cleanly, especially Ajani's Sunstriker, Bishop's Soldier, Knight of Meadowgrain, Alpine Watchdog, Safehold Elite, Paladin en-Vec, Mirran Crusader, and Hound of Griselbrand when legal stats and keywords support that role. Use Path to Exile and Swords to Plowshares only on threats that invalidate blocking, create lethal pressure, or make lifelink racing impossible. Add role cards: Blasphemous Act when the opponent is wider than combat can manage, and Containment Priest only when creatures are entering through nonnormal methods. Reduce main-deck emphasis: slow mana rocks and low-impact attackers that cannot block the current board.

- Control: Develop resilient pressure before overcommitting into sweepers, and force control to answer multiple modest threats rather than one fully loaded creature. Duskana, the Rage Mother is a commitment gate: cast it when at least one useful attack or draw/damage conversion is visible or when waiting gives control too much time. Lightning Greaves, Swiftfoot Boots, Rhythm of the Wild, Fires of Yavimaya, Boros Charm, Pyroblast, and Red Elemental Blast are protection or tempo tools only when legal action text supports the mode or target. Add role cards: Pyroblast, Red Elemental Blast, Deafening Silence, and sometimes Wear // Tear or Force of Vigor if public permanents are the control engine. Reduce main-deck emphasis: clunky vanilla ground pressure and Commander's Sphere when tempo matters more than raw mana.

- Combo: Shorten the clock while holding interaction for the visible combo axis, because this deck rarely wins by waiting. Against spell-chain combo, value Deafening Silence highly if it slows the opponent more than the deck's own creature-plus-interaction sequencing. Against graveyard combo, value Rest in Peace and Containment Priest above marginal combat upgrades. Against artifact or enchantment combo, value Collector Ouphe, Force of Vigor, Wear // Tear, Aura Shards, Krosan Grip, Nature's Chant, Destructive Revelry, and Sundering Growth according to visible targets. Do not spend Path to Exile or Swords to Plowshares on a medium attacker if the opponent has a commander, engine creature, or payoff that will decide the game.

- Tempo: Preserve mana efficiency and avoid aura or equipment commitments that lose an entire turn to visible bounce, tap, or removal. Lead with cheap creatures such as Ashcoat Bear, Rip-Clan Crasher, Zhur-Taa Goblin, Sky Terror, Leonin Skyhunter, Skyknight Legionnaire, and Cerodon Yearling when they pressure quickly through the current board. Hold Rancor and Audacity until the target can attack immediately, has protection, or the exchange is acceptable. Path to Exile, Swords to Plowshares, Selesnya Charm, Naya Charm, and Cabaretti Charm should protect the combat window from a blocker or tempo threat rather than chase low-impact utility.

- Midrange: Become the deck with the cleaner attack step, not the deck with the biggest hand. Trade early bodies when trades preserve life, force damage through with evasion, and rebuild around Duskana, the Rage Mother, Garruk's Uprising, Anthem of Champions, Fires of Yavimaya, Rhythm of the Wild, Rancor, Audacity, Kessig Wolf Run, and Sunhome, Fortress of the Legion. Mirran Crusader, Paladin en-Vec, Hound of Griselbrand, Hearthfire Hobgoblin, Iroas's Champion, Sky Terror, and Skyknight Legionnaire are important because keywords or evasion can make pump and double-strike effects decisive. Add role cards sparingly; Blasphemous Act is for losing boards, Aura Shards is for visible targets, and Rest in Peace is for recursion-heavy builds.

- Big mana: Pressure quickly and treat mana engines as threats when they visibly enable a larger endgame. Use Farseek and Kodama's Reach to keep pace only when they do not sacrifice a needed early creature turn. Destructive Revelry, Krosan Grip, Nature's Chant, Sundering Growth, Force of Vigor, Wear // Tear, Collector Ouphe, and Aura Shards should hit the permanent that most directly accelerates or locks the game, not the first legal target. Kessig Wolf Run, Sunhome, Fortress of the Legion, Boros Charm, Makindi Stampede, Cabaretti Charm, and Naya Charm can close before the opponent's bigger spells matter; check lethal and crack-back survival before choosing a pump line.

- Graveyard: Attack while denying recursion, because a pure hate-card plan can still lose to normal combat. Add role cards: Rest in Peace for graveyard engines, Containment Priest for noncast creature entry, Force of Vigor or Wear // Tear if the graveyard plan depends on artifacts or enchantments, and Pyroblast or Red Elemental Blast only when blue stack interaction is visible. Reduce main-deck emphasis: slow combat-only creatures that do not race the engine. Do not cast Rest in Peace if it removes a tactical line that is currently more important unless the graveyard engine is already the visible deciding factor.

- Artifact/enchantment: Convert every creature into pressure and every removal spell into a way to keep attacks meaningful. Aura Shards is strongest when the deck can continue making creatures after it resolves; do not treat it as a one-shot answer if no follow-up creatures are available. Collector Ouphe is strongest when opposing artifacts matter more than Sol Ring, Arcane Signet, Commander's Sphere, Talisman of Unity, Talisman of Impulse, Talisman of Conviction, Lightning Greaves, or Swiftfoot Boots. Force of Vigor, Wear // Tear, Krosan Grip, Nature's Chant, Destructive Revelry, Sundering Growth, and Klauth's Will should answer lock pieces, combo pieces, or blockers that stop lethal before they answer minor value permanents. Card text check required for exact Klauth's Will modes.

- Go-wide: Stabilize first, then use evasion, trample, or a reset to break the board stall. Keep lifelink and durable blockers when they trade for time, but avoid attacking with a needed blocker under a short clock unless the engine shows lethal or a forced race. Blasphemous Act is the emergency equalizer; Boros Charm may matter if a legal indestructible mode is exposed, but do not assume protection without engine confirmation. Gruul Charm, Cabaretti Charm, Makindi Stampede, Legion Leadership, Anthem of Champions, Garruk's Uprising, Rancor, Audacity, Kessig Wolf Run, and Sunhome, Fortress of the Legion are closing tools when a wide board can attack safely. Card text check required for exact modal and backside spell behavior if prompts are unclear.

- Single-threat: Save clean answers for the one creature or permanent that actually decides combat, commander damage, or combo. Path to Exile and Swords to Plowshares are the premium answers, while Selesnya Charm, Naya Charm, Cabaretti Charm, Stump Stomp, Kabira Takedown, and Klauth's Will are conditional on legal modes, target size, damage math, and board state. Do not race a single lifelink, evasive, protected, or huge trampling threat if one removal spell can reset the matchup. If removal is absent, shift to one enhanced attacker with Rancor, Audacity, Kessig Wolf Run, Sunhome, Fortress of the Legion, Boros Charm, Selesnya Charm, or Makindi Stampede and calculate crack-back survival.

- Burn: Preserve life total and force the opponent to answer lifelink creatures before spending cards on marginal damage. Ajani's Sunstriker, Bishop's Soldier, Knight of Meadowgrain, and any visible lifelink or durable blocker should be protected over low-impact attackers. Do not shock yourself with Karplusan Forest, Brushland, Battlefield Forge, or Grand Coliseum unless the spell materially changes the race. Boros Charm should be held for a legal protection or lethal mode when that matters more than routine damage. Red Elemental Blast and Pyroblast are only for blue burn-spell variants or blue protection; otherwise they should not dilute pressure.

- Removal-heavy decks: Sequence threats so each removal spell answers only one modest investment. Cast Lightning Greaves or Swiftfoot Boots before the key creature only when equip timing and target legality preserve tempo; otherwise play another creature and make removal awkward. Avoid stacking Audacity, Rancor, Kessig Wolf Run mana, Sunhome, Fortress of the Legion activation, or combat tricks onto a creature exposed to obvious legal removal unless the attack is lethal, survival-critical, or protected by Boros Charm. Duskana, the Rage Mother is best after the first exchange when there are enough creatures to make its attack-turn value matter.

## Specific Matchup Notes

- General/archetype-only note: Exact opponents are absent, so treat every label here as a starting policy and let revealed cards, legal actions, visible mana, graveyards, stack objects, and commander identity override assumptions. Do not spend a sideboard card or premium answer because an archetype label suggests danger; spend it when the engine shows the relevant permanent, spell, graveyard pattern, or combat clock.

- Fast creature boards: Prioritize survival before commander payoff. Keep Ajani's Sunstriker, Bishop's Soldier, Knight of Meadowgrain, Alpine Watchdog, Safehold Elite, and other early bodies when they block or race, and avoid sending a needed blocker into combat unless the visible attack is lethal or the crack-back is survivable. Add role cards: Blasphemous Act when behind on board, Aura Shards only if opposing artifacts or enchantments are visible, and Containment Priest only against revealed noncast creature-entry plans. Reduce main-deck emphasis: slow pump setup that does not affect the current combat.

- Removal-heavy midrange: Sequence multiple creatures before stacking Rancor, Audacity, Kessig Wolf Run, Sunhome, Fortress of the Legion, or combat tricks on one exposed attacker. Lightning Greaves and Swiftfoot Boots matter most when they protect Duskana, the Rage Mother or a keyword threat without blocking legal targeting needed later. Add role cards: Pyroblast and Red Elemental Blast only against visible blue interaction, Rest in Peace only when graveyards matter, and Wear // Tear or Force of Vigor only when visible artifacts or enchantments are worth a card.

- Graveyard engines: Apply pressure while checking whether Rest in Peace or Containment Priest actually stops the revealed plan. Priority targets are visible recursion engines, graveyard-dependent permanents, and spells that convert graveyards into board advantage. Add role cards: Rest in Peace, Containment Priest, Force of Vigor, Wear // Tear, and Aura Shards when their targets or prevention role are visible. Reduce main-deck emphasis: low-pressure creatures that do not shorten the clock or protect against the engine.

- Artifact/enchantment engines: Treat Collector Ouphe as symmetrical and verify whether it hurts opposing artifacts more than Sol Ring, Arcane Signet, Commander's Sphere, Talisman of Unity, Talisman of Impulse, Talisman of Conviction, Lightning Greaves, and Swiftfoot Boots. Priority targets are lock pieces, mana engines that accelerate a decisive spell, and permanents that invalidate combat. Add role cards: Collector Ouphe, Aura Shards, Force of Vigor, Wear // Tear, Rest in Peace if the engine also uses graveyards, and Blasphemous Act only if the engine builds a creature board.

- Blue spell-heavy decks: Keep mana efficient and force the opponent to answer threats one at a time before committing Duskana, the Rage Mother into open interaction. Add role cards: Pyroblast, Red Elemental Blast, Deafening Silence when multiple spells per turn are visibly important, and Wear // Tear or Force of Vigor for revealed support permanents. Reduce main-deck emphasis: slow noncreature setup that does not pressure life total or protect a key attack.

- Big mana and slower commanders: Become the beatdown unless visible board state says survival is at risk. Priority targets are mana permanents, prison pieces, sweepers on the stack when interactable, and blockers that stop a lethal Duskana, the Rage Mother attack. Add role cards: Collector Ouphe, Aura Shards, Force of Vigor, Wear // Tear, Pyroblast or Red Elemental Blast against blue payoff protection, and Deafening Silence only when spell chaining is revealed.

## Risk Summary

- Mana risk: The deck can stall when early hands lack green for Farseek or Kodama's Reach, white for cheap creatures and Path to Exile or Swords to Plowshares, or red for pressure and modal charms. Pain lands and Grand Coliseum should not spend life on low-impact sequencing under pressure.

- Matchup risk: The deck loses equity when it plays as generic midrange against faster boards or as pure aggro into removal-heavy opponents. Role assignment should update from visible board state, not from the archetype label alone.

- Draw risk: Hands with Sol Ring, Arcane Signet, Commander's Sphere, Talisman of Unity, Talisman of Impulse, or Talisman of Conviction but too few creatures can accelerate nothing meaningful. Hands with many small creatures but no payoff can run out of closing power.

- Over-sideboarding risk: Adding too many Rest in Peace, Deafening Silence, Collector Ouphe, Force of Vigor, Wear // Tear, Pyroblast, Red Elemental Blast, Aura Shards, Blasphemous Act, or Containment Priest effects can dilute the Duskana, the Rage Mother creature-pressure core.

- Graveyard risk: Rest in Peace and Containment Priest are poor when the opponent is winning through normal battlefield development. Use them only when the revealed plan makes graveyards or noncast creature entry relevant.

- Sweeper/removal risk: Stacking Audacity, Rancor, Boros Charm, Selesnya Charm, Naya Charm, Cabaretti Charm, Sunhome, Fortress of the Legion, or Kessig Wolf Run into visible interaction can turn one answer into a lost turn.

- Closer risk: The deck may fail to end games if Duskana, the Rage Mother is removed repeatedly or if evasion and pump are spent before a safe attack window. Preserve Mirran Crusader, Paladin en-Vec, Hound of Griselbrand, Hearthfire Hobgoblin, Iroas's Champion, Sky Terror, and Skyknight Legionnaire when their keywords or evasion are the clearest path to damage.

- Interaction risk: Path to Exile, Swords to Plowshares, Krosan Grip, Destructive Revelry, Sundering Growth, Nature's Chant, Klauth's Will, Stump Stomp, Kabira Takedown, and modal charms are limited. Spend them on threats that decide combat, block lethal, enable combo, or invalidate the deck's attack plan.

- Sequencing risk: Casting Duskana, the Rage Mother before enough creatures can benefit, deploying Lightning Greaves or Swiftfoot Boots without a meaningful follow-up, or ramping when the board needs a blocker can make the deck fall behind despite using legal actions.

## Test Feedback Checklist

- Deciding factor: Identify the turn where the game stopped being even, then name the exact visible cause. Use concrete labels such as Duskana, the Rage Mother connecting, Duskana, the Rage Mother being removed, missed land development, a sweeper, a lock permanent, a failed alpha strike, or a protected opposing engine.

- Mulligans: Record whether the opener had green mana for Farseek or Kodama's Reach, white mana for early creatures or Path to Exile and Swords to Plowshares, red mana for pressure and modal charms, and enough two-power or combat-relevant creatures to make Duskana, the Rage Mother matter.

- Mana: Note whether Sol Ring, Arcane Signet, Commander's Sphere, Talisman of Unity, Talisman of Impulse, or Talisman of Conviction accelerated a real threat, protected commander turn, or merely consumed a turn that should have developed a creature.

- Color pressure: Track any game where Canopy Vista, Cinder Glade, Jungle Shrine, Command Tower, Karplusan Forest, Brushland, Battlefield Forge, Grand Coliseum, tap lands, or basics failed to support spells like Boros Charm, Naya Charm, Cabaretti Charm, Rhythm of the Wild, Path to Exile, or Farseek on time.

- Velocity: Check whether Duskana, the Rage Mother, Garruk's Uprising, Audacity, Rancor, and Anthem of Champions generated enough cards, damage, or pressure to recover after the first removal exchange.

- Engine timing: Review whether Lightning Greaves, Swiftfoot Boots, Fires of Yavimaya, and Rhythm of the Wild were deployed before a key creature or commander turn, or whether they delayed board pressure without protecting a meaningful follow-up.

- Removal use: Verify that Path to Exile and Swords to Plowshares answered threats that would win, lock combat, or invalidate attacks. Verify that Destructive Revelry, Krosan Grip, Nature's Chant, Sundering Growth, Klauth's Will, and Force of Vigor hit visible artifacts or enchantments worth the card.

- Combat execution: Mark attacks where Kessig Wolf Run, Sunhome, Fortress of the Legion, Makindi Stampede, Boros Charm, Selesnya Charm, Gruul Charm, or Cabaretti Charm could have changed lethal math, trades, evasion, or crack-back survival.

- Closing: Record whether the game ended through wide pressure, one enhanced attacker, commander damage, double strike, trample, evasion, or confirmed opponent board collapse. If the game stalled, identify which visible blocker, sweeper, removal spell, or missing payoff caused the stall.

- Role accuracy: Ask whether the pilot correctly played beatdown against slower decks and defensive midrange against faster creature boards. Highlight games where Ajani's Sunstriker, Bishop's Soldier, Knight of Meadowgrain, Safehold Elite, Alpine Watchdog, or other blockers should have preserved life total.

- Sideboard impact: Record whether Rest in Peace, Deafening Silence, Collector Ouphe, Force of Vigor, Wear // Tear, Pyroblast, Red Elemental Blast, Aura Shards, Blasphemous Act, or Containment Priest answered a revealed plan or diluted creature pressure.

- Mistakes: Flag any pass with open mana and legal interaction, any attack that lost a needed blocker under a short clock, any aura or equipment commitment into visible removal risk, and any Duskana, the Rage Mother cast into a board that could not use the payoff.

- Stranded cards: List cards stuck in hand for color, mana value, target absence, timing, or unclear modal text. Pay special attention to Boros Charm, Naya Charm, Cabaretti Charm, Gruul Charm, Selesnya Charm, Klauth's Will, Legion Leadership, Makindi Stampede, and Stump Stomp.

- Overperformers and underperformers: Identify exact creatures that carried damage, traded well, or failed to matter, especially Mirran Crusader, Paladin en-Vec, Hound of Griselbrand, Hearthfire Hobgoblin, Iroas's Champion, Skyknight Legionnaire, Sky Terror, Rip-Clan Crasher, Safehold Elite, and Zhur-Taa Goblin.

## First Tuning Questions

- Card quantities: Does the deck need more early creatures, more protection, more draw/pump, or more unconditional interaction after reviewing which opening hands failed to pressure before Duskana, the Rage Mother?

- Mana: Are the current counts of Plains, Forest, Mountain, Naya Panorama, Sheltering Landscape, tap lands, pain lands, and signets producing turn-sequencing failures, especially for Farseek, Kodama's Reach, Path to Exile, Boros Charm, and Rhythm of the Wild?

- Creature mix: Are low-impact bodies such as Alabaster Host Sanctifier, Alaborn Grenadier, Huatli's Snubhorn, Keen-Eyed Archers, Humble Budoka, or Vernadi Shieldmate carrying enough tactical value, or are games asking for more evasive, resilient, or keyword-relevant attackers?

- Aggro plan: When the deck loses to faster boards, is the failure caused by too few early blockers, too much noncreature setup, poor lifelink use, or attacks that gave up needed defense?

- Control plan: When the deck loses to removal-heavy or blue decks, is the failure caused by overcommitting into sweepers, exposing Duskana, the Rage Mother without Lightning Greaves or Swiftfoot Boots, or spending Pyroblast and Red Elemental Blast too narrowly?

- Closers: When the deck stabilizes but fails to end the game, should more emphasis go toward Kessig Wolf Run, Sunhome, Fortress of the Legion, Rancor, Audacity, Boros Charm, Makindi Stampede, evasion creatures, or commander recasts?

- Sideboard slots: Are Rest in Peace, Deafening Silence, Collector Ouphe, Force of Vigor, Wear // Tear, Pyroblast, Red Elemental Blast, Aura Shards, Blasphemous Act, and Containment Priest each winning games where their target plan is visible, or are any becoming stranded role cards?

- Role conflicts: Are Sol Ring, Arcane Signet, Commander's Sphere, Talisman of Unity, Talisman of Impulse, and Talisman of Conviction helping the creature-pressure plan, or is the deck drawing too many mana pieces when it needs attackers and interaction?

- Policy accuracy: Did the Tactical Policy correctly route commander commitment, removal timing, combat pump, and sideboard hate to reasoning-heavy decisions, or did any no-API execution choice produce a visible strategic error?

## Veles Tactical Policy

### Policy: Commander Registration
- Priority: High
- Decision families: pregame
- Cards: Duskana, the Rage Mother
- Phase windows: pregame only
- Runtime cues: action:choose commander Duskana, the Rage Mother
- Use when: the legal action text names Duskana, the Rage Mother as the commander selection.
- Avoid when: the action list does not contain Duskana, the Rage Mother.
- Instructions: Select Duskana, the Rage Mother as the commander and do not choose any maindeck creature as a substitute commander.
- Pilot skill floor: no-api deterministic
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Opening Hand Gate
- Priority: High
- Decision families: mulligan
- Cards: Duskana, the Rage Mother; Farseek; Kodama's Reach; Path to Exile; Swords to Plowshares
- Phase windows: opening hand and mulligan decisions
- Runtime cues: prompt:mulligan; action:keep; action:mulligan
- Use when: deciding whether the opener can develop mana and creatures before the commander turn.
- Avoid when: a mandatory mulligan action is the only legal action.
- Instructions: Keep hands with at least two mana sources, access to green or white, and either early creature deployment or Farseek/Kodama's Reach. Mulligan hands that cannot cast spells before turn three, lack colored mana for visible spells, or rely only on Duskana, the Rage Mother without a board.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: First Creature Setup
- Priority: Medium
- Decision families: mana; priority
- Cards: Ajani's Sunstriker; Bishop's Soldier; Knight of Meadowgrain; Rip-Clan Crasher; Safehold Elite; Zhur-Taa Goblin; Sky Terror; Leonin Skyhunter
- Phase windows: main phase before combat, turns one through three
- Runtime cues: action:cast; visible hand contains early creature
- Use when: the deck has legal creature casts and does not yet have enough board presence for a commander payoff.
- Avoid when: holding mana for Path to Exile or Swords to Plowshares prevents an immediate opposing win or lock.
- Instructions: Prefer deploying castable two-power, evasive, lifelink, resilient, or haste-capable creatures before nonessential equipment or anthem setup. Do not spend the whole early turn on a mana rock if a creature plus land development creates a better Duskana, the Rage Mother turn.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Ramp Versus Board
- Priority: Medium
- Decision families: mana; priority
- Cards: Farseek; Kodama's Reach; Sol Ring; Arcane Signet; Commander's Sphere; Talisman of Unity; Talisman of Impulse; Talisman of Conviction
- Phase windows: main phase before combat
- Runtime cues: action:cast Farseek; action:cast Kodama's Reach; action:cast Sol Ring; action:cast Arcane Signet
- Use when: the hand can either increase mana or add pressure.
- Avoid when: the opponent already presents a short clock and the ramp spell does not enable removal or a stronger same-turn play.
- Instructions: Use ramp to fix missing colors for Duskana, the Rage Mother, Boros Charm, Naya Charm, Cabaretti Charm, or interaction. Prefer creature pressure when mana is already sufficient and the ramp piece merely consumes tempo.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Color Development
- Priority: Medium
- Decision families: mana; selection
- Cards: Canopy Vista; Cinder Glade; Scattered Groves; Sheltered Thicket; Game Trail; Fortified Village; Furycalm Snarl; Rootbound Crag; Sunpetal Grove; Clifftop Retreat; Command Tower; Jungle Shrine; Naya Panorama; Sheltering Landscape
- Phase windows: land play, search, and mana payment prompts
- Runtime cues: action:play; action:choose color; action:search
- Use when: selecting lands, search targets, or colors for near-term spells.
- Avoid when: the engine exposes only one legal payment or one legal land play.
- Instructions: Prioritize green for Farseek and Kodama's Reach, white for early creatures and exile removal, then red for pressure and charms. Sequence tapped lands when the turn has no important instant-speed interaction or creature cast.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Commander Commitment Gate
- Priority: High
- Decision families: priority; mana
- Cards: Duskana, the Rage Mother; Lightning Greaves; Swiftfoot Boots; Fires of Yavimaya; Rhythm of the Wild
- Phase windows: main phase before combat
- Runtime cues: action:cast Duskana, the Rage Mother
- Use when: Duskana, the Rage Mother is legal to cast.
- Avoid when: the battlefield cannot attack meaningfully, visible mana suggests immediate removal risk, or casting commander prevents required interaction.
- Instructions: Cast Duskana, the Rage Mother when the board can use the commander payoff soon, protection or haste support is available, or waiting gives the opponent more time than protection gains. Delay when the commander would enter into an empty board or consume mana needed to survive.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Protection And Haste Setup
- Priority: Medium
- Decision families: priority; mana
- Cards: Lightning Greaves; Swiftfoot Boots; Fires of Yavimaya; Rhythm of the Wild
- Phase windows: main phase before key creature turns, equip prompts
- Runtime cues: action:cast Lightning Greaves; action:equip; action:cast Swiftfoot Boots; action:cast Fires of Yavimaya; action:cast Rhythm of the Wild
- Use when: protection or haste changes whether a key creature can attack or survive.
- Avoid when: setup delays the first meaningful creature or leaves no mana for visible interaction.
- Instructions: Deploy protection before Duskana, the Rage Mother or high-impact attackers when the board already has pressure. Respect shroud and hexproof legality; do not plan Aura, pump, or target lines through Lightning Greaves unless the engine exposes them as legal.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Combat Pressure Gate
- Priority: High
- Decision families: combat; priority
- Cards: Duskana, the Rage Mother; Kessig Wolf Run; Sunhome, Fortress of the Legion; Boros Charm; Selesnya Charm; Gruul Charm; Cabaretti Charm; Makindi Stampede; Rancor; Audacity
- Phase windows: beginning of combat, declare attackers, blockers, combat damage, postcombat main
- Runtime cues: action:attack; action:activate Kessig Wolf Run; action:activate Sunhome, Fortress of the Legion; action:cast Boros Charm
- Use when: choosing attacks, pump, double strike, trample, evasion, or lethal setup.
- Avoid when: attacking gives up the only blocker under a short visible clock or exposes Duskana, the Rage Mother to a bad trade without payoff.
- Instructions: Attack when pressure advances lethal, commander damage, card-flow, or forces unfavorable blocks. Keep lifelink or resilient bodies back when racing faster creature boards unless a pump/evasion line changes the damage race.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Single Attacker
- Priority: Low
- Decision families: combat
- Cards: none
- Phase windows: declare attackers
- Runtime cues: action:attack with exactly one listed creature
- Use when: the legal action list contains exactly one attack action and no alternative attack configuration.
- Avoid when: the action list contains multiple attack actions, pump actions, or pass/attack choices with different attackers.
- Instructions: Submit the only attack action when it is the sole legal attack configuration exposed by the engine.
- Pilot skill floor: no-api deterministic
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Premium Creature Removal
- Priority: High
- Decision families: interaction; priority
- Cards: Path to Exile; Swords to Plowshares; Stump Stomp; Kabira Takedown; Selesnya Charm; Naya Charm; Cabaretti Charm
- Phase windows: opponent combat, end step, own main phase before attacks, stack response windows
- Runtime cues: action:cast Path to Exile; action:cast Swords to Plowshares; action:cast Stump Stomp; action:cast Kabira Takedown
- Use when: a visible creature threatens lethal, invalidates combat, protects an opposing engine, or blocks the deck's best attack.
- Avoid when: the target is low impact and the deck can race or trade without spending removal.
- Instructions: Spend exile removal on must-answer creatures, not convenience blockers. Use damage or fight-like options only when the visible board and legal targets show the creature will actually die or the attack line becomes materially better.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Artifact And Enchantment Answers
- Priority: Medium
- Decision families: interaction; priority; sideboard
- Cards: Krosan Grip; Destructive Revelry; Sundering Growth; Nature's Chant; Klauth's Will; Force of Vigor; Wear // Tear; Aura Shards; Collector Ouphe; Rest in Peace; Deafening Silence
- Phase windows: main phase, opponent end step, stack response windows where legal
- Runtime cues: action:cast Krosan Grip; action:cast Destructive Revelry; action:cast Nature's Chant; action:cast Force of Vigor; action:cast Wear // Tear
- Use when: a visible artifact, enchantment, graveyard piece, spell-chain engine, or lock permanent changes the game if unanswered.
- Avoid when: the target is not stopping pressure, mana, combat, or a known opposing plan.
- Instructions: Prioritize permanents that prevent attacking, generate repeated advantage, shut off your creatures, or enable a revealed combo. Do not fire broad hate into a board where it also disables your Sol Ring, Arcane Signet, Talismans, or equipment unless the opposing permanent matters more.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Modal Charm Selection
- Priority: Medium
- Decision families: selection; interaction; combat
- Cards: Boros Charm; Gruul Charm; Selesnya Charm; Naya Charm; Cabaretti Charm
- Phase windows: combat, main phase, stack response windows
- Runtime cues: action:choose mode; action:cast Boros Charm; action:cast Gruul Charm; action:cast Selesnya Charm; action:cast Naya Charm; action:cast Cabaretti Charm
- Use when: the engine asks for a charm mode or exposes multiple modal actions.
- Avoid when: card text is unavailable and the mode label does not clearly state the effect.
- Instructions: Choose modes from visible text only. Favor lethal, survival, removal of a decisive target, or protecting a board from a visible sweeper over small damage or low-impact utility. Card text check required for any unclear mode.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Aura And Pump Commitment
- Priority: Medium
- Decision families: combat; priority; interaction
- Cards: Rancor; Audacity; Anthem of Champions; Garruk's Uprising; Kessig Wolf Run; Sunhome, Fortress of the Legion; Legion Leadership; Makindi Stampede
- Phase windows: main phase before combat, combat trick windows, lethal math windows
- Runtime cues: action:cast Rancor; action:cast Audacity; action:activate Kessig Wolf Run; action:cast Makindi Stampede
- Use when: committing enhancement changes damage, evasion, cards, or survival.
- Avoid when: the enhanced creature is likely to be removed before combat and no protection or immediate payoff exists.
- Instructions: Put repeatable or immediate-damage enhancements on evasive, resilient, protected, or already-attacking creatures. Treat land-spell modal cards as spells only when the mana base can still function afterward.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Pass With Interaction Check
- Priority: Medium
- Decision families: priority; interaction
- Cards: Path to Exile; Swords to Plowshares; Boros Charm; Selesnya Charm; Naya Charm; Cabaretti Charm; Krosan Grip; Destructive Revelry; Nature's Chant
- Phase windows: every priority window
- Runtime cues: action:pass; legal actions include instant-speed interaction
- Use when: passing priority while holding legal interaction.
- Avoid when: the stack, combat, or visible board contains a threat that must be answered before resolution or damage.
- Instructions: Pass only after checking whether any legal instant changes lethal, prevents a blowout, removes a lock, or improves combat. Prefer waiting for higher-information windows when the threat is not immediately decisive.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Mandatory Payment
- Priority: Low
- Decision families: mana
- Cards: Sol Ring; Arcane Signet; Commander's Sphere; Talisman of Unity; Talisman of Impulse; Talisman of Conviction
- Phase windows: mana payment prompts
- Runtime cues: action:pay with the only listed source set
- Use when: the legal action list contains exactly one payment action and that action pays the full displayed cost.
- Avoid when: multiple payment actions exist or colored mana choices affect future spells.
- Instructions: Submit the sole payment action exposed by the engine.
- Pilot skill floor: no-api deterministic
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Sideboard Role Plan
- Priority: High
- Decision families: sideboard
- Cards: Rest in Peace; Deafening Silence; Collector Ouphe; Force of Vigor; Wear // Tear; Pyroblast; Red Elemental Blast; Aura Shards; Blasphemous Act; Containment Priest
- Phase windows: between games only
- Runtime cues: prompt:sideboard; action:submit sideboard
- Use when: choosing registered sideboard changes after seeing an opponent plan.
- Avoid when: no revealed opponent plan matches the sideboard card's role or the swap would remove too much early creature pressure.
- Instructions: Add graveyard hate against graveyard engines, blue blasts against blue stack or permanent plans, artifact/enchantment hate against visible engines or locks, Blasphemous Act against faster creature boards, and Containment Priest against cheat-in or blink plans only when visible evidence supports it. Preserve the creature-pressure core unless survival requires a defensive package.
- Pilot skill floor: light model
- No-API allowed: no
- Light-model allowed: yes
