# Strategy Specifications
## Deck Name And Archetype
Emet-Selch, Unsundered is a Duel Commander Dimir combo-control strategy with command-zone access to Emet-Selch, Unsundered, a dense instant-speed interaction suite, broad creature control, hand disruption, card selection, and a small number of high-impact closers. The active strategy name is **Emet-Selch, Unsundered**, and the supplied archetype tags are **combo** and **control**; treat duplicated tag input as emphasis, not as a separate archetype.

- Format validation: The active format is Duel Commander, and the supplied validation contract says the deck passes as a 100-card command-zone format deck with a Veles policy sideboard.
- Main-deck count: The registered main deck contains exactly 100 cards: 1 Emet-Selch, Unsundered, 16 Island, 16 Swamp, and 67 other singleton main-deck cards.
- Sideboard count: The registered sideboard contains exactly 10 cards: Hydroblast, Blue Elemental Blast, Thoughtseize, Nihil Spellbomb, Grafdigger's Cage, Pithing Needle, Dauthi Voidwalker, Feed the Swarm, Negate, and Toxic Deluge.
- Singleton status: The main deck satisfies the stated singleton rule outside basic lands; Island and Swamp are the only repeated names.
- Stock status: Treat this as a rogue/hybrid Dimir control-combo deck, not a stock list. Familiar control cards such as Counterspell, Mana Leak, Spell Pierce, Fatal Push, Go for the Throat, Doom Blade, Drown in the Loch, Duress, Brainstorm, Frantic Search, Languish, and Evacuation support a custom commander-centered shell.
- Role identity: Default to control until visible state proves a safe transition into Emet-Selch, Unsundered pressure, a large closer, or a deterministic engine line. The pilot should trade resources early, protect life total and mana development, then convert stabilization into a win through legal board pressure.
- Primary pressure sources: Emet-Selch, Unsundered, Grave Titan, Hullbreaker Horror, Murktide Regent, Sailors' Bane, Creeping Tar Pit, Thing in the Ice, Malcolm, Alluring Scoundrel, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Overlord of the Floodpits, Summon: Primal Odin, and Zero Point Ballad are the named cards most likely to matter when the deck stops merely answering threats.
- Mana concern: The deck is blue-black, but many decisions hinge on exact source timing. Island, Swamp, Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Ash Barrens, Creeping Tar Pit, Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, and Sandman's Quicksand can create tapped-land, modal-land, spell-face, or color-sequencing tension at runtime.
- Permission concern: Holding up Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Stern Scolding, Dazzling Denial, Clash of Wills, Wash Away, Bring the Ending, Drown in the Loch, Remove Soul, Remand, or Jwari Disruption often conflicts with sorcery-speed deployment. Prefer preserving interaction when the opponent can commit a decisive permanent or attack step unless the visible clock requires tapping out.
- Removal concern: Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Shoot the Sheriff, Tyrant's Scorn, Stab, Last Gasp, Gollum's Bite, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Tithing Blade, Seal of Removal, Aetherize, Engulf the Shore, Evacuation, Languish, Crippling Fear, Barter in Blood, Villainous Wrath, and Requiting Hex are not interchangeable. Choose removal by target legality, timing window, opposing board shape, and whether a sweeper or edict is needed more than a point answer.
- Card-text caution: Card text check required for Emet-Selch, Unsundered, Zero Point Ballad, Villainous Wrath, Dreams of Laguna, Requiting Hex, Spectral Interference, Dazzling Denial, Stab, Gollum's Bite, Shoot the Sheriff, Sandman's Quicksand, Summon: Primal Odin, Overlord of the Floodpits, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Boggart Trawler, Hydroelectric Specimen, and any card whose current Oracle text, modal face, or runtime action text is not exposed clearly by Veles.
- Legality rule: Legal actions from Veles and the rules engine override this guide. Do not invent spell availability, target legality, commander-zone options, hidden-card contents, replacement effects, or deterministic outcomes when they are not present in the current legal action list.
- Opponent information status: No specific opposing commander, colors, decklist, or matchup label is supplied in this batch. Treat matchup guidance later in the full specification as archetype-conditional unless runtime state or public information identifies the opponent's actual plan.

## Thesis
Emet-Selch, Unsundered assembles a Dimir control shell that trades one-for-one early, uses selection to hit land drops and specific answers, then turns the corner with command-zone pressure, graveyard-sized threats, bounce-backed closers, or a stabilized creature board. The deck wins by making the opponent's first decisive wave fail, preserving enough life and mana to keep interaction live, and then converting a protected Emet-Selch, Unsundered, Grave Titan, Hullbreaker Horror, Murktide Regent, Sailors' Bane, Creeping Tar Pit, Thing in the Ice, Malcolm, Alluring Scoundrel, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Overlord of the Floodpits, Summon: Primal Odin, or Zero Point Ballad into inevitability.

Prioritize mana development, early interaction, and exact answer matching over speculative engine deployment. Keep hands that can cast spells in the first three turns, answer a fast commander or creature, and preserve access to both Island and Swamp mana; be skeptical of hands that require Brainstorm, Curate, Tainted Indulgence, or Frantic Search to repair both color and tempo at once.

Do not pilot this deck as a tap-out midrange pile. A visible legal closer is not automatically a good commitment if the opponent has an unresolved threat, open mana, known disruption, or a board that punishes spending the turn without Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Stern Scolding, Dazzling Denial, Clash of Wills, Wash Away, Bring the Ending, Drown in the Loch, Remove Soul, Remand, or Jwari Disruption available.

Treat combo and engine lines as permission-gated commitments, not as assumptions. Card text check required for Emet-Selch, Unsundered, Zero Point Ballad, Villainous Wrath, Dreams of Laguna, Requiting Hex, Spectral Interference, Dazzling Denial, Stab, Gollum's Bite, Shoot the Sheriff, Sandman's Quicksand, Summon: Primal Odin, Overlord of the Floodpits, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Boggart Trawler, and Hydroelectric Specimen unless Veles exposes exact legal action text.

## Role Package
- Threats: Use Emet-Selch, Unsundered, Grave Titan, Hullbreaker Horror, Murktide Regent, Sailors' Bane, Creeping Tar Pit, Thing in the Ice, Malcolm, Alluring Scoundrel, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Overlord of the Floodpits, Summon: Primal Odin, and Zero Point Ballad as closing tools only after the current board, stack, and mana make a commitment defensible.
- Payoffs: Let Grave Titan, Hullbreaker Horror, Murktide Regent, Sailors' Bane, and Creeping Tar Pit finish games after stabilization; use Emet-Selch, Unsundered as the repeatable commander-pressure plan when commander tax, removal risk, and available protection still leave a profitable turn cycle.
- Engines: Treat Thing in the Ice, Malcolm, Alluring Scoundrel, Fallaji Archaeologist, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Overlord of the Floodpits, Dreams of Laguna, and Emet-Selch, Unsundered as conditional advantage pieces whose exact value depends on visible card text, legal triggers, and whether the pilot can survive the turn spent deploying them.
- Velocity: Use Brainstorm, Curate, Tainted Indulgence, Frantic Search, Fallaji Archaeologist, and Dreams of Laguna to hit land drops, find the right removal class, or locate a closer; do not spend velocity into known pressure when a legal removal spell or counter must be held for the next attack or stack window.
- Interaction: Match Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Shoot the Sheriff, Tyrant's Scorn, Stab, Last Gasp, Gollum's Bite, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Tithing Blade, Seal of Removal, Aetherize, Engulf the Shore, Evacuation, Languish, Crippling Fear, Barter in Blood, Villainous Wrath, and Requiting Hex to target legality, board shape, indestructible or sacrifice pressure, and whether a sweeper is worth preserving.
- Protection: Use Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Stern Scolding, Dazzling Denial, Clash of Wills, Wash Away, Bring the Ending, Drown in the Loch, Remove Soul, Remand, Jwari Disruption, Duress, Mind Rot, Aetherize, Engulf the Shore, Evacuation, and Seal of Removal to protect life total, stop commitment spells, and force safe windows for Emet-Selch, Unsundered or a closer.
- Recursion and graveyard leverage: Do not assume recursion unless Veles offers a legal action. Use graveyard count and contents as tactical context for Drown in the Loch, Murktide Regent, Sailors' Bane, and any exposed Emet-Selch, Unsundered or newer-card action, but avoid claiming exact graveyard payoffs without runtime confirmation.
- Mana: Sequence Island, Swamp, Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Ash Barrens, Creeping Tar Pit, Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, and Sandman's Quicksand around tapped timing, color requirements, modal spell faces, and the need to hold up interaction before committing sorcery-speed plays.
- Sideboard modules: Hydroblast and Blue Elemental Blast answer red pressure or red stack threats when legal; Thoughtseize adds proactive disruption; Nihil Spellbomb, Grafdigger's Cage, and Dauthi Voidwalker attack graveyard plans; Pithing Needle targets activated abilities only when the named card is visible or known; Feed the Swarm answers otherwise difficult permanents when legal; Negate reinforces noncreature stack fights; Toxic Deluge expands sweeper density when life payment is acceptable.

## Primary Win Conditions
- Protected Emet-Selch, Unsundered is the default named win path when commander-zone access, mana, and interaction line up. Setup requires both colors, enough lands to recast through commander tax if the game goes long, and at least one live answer such as Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Stern Scolding, Dazzling Denial, Clash of Wills, Wash Away, Bring the Ending, Drown in the Loch, Remove Soul, Remand, Jwari Disruption, Fatal Push, Go for the Throat, or Seal of Removal. Execute by casting Emet-Selch, Unsundered only when the legal action list and visible stack leave a defensible turn cycle; Card text check required before assuming any trigger, protection, combo, or inevitability pattern. Prioritize this line when the opponent is low on visible pressure, has spent key threats into removal, or when waiting exposes the pilot to commander tax, discard, or a closing clock.
- Grave Titan and Hullbreaker Horror are the cleanest tap-out closers after stabilization. Setup by trading early with Fatal Push, Eliminate, Doom Blade, Heartless Act, Go for the Throat, Tyrant's Scorn, Last Gasp, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Tithing Blade, Languish, Crippling Fear, Barter in Blood, Aetherize, Engulf the Shore, Evacuation, or Villainous Wrath until the opponent has fewer immediate punishers. Execute only when the current turn does not require holding up a decisive counter or sweeper; protect the closer with hard interaction rather than spending counters on low-impact bait. Prioritize Grave Titan when a board presence can stabilize combat, and prioritize Hullbreaker Horror when the game is about stack control or repeated spell windows.
- Murktide Regent and Sailors' Bane convert stocked graveyards and traded resources into fast closing pressure. Setup through normal spell exchange, Brainstorm, Curate, Tainted Indulgence, Frantic Search, Fallaji Archaeologist, and removal trades, while preserving enough graveyard material for Drown in the Loch if that card is needed as interaction. Execute when Veles shows the threat is castable and the graveyard cost or discount is legal; do not exile or consume resources in a way that strands Drown in the Loch unless the threat ends the game quickly or the opponent is out of visible pressure. Prioritize this line when life is stable, the opponent is light on visible removal, and a shorter clock matters more than extra cards.

## Secondary Win Conditions
- Thing in the Ice is a secondary engine-threat that rewards spell density but must not be treated as guaranteed removal. Setup with cheap interaction and selection, then deploy it when the pilot can continue casting Brainstorm, Curate, Tainted Indulgence, Frantic Search, Miscalculation, Remand, Fatal Push, or other legal spells without falling behind. Card text check required for exact counters, transformation, and bounce behavior; execute only according to the runtime legal triggers and board result. Prioritize it against creature boards when early blocker plus possible payoff is better than holding a reactive spell.
- Creeping Tar Pit is the fallback creature-land clock after both players exhaust cards. Setup by sequencing it early if tapped-land tempo is acceptable, then activate only when Veles shows the land can attack legally and the pilot can still respect removal, crack-back damage, and counter windows. Prioritize this line when hand resources are low, sweepers have reset the board, or large closers have been answered.
- Malcolm, Alluring Scoundrel, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Overlord of the Floodpits, Summon: Primal Odin, Zero Point Ballad, Dreams of Laguna, and Fallaji Archaeologist are conditional value or pressure lines. Card text check required for each newer or unfamiliar payoff before assuming loot, draw, token, recursion, cost reduction, or damage. Use them when the visible legal action text makes their role clear and the board allows a setup turn; avoid exposing them when behind unless they are the only legal path to find removal, stabilize, or close.
- Duress and Mind Rot can create a win by stripping the opponent's ability to answer a closer. Use Duress before committing Emet-Selch, Unsundered, Grave Titan, Hullbreaker Horror, Murktide Regent, Sailors' Bane, or another visible payoff when the opponent has cards in hand and a likely interaction window. Use Mind Rot only when spending the main phase does not lose the board and the opponent's hand size makes discard materially relevant.

## Emergency Lines
- Behind on life, trade immediately before optimizing card advantage. Favor Fatal Push, Eliminate, Last Gasp, Gollum's Bite, Stab, Tyrant's Scorn, Doom Blade, Go for the Throat, Heartless Act, Shoot the Sheriff, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Tithing Blade, Seal of Removal, Aetherize, Engulf the Shore, Evacuation, Languish, Crippling Fear, Barter in Blood, Requiting Hex, or Villainous Wrath according to legal targets and board shape; Card text check required for newer removal before assuming damage, restriction, or sweeper math.
- Behind on board, preserve sweepers and bounce until they reverse more material than a one-for-one. Use Aetherize against attacks, Engulf the Shore or Evacuation to reset creature pressure, and Languish, Crippling Fear, Barter in Blood, or Villainous Wrath when the visible battlefield makes a sweeper better than spot removal. Do not cast a closer into lethal pressure unless it blocks, stabilizes, or Veles shows no survival line.
- Behind on cards, use Brainstorm, Curate, Tainted Indulgence, Frantic Search, Fallaji Archaeologist, and Dreams of Laguna to find lands or answers, not to chase luxury threats. Avoid Brainstorm as a repair spell when the next two turns remain bad without a shuffle or selection action shown by Veles.
- Behind on mana, prioritize land drops and cheap interaction over expensive engines. Treat Ash Barrens, Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, Sandman's Quicksand, Ice Tunnel, Mistvault Bridge, Fetid Pools, and Creeping Tar Pit as runtime-dependent mana decisions, because tapped status, modal faces, and legal spell faces must come from the engine.
- If engines, graveyard pressure, or win conditions are removed, shift to commander recast planning, Creeping Tar Pit pressure, and draw-go control. Do not concede inevitability unless the rules engine ends the game; keep trading evenly, protect life total, and let any remaining legal closer become the new plan.

## Resource Model
- Life is a spendable buffer only while the deck can keep trading resources evenly. Preserve life against early creature pressure by using Fatal Push, Eliminate, Last Gasp, Gollum's Bite, Stab, Tyrant's Scorn, Doom Blade, Go for the Throat, Heartless Act, Shoot the Sheriff, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Tithing Blade, Seal of Removal, or a sweeper before protecting a luxury card-advantage line. Spend life more freely after the opponent's board is empty or when a closer such as Grave Titan, Hullbreaker Horror, Murktide Regent, Sailors' Bane, Creeping Tar Pit, or Emet-Selch, Unsundered can end the game before the next pressure wave.
- Hand size is the control deck's main fuel, so convert cards into time only when the exchange matters. Use Brainstorm, Curate, Tainted Indulgence, Frantic Search, Fallaji Archaeologist, and Dreams of Laguna to find lands, interaction, or closers according to visible need; do not turn selection into speculative digging when the current board demands removal or countermagic. Treat Mind Rot and Duress as information-and-resource plays that are strongest before a finisher commitment or when the opponent's hand size makes discard live.
- Mana is the bottleneck between control and combo-control roles. Hold up Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Stern Scolding, Dazzling Denial, Clash of Wills, Wash Away, Remove Soul, Bring the Ending, Remand, Drown in the Loch, or Jwari Disruption when the opponent can commit a decisive spell; tap out for Grave Titan, Hullbreaker Horror, Emet-Selch, Unsundered, Marina Vendrell's Grimoire, Kiora, the Rising Tide, Overlord of the Floodpits, Summon: Primal Odin, Zero Point Ballad, Murktide Regent, or Sailors' Bane only when waiting is worse or the visible stack/board is safe enough. Card text check required for newer payoff and counterspell variants before assuming exact cost, trigger, or restriction.
- Board presence is defensive until stabilization, then it becomes closing pressure. Use Thing in the Ice, Fallaji Archaeologist, Malcolm, Alluring Scoundrel, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Creeping Tar Pit, and any visible Emet-Selch, Unsundered pressure according to engine output; do not attack with a needed blocker under a short clock unless the damage race is clearly favorable from visible combat math.
- Graveyard cards are a shared resource for Drown in the Loch, Murktide Regent, Sailors' Bane, and any runtime-revealed graveyard scaling. Do not exile or consume graveyard material for a threat if Drown in the Loch is the only clean answer to a visible or likely commitment spell, unless the threat creates an immediate closing clock. Exile is mostly a public-information zone for planning, but watch for temporary permissions or cast-from-exile effects only when Veles exposes them.
- Lands are both mana and tempo decisions. Command Tower and basics support untapped development; Ice Tunnel, Mistvault Bridge, Fetid Pools, Creeping Tar Pit, and any modal or utility land must be sequenced around tapped timing and future interaction. Ash Barrens should fix missing Island or Swamp access when the legal action exists, while Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, and Sandman's Quicksand require runtime text and face checks before treating them as lands, spells, or utility.
- Sacrifice fodder is not free until the battlefield shows expendable permanents. Use visible tokens, small creatures, or spent artifacts only when Veles offers legal sacrifice choices and the exchange protects life, unlocks Barter in Blood-style symmetry, or improves a decisive line; do not assume Grave Titan or any other card has created fodder until the engine shows it.
- Sideboard bullets convert narrow legality into matchup leverage. Hydroblast, Blue Elemental Blast, Negate, Thoughtseize, Nihil Spellbomb, Grafdigger's Cage, Pithing Needle, Dauthi Voidwalker, Feed the Swarm, and Toxic Deluge should be valued by visible targets and matchup role, not by name alone.

## Mana Guide
- Keep hands that cast early interaction and develop both colors by turn three. A strong opener has Island or blue access for Brainstorm, Spell Pierce, Stern Scolding, Counterspell planning, or selection, plus Swamp or black access for Fatal Push, Duress, Eliminate, Gollum's Bite, Last Gasp, or edict effects. Mulligan hands that rely on Brainstorm, Curate, Tainted Indulgence, or Frantic Search to repair missing colors while the opponent is likely to pressure early.
- Sequence lands to protect the next two turns of interaction. Lead with tapped lands such as Ice Tunnel, Mistvault Bridge, Fetid Pools, or Creeping Tar Pit when turn-one interaction is not required; lead with Island, Swamp, or Command Tower when holding up a one-mana play matters. Use Ash Barrens early when the hand lacks a required basic color, but delay fixing if the current land sequence already casts the hand and the shuffle or land count matters for Brainstorm.
- Prioritize blue density when the hand contains Counterspell or multiple permission spells. Prioritize black access when the hand contains Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Languish, Crippling Fear, Barter in Blood, or other removal that must answer the board. Balance both colors before committing double-spell turns, because the deck often needs to remove a creature and still hold a counter in the same turn cycle.
- Play lands before draw or selection when the hand already knows the needed spell and wants maximum mana this turn. Delay the land drop before Brainstorm, Curate, Tainted Indulgence, Frantic Search, or Fallaji Archaeologist when the pilot is searching for a specific color source, deciding whether to use Ash Barrens, or preserving a modal land choice. Do not delay a land drop if missing the drop would shut off Counterspell, a sweeper, or a survival removal spell.
- Treat modal and utility cards as legal-action-dependent mana. Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, and Sandman's Quicksand may create land-versus-spell tension; choose the land mode when missing development would strand interaction or closers, and choose the spell or utility mode only when the current mana base already supports the next critical turns. Card text check required for exact modal timing, land entry, and spell function.

## Mulligan Guide
- Strong keep: Keep two to four lands with both blue and black access, one early answer, and one velocity card. Examples include Island + Swamp + Fatal Push + Counterspell + Brainstorm, Command Tower + Swamp + Duress + Mana Leak + Eliminate, or Island + Ice Tunnel + Go for the Throat + Curate + Frantic Search.
- Medium keep: Keep one color plus Ash Barrens or a tapped dual when the hand has turn-one or turn-two interaction and a clear turn-three plan. Island + Ash Barrens + Spell Pierce + Tainted Indulgence + Doom Blade is acceptable if Ash Barrens can fix Swamp; Swamp + Ice Tunnel + Duress + Last Gasp + Miscalculation is acceptable if blue interaction comes online by turn two.
- Risky keep: Keep slow double-tapped-land hands only on the draw or against unknown slower opponents. Ice Tunnel + Fetid Pools + Creeping Tar Pit + Grave Titan + Hullbreaker Horror + Languish can stabilize later, but it should ship against visible fast pressure unless the seventh card is cheap removal or Duress.
- Automatic ship: Ship zero-land, one-land without Ash Barrens or cheap selection, five-plus-land hands without Brainstorm or early interaction, and hands that cannot produce blue or black by turn three. Also ship hands whose only early plays are Grave Titan, Hullbreaker Horror, Murktide Regent, Sailors' Bane, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Overlord of the Floodpits, Summon: Primal Odin, Zero Point Ballad, or Villainous Wrath unless the rest of the hand already buys time. Card text check required for newer payoff assumptions.
- Matchup-dependent keep: Keep Duress, Spell Pierce, Mana Leak, Counterspell, Wash Away, Drown in the Loch, or Negate-style plans against slower spell-heavy opponents, but prefer Fatal Push, Eliminate, Last Gasp, Gollum's Bite, Tyrant's Scorn, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Aetherize, Engulf the Shore, Languish, or Crippling Fear against creature pressure. Do not keep Drown in the Loch as the only answer if graveyards are empty and no early graveyard support is visible.
- Play/draw adjustment: On the play, favor untapped lands plus one-mana interaction such as Duress, Fatal Push, Spell Pierce, Stern Scolding, Brainstorm, or Seal of Removal. On the draw, accept one extra tapped land or a slower sweeper hand if it contains two cheap stabilizers or a reliable draw spell before turn three.
- Trap hand: Do not keep Island-heavy hands that promise Counterspell but never cast Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, or edicts. Do not keep Swamp-heavy hands that remove one threat but cannot cast Brainstorm, Counterspell, Mana Leak, Remand, Curate, or Frantic Search before falling behind.
- Trap hand: Do not keep Brainstorm, Curate, Tainted Indulgence, or Frantic Search as a substitute for lands, colors, or removal under pressure. Keep them as smoothing attached to an already functional hand, not as a hope that the top cards repair a missing game plan.
- Commander keep: Keep Emet-Selch, Unsundered planning in mind, but do not keep a weak opener merely because the commander exists. Card text check required; cast or commit to Emet-Selch, Unsundered only when Veles shows legal actions and the visible board/stack makes the exposure acceptable.

## Turn Arc
- Turn 1: Prefer untapped Island, Swamp, or Command Tower when the hand contains Duress, Fatal Push, Spell Pierce, Stern Scolding, Brainstorm, Seal of Removal, or a legal Ash Barrens action. Prefer Ice Tunnel, Mistvault Bridge, Fetid Pools, or Creeping Tar Pit only when no immediate interaction is needed and the next two turns remain castable.
- Turn 1 deviation: Use Ash Barrens to fix the missing basic color before the hand strands interaction. Cast Duress against unknown slower or combo-control opponents when it can clear the way for future counters or identify whether a sweeper/removal hand is safe; hold Duress if the immediate board demands removal instead.
- Turn 2: Hold up Counterspell, Mana Leak, Lose Focus, Miscalculation, Remand, Remove Soul, Tyrant's Scorn, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Last Gasp, Gollum's Bite, or Drown in the Loch when the opponent can make a meaningful commitment. Develop Fallaji Archaeologist, Malcolm, Alluring Scoundrel, Thing in the Ice, Tithing Blade, or selection only when the board and stack are not demanding an answer.
- Turn 2 deviation: Cast Brainstorm, Curate, or Tainted Indulgence to hit land three, find the missing color, or locate a specific answer. Avoid speculative selection when a legal removal or counterspell currently trades for the opponent's best visible pressure.
- Turn 3: Establish the control pivot by combining a land drop with one answer plus one setup play when possible. Good turn-three patterns include removal plus Spell Pierce, Curate plus held-up one-mana removal, Thing in the Ice with protection, or Frantic Search when it improves mana without giving up a needed answer.
- Turn 3 deviation: Use Mind Rot, Duress, or a legal Emet-Selch, Unsundered setup only when the opponent's board is contained. Use Aetherize, Engulf the Shore, Evacuation, Languish, Crippling Fear, Barter in Blood, or Villainous Wrath planning as the reason to conserve life and avoid spending premium removal on low-impact attackers. Card text check required for Villainous Wrath.
- Turns 4-5: Trade resources evenly until the opponent is low on cards, overextended into a sweeper, or forced to fight on the stack. Prioritize Languish, Crippling Fear, Barter in Blood, Aetherize, Engulf the Shore, Evacuation, Requiting Hex, or targeted removal when they reset pressure; prioritize Counterspell, Mana Leak, Clash of Wills, Dazzling Denial, Bring the Ending, Wash Away, or Drown in the Loch when the opponent's next spell matters more than the current board. Card text check required for Requiting Hex and Dazzling Denial.
- Turns 4-5 deviation: Commit Marina Vendrell's Grimoire, Kiora, the Rising Tide, Overlord of the Floodpits, Murktide Regent, Sailors' Bane, Summon: Primal Odin, Zero Point Ballad, Grave Titan, Hullbreaker Horror, or Emet-Selch, Unsundered only after checking open mana, known cards, board pressure, and whether waiting keeps interaction available. Card text check required for newer closers and engines.
- Late game: Convert stabilization into a clock instead of continuing to answer everything indefinitely. Attack with Creeping Tar Pit, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Emet-Selch, Unsundered, or other visible threats when the swing does not expose survival; keep at least one answer for a comeback spell whenever the opponent still has cards and mana.
- Late-game deviation: If behind on board, stop preserving expensive finishers and use them only when they immediately block, stabilize, or threaten lethal. If ahead, do not tap out for a second closer into open interaction unless the first closer is insufficient or Veles shows that protecting the current board is impossible.

## Card Roles
- Commander and command-zone pressure: Emet-Selch, Unsundered is the named strategic center, but its exact text must drive all tactical assumptions at runtime. Card text check required. Treat Emet-Selch, Unsundered as a commitment card, not a default curve play; cast it when legal actions, visible mana, known interaction, and current pressure say the commander will stabilize, generate advantage, or close before commander tax becomes a liability.
- Cheap hand and stack disruption: Duress is the cleanest turn-one information spell and should take a visible noncreature card that most threatens the next control exchange, finisher commitment, or survival turn. Mind Rot is slower attrition; cast it when the opponent has enough cards for the effect to matter and the board is not asking for removal. Spell Pierce, Stern Scolding, Wash Away, Spell Stutter, Lose Focus, Mana Leak, Miscalculation, Remand, Remove Soul, Bring the Ending, Dazzling Denial, Clash of Wills, Counterspell, and Drown in the Loch form the permission suite; spend soft counters early while they still trade, save Counterspell for decisive threats when possible, and check graveyard size before relying on Drown in the Loch. Card text check required for Spell Stutter, Dazzling Denial, and any conditional mode Veles does not expose clearly.
- One-for-one creature control: Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Shoot the Sheriff, Last Gasp, Gollum's Bite, Stab, Tyrant's Scorn, Seal of Removal, Tithing Blade, Diabolic Edict, Geth's Verdict, and Liliana's Triumph are the main tools for keeping the first four turns survivable. Use target restriction first, mana efficiency second, and future sweepers third: spend narrow removal on legal targets before broader answers, prefer edicts against protected or single-threat boards, and do not bounce with Seal of Removal or Tyrant's Scorn when a permanent answer is needed unless the tempo prevents lethal or protects a closer. Card text check required for Shoot the Sheriff, Gollum's Bite, Stab, and any Tithing Blade follow-up action beyond the visible legal prompt.
- Sweepers and reset buttons: Crippling Fear, Languish, Barter in Blood, Aetherize, Engulf the Shore, Evacuation, Villainous Wrath, and Requiting Hex are the reason the deck can accept some early damage instead of trading premium answers for every small creature. Hold these when the opponent is likely to add more pressure and life total allows it; fire them when the next combat, trigger stack, or creature count would make waiting worse. Aetherize is strongest against committed attacks, Engulf the Shore and Evacuation reset wide boards at instant speed when legal, Barter in Blood pressures boards that dodge targeted removal, and Crippling Fear/Languish should be chosen by actual toughness and creature-type consequences. Card text check required for Villainous Wrath and Requiting Hex.
- Card selection and velocity: Brainstorm, Curate, Tainted Indulgence, Frantic Search, Dreams of Laguna, Fallaji Archaeologist, Malcolm, Alluring Scoundrel, Marina Vendrell's Grimoire, and Kiora, the Rising Tide are the deck's smoothing and longer-game advantage package. Use Brainstorm to fix immediate turns or protect specific cards only when the next draw steps or shuffle effects make that plan real; do not cast it simply because mana is open. Curate, Tainted Indulgence, and Frantic Search should find land drops, missing colors, sweepers, counters, or closers; value selection lower than a live answer while under pressure. Fallaji Archaeologist is early selection plus a body when legal, Malcolm, Alluring Scoundrel is a fragile engine or looting/pressure piece only if text confirms the role, and Marina Vendrell's Grimoire or Kiora, the Rising Tide should be protected like engines rather than thrown into open interaction. Card text check required for Dreams of Laguna, Malcolm, Alluring Scoundrel, Marina Vendrell's Grimoire, and Kiora, the Rising Tide.
- Threats and closers: Thing in the Ice, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Overlord of the Floodpits, Summon: Primal Odin, Zero Point Ballad, Creeping Tar Pit, and Emet-Selch, Unsundered are the cards that turn stabilization into wins. Thing in the Ice asks for spell density and time; deploy it when it can block or transform under protection rather than die for no exchange. Grave Titan is the clearest battlefield stabilizer and closer; cast it when six mana can resolve through visible risk or when blocking immediately matters. Murktide Regent and Sailors' Bane depend on graveyard resources and cost reduction; do not exile or spend the graveyard carelessly if they are the likely closer. Hullbreaker Horror is the highest-end protected finisher pattern when legal, but it still needs mana and follow-up spells. Card text check required for Overlord of the Floodpits, Summon: Primal Odin, Zero Point Ballad, and any exact Thing in the Ice, Murktide Regent, Sailors' Bane, or Hullbreaker Horror trigger line not shown by Veles.
- Modal lands and spell-lands: Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, and Sandman's Quicksand must be evaluated as mana sources first when the hand lacks development, and as spells only when land count and color stability are already sufficient. Jwari Disruption is especially timing-sensitive because its spell mode loses value as the opponent gains mana; if the hand needs a land drop more than a narrow counter window, play the land face. Card text check required for Boggart Trawler, Hydroelectric Specimen, and Sandman's Quicksand.
- Mana base roles: Island and Swamp are the backbone; prioritize having both colors by turn two or three over cute tapped-land sequencing. Command Tower is the best untapped fixer when available. Ice Tunnel, Mistvault Bridge, Fetid Pools, and Creeping Tar Pit often enter tapped or create tempo tension, so sequence them on turns where holding up Fatal Push, Spell Pierce, Stern Scolding, Brainstorm, Counterspell, Mana Leak, or Eliminate is not essential. Ash Barrens should fix whichever basic color prevents the next two turns from functioning, not the color that is already abundant. Creeping Tar Pit is also a late-game closer; preserve it from unnecessary exposure when it can become a lethal or planeswalker-pressure line.
- Package synergies: Cheap interaction buys time for Grave Titan, Hullbreaker Horror, Emet-Selch, Unsundered, and other closers; selection finds the right answer class rather than raw cards; sweepers reward patience when life total permits; graveyard-fill from normal play can support Drown in the Loch, Murktide Regent, and Sailors' Bane if runtime text confirms the dependency. Avoid sequencing that consumes the same resource twice, such as using graveyard cards for one payoff when another graveyard payoff is the only realistic finisher.
- Common mistakes: Do not spend Counterspell on low-impact bait when a visible board reset already handles the battlefield. Do not hold Fatal Push, Eliminate, Last Gasp, or Gollum's Bite until the target has outgrown them or the restriction no longer applies. Do not tap out for Marina Vendrell's Grimoire, Kiora, the Rising Tide, Overlord of the Floodpits, Zero Point Ballad, Summon: Primal Odin, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, or Emet-Selch, Unsundered into a known punish unless waiting is worse. Do not assume any newer card's role without the legal action text or a card text check.

### Card Hover Notes

#### Emet-Selch, Unsundered
- Deck role: Main deck, 1 copy, core commander and command-zone engine.
- Role type: engine piece; threat/clock; mechanic enabler.
- Deck-specific job: Loots on entry or attack to stock the graveyard for Emet-Selch's fourteen-card transform, Drown in the Loch, Murktide Regent, Sailors' Bane, Tainted Indulgence, Kiora, the Rising Tide, and Dreams of Laguna.
- Timing: Cast when both colors are stable and one answer can still cover the next turn cycle; transform only when fourteen or more graveyard cards does not strand needed Drown in the Loch or Murktide Regent resources.
- Inputs / outputs: Consumes {1}{U}{B} plus commander tax; outputs vigilance pressure, draw-then-discard selection, graveyard count, and potentially Hades access to play graveyard cards during your turn.
- Mode map: Emet face is the setup body; Hades face is the graveyard-cast engine, but it exiles future cards or tokens that would enter your graveyard.
- Partners / packages: Brainstorm, Curate, Frantic Search, Dreams of Laguna, Fallaji Archaeologist, Tainted Indulgence, Kiora, the Rising Tide, Overlord of the Floodpits, Drown in the Loch, Murktide Regent, Sailors' Bane.
- Role peers: No direct peer; closest role overlap is Kiora, the Rising Tide and Overlord of the Floodpits as discard-and-graveyard engines.
- Failure modes: Reference lacks full combined Oracle metadata, so use listed face text and engine legal actions; transforming too early can shut off future graveyard growth because Hades exiles cards that would go to your graveyard.
- Matchup / visibility hooks: Strongest after discard or countermagic has reduced opposing removal; weaker against graveyard hate from Nihil Spellbomb-like effects or exile replacement effects.

#### Island
- Deck role: Main deck, 16 copies, core mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Supplies untapped {U} for Brainstorm, Spell Pierce, Stern Scolding, Counterspell, Mana Leak, Lose Focus, Miscalculation, Remand, Curate, Drown in the Loch, and Hullbreaker Horror turns.
- Timing: Prioritize early Island when a one-mana counter, Brainstorm, or double-blue Counterspell curve matters; later Islands increase Engulf the Shore's toughness threshold.
- Inputs / outputs: Produces {U}; increases the count for Engulf the Shore because it is a Basic Land — Island.
- Partners / packages: Engulf the Shore, Counterspell, Brainstorm, Spell Pierce, Stern Scolding, Ash Barrens, Fetid Pools, Ice Tunnel.
- Role peers: Swamp is the black basic peer; Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Creeping Tar Pit, Hydroelectric Laboratory, and Jwari Ruins overlap on blue production.
- Failure modes: Too many Islands without black access can strand Fatal Push, Duress, Eliminate, Go for the Throat, Geth's Verdict, and Languish.
- Matchup / visibility hooks: Against stack-heavy opponents, untapped Island is often more valuable than tapped dual sequencing.

#### Swamp
- Deck role: Main deck, 16 copies, core mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Supplies untapped {B} for Fatal Push, Duress, Stab, Gollum's Bite, Requiting Hex, Eliminate, Go for the Throat, Tainted Indulgence, and double-black edict or sweeper turns.
- Timing: Prioritize early Swamp when the matchup threatens creatures before Counterspell matters; hold blue access in parallel when possible.
- Inputs / outputs: Produces {B}; supports {B}{B} on Geth's Verdict and later {2}{B}{B} sweepers.
- Partners / packages: Fatal Push, Duress, Geth's Verdict, Languish, Crippling Fear, Barter in Blood, Ash Barrens, Fetid Pools, Ice Tunnel.
- Role peers: Island is the blue basic peer; Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Creeping Tar Pit, Boggart Bog overlap on black production.
- Failure modes: Too many Swamps without blue access can strand Counterspell, Mana Leak, Curate, Remand, and Hullbreaker Horror.
- Matchup / visibility hooks: Against creature aggro, untapped Swamp often determines whether Fatal Push or Stab prevents an early snowball.

#### Command Tower
- Deck role: Main deck, 1 copy, core untapped fixer.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides either {U} or {B} because Emet-Selch's color identity is blue-black, making it the cleanest land for double-spell turns.
- Timing: Lead on Command Tower when the hand needs to conceal whether the first interaction is Duress, Fatal Push, Spell Pierce, or Brainstorm.
- Inputs / outputs: Produces one mana of a commander-color identity color: {U} or {B}.
- Partners / packages: Emet-Selch, Unsundered, Counterspell, Fatal Push, Tainted Indulgence, Drown in the Loch, Tyrant's Scorn.
- Role peers: Ice Tunnel, Mistvault Bridge, Fetid Pools, and Creeping Tar Pit also produce both colors but enter tapped.
- Failure modes: It does not count as Island for Engulf the Shore or as Swamp for any basic-search choice from Ash Barrens.
- Matchup / visibility hooks: Most valuable in openers where both one-mana interaction colors are live.

#### Ice Tunnel
- Deck role: Main deck, 1 copy, tapped dual mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes both {U} and {B} while counting as Island and Swamp for type-relevant effects such as Engulf the Shore's Island count.
- Timing: Play on a turn where entering tapped will not lose a needed Fatal Push, Spell Pierce, Brainstorm, or Stern Scolding window.
- Inputs / outputs: Enters tapped; later taps for {U} or {B}.
- Partners / packages: Engulf the Shore, Counterspell, Geth's Verdict, Tainted Indulgence, Drown in the Loch.
- Role peers: Fetid Pools also has Island Swamp types and cycling; Mistvault Bridge and Creeping Tar Pit fix both colors without basic land types.
- Failure modes: Bad turn-one land when the opponent can immediately punish tapped mana.
- Matchup / visibility hooks: Safer against slow control or big mana than against fast commanders and burn.

#### Mistvault Bridge
- Deck role: Main deck, 1 copy, tapped artifact dual mana resource.
- Role type: mana/fixing/ramp; engine fuel/material.
- Deck-specific job: Fixes blue-black while being an indestructible artifact land that can incidentally matter for opponent artifact hate or artifact-count checks, though this deck has no main affinity card using artifacts.
- Timing: Sequence early only when no one-mana interaction is required; later it supports holding {U} and {B} in the same turn cycle.
- Inputs / outputs: Enters tapped; produces {U} or {B}; indestructible makes it resilient to destroy effects.
- Partners / packages: Tainted Indulgence, Drown in the Loch, Tyrant's Scorn, Counterspell plus black removal double-spell turns.
- Role peers: Ice Tunnel, Fetid Pools, Command Tower, Creeping Tar Pit.
- Failure modes: Artifact land status can expose it to artifact exile or sacrifice effects; it does not count as Island for Engulf the Shore.
- Matchup / visibility hooks: Prefer untapped lands over Mistvault Bridge against tempo starts.

#### Fetid Pools
- Deck role: Main deck, 1 copy, tapped dual land and late card-flow mana resource.
- Role type: mana/fixing/ramp; card selection; modal utility.
- Deck-specific job: Fixes both colors, counts as Island and Swamp, and cycles when mana is abundant or a tapped land would be too slow.
- Timing: Play tapped early if the curve allows; cycle for {2} only when land count is already sufficient or digging for interaction beats another land.
- Inputs / outputs: Enters tapped; taps for {U} or {B}; cycling consumes {2} and discards Fetid Pools to draw a card.
- Mode map: Land mode fixes mana and Island count; cycling mode turns excess land into a fresh card but does not make a land drop.
- Partners / packages: Engulf the Shore, Brainstorm, Tainted Indulgence, Drown in the Loch, Murktide Regent, Sailors' Bane.
- Role peers: Ice Tunnel is the closest typed dual; Ash Barrens also trades a land card for fixing but searches basics instead of drawing.
- Failure modes: Cycling too early can miss critical land drops; playing it tapped can drop a shield against one-mana interaction.
- Matchup / visibility hooks: Cycling is better in control mirrors than in games where every land drop supports sweepers and Hullbreaker Horror.

#### Ash Barrens
- Deck role: Main deck, 1 copy, utility land and basic fixer.
- Role type: mana/fixing/ramp; tutor/search.
- Deck-specific job: Fixes missing Island or Swamp, smooths Brainstorm by shuffling, and can produce {C} when both colors are already available.
- Timing: Basic landcycle early if either color is missing; delay only when the current hand already casts its next two turns and Brainstorm shuffle value matters.
- Inputs / outputs: Taps for {C}; basic landcycling costs {1}, discards Ash Barrens, searches Island or Swamp, reveals it, puts it into hand, then shuffles.
- Mode map: Land mode gives colorless mana; basic landcycling mode finds exact registered targets Island or Swamp and fills the graveyard by discarding Ash Barrens.
- Partners / packages: Brainstorm, Island, Swamp, Emet-Selch, Unsundered, Drown in the Loch, Murktide Regent, Sailors' Bane.
- Role peers: No direct peer; closest role overlap is Fetid Pools as a land that can be converted into card flow.
- Failure modes: It cannot search Command Tower, Ice Tunnel, Fetid Pools, or other nonbasic lands; {C} does not pay colored costs.
- Matchup / visibility hooks: Against fast decks, fixing immediately is usually worth more than saving shuffle value.

#### Creeping Tar Pit
- Deck role: Main deck, 1 copy, tapped dual land and creature-land closer.
- Role type: mana/fixing/ramp; threat/clock; protection/evasion.
- Deck-specific job: Fixes {U}/{B} early and becomes an unblockable 3/2 blue-black Elemental creature after stabilization.
- Timing: Play tapped when shields are not needed; activate for {1}{U}{B} only when the attack does not expose lethal crack-back or a required counter window.
- Inputs / outputs: Enters tapped; taps for {U} or {B}; activation consumes {1}{U}{B} and turns it into an unblockable 3/2 creature until end of turn.
- Mode map: Mana mode develops the control plan; creature mode closes planeswalkers or life totals after sweepers.
- Partners / packages: Languish, Crippling Fear, Barter in Blood, Evacuation, Counterspell, Duress.
- Role peers: Hullbreaker Horror, Grave Titan, Murktide Regent, Sailors' Bane, and Emet-Selch, Unsundered are other closers, but Creeping Tar Pit is the land-based one.
- Failure modes: Activating under pressure can spend the mana needed for removal and expose a land to creature removal.
- Matchup / visibility hooks: Strong in control mirrors after both players trade resources; weak when burn or haste punishes tapped mana.

#### Boggart Trawler
- Deck role: Main deck, 1 copy, modal graveyard hate creature or black land.
- Role type: modal utility; hate piece; mana/fixing/ramp.
- Deck-specific job: Boggart Trawler exiles target player's graveyard on entry; Boggart Bog supplies black mana with a pay-3-life untapped option.
- Timing: Use creature face when a graveyard is actively enabling recursion, delve, escape, flashback, threshold, or reanimation; use land face when missing black mana or land count.
- Inputs / outputs: Creature face consumes {2}{B} and targets a player; land face may cost 3 life to enter untapped and taps for {B}.
- Mode map: Boggart Trawler is hate plus a 3/1 body; Boggart Bog is mana, with life paid only when immediate black mana matters.
- Partners / packages: Drown in the Loch, Nihil Spellbomb, Grafdigger's Cage, Dauthi Voidwalker, Tainted Indulgence.
- Role peers: Nihil Spellbomb is the closest graveyard-exile peer; Dauthi Voidwalker and Grafdigger's Cage are ongoing graveyard hate.
- Failure modes: Reference lacks full combined Oracle metadata; exiling your own graveyard can weaken Emet-Selch, Murktide Regent, Sailors' Bane, and Drown in the Loch.
- Matchup / visibility hooks: Excellent against visible graveyard engines, poor as a random 3/1 when the opponent's graveyard is irrelevant.

#### Seal of Removal
- Deck role: Main deck, 1 copy, cheap tempo interaction.
- Role type: interaction-removal; protection/evasion.
- Deck-specific job: Sits in play and sacrifices to return target creature to its owner's hand, buying time or saving one of your creatures from removal or combat.
- Timing: Cast early when mana efficiency matters; sacrifice at the last safe window before damage, lethal, or a key spell resolves.
- Inputs / outputs: Costs {U}; later sacrifices itself for a creature bounce effect.
- Partners / packages: Thing in the Ice, Emet-Selch, Unsundered, Grave Titan, Hullbreaker Horror, Tyrant's Scorn, Aetherize.
- Role peers: Tyrant's Scorn, Aetherize, Engulf the Shore, Evacuation, and Hullbreaker Horror also bounce creatures or permanents.
- Failure modes: Bounce is temporary and can replay opposing enters effects; it does not destroy, exile, or answer noncreature permanents.
- Matchup / visibility hooks: Better against expensive commanders and suited-up single threats than against cheap creatures with strong enters triggers.

#### Tithing Blade
- Deck role: Main deck, 1 copy, edict artifact and attrition craft piece.
- Role type: interaction-removal; engine payoff; modal utility.
- Deck-specific job: Forces each opponent to sacrifice a creature of their choice, then can craft into Consuming Sepulcher for upkeep drain if you have creature material.
- Timing: Cast when the opponent has one important creature or few expendable bodies; craft only at sorcery speed when exiling the Blade and creature material will not weaken your defense.
- Inputs / outputs: Costs {1}{B}; craft consumes {4}{B}, exiles Tithing Blade, and exiles a creature you control or creature card from your graveyard.
- Mode map: Tithing Blade is immediate edict pressure; Consuming Sepulcher is a slow upkeep drain of 1 life lost by each opponent and 1 life gained by you.
- Partners / packages: Grave Titan Zombie tokens, Fallaji Archaeologist, Emet-Selch, Unsundered, Diabolic Edict, Geth's Verdict, Liliana's Triumph.
- Role peers: Diabolic Edict, Geth's Verdict, Liliana's Triumph, Barter in Blood.
- Failure modes: Reference lacks full combined Oracle metadata; opponent chooses the sacrificed creature, so it is weak into token boards.
- Matchup / visibility hooks: Strong against protected single commanders; weak against Grave Titan-like token density.

#### Crippling Fear
- Deck role: Main deck, 1 copy, asymmetric-potential sweeper.
- Role type: interaction-sweeper.
- Deck-specific job: Chooses a creature type, then gives creatures not of that type -3/-3, letting you sometimes preserve a key typed creature while clearing smaller opposing boards.
- Timing: Fire before the opponent's next combat or snowball turn; choose the type by actual board survival, not by deck theme.
- Inputs / outputs: Costs {2}{B}{B}; consumes the main phase and changes toughness/power until end of turn.
- Partners / packages: Emet-Selch, Unsundered, Fallaji Archaeologist, Malcolm, Alluring Scoundrel, Grave Titan, Murktide Regent, Sailors' Bane.
- Role peers: Languish, Sandman's Quicksand, Toxic Deluge, Barter in Blood, Villainous Wrath, Zero Point Ballad.
- Failure modes: Wrong creature type can kill your stabilizer or miss the opposing board; -3/-3 does not answer larger creatures.
- Matchup / visibility hooks: Best against go-wide low-toughness boards; worse against single large commanders.

#### Mind Rot
- Deck role: Main deck, 1 copy, slow attrition discard.
- Role type: interaction-discard.
- Deck-specific job: Makes target player discard two cards when the game is about hand size rather than immediate battlefield survival.
- Timing: Cast only when tapping three mana at sorcery speed will not miss a counterspell, removal, or sweeper window.
- Inputs / outputs: Costs {2}{B}; trades one card and tempo for two opposing cards chosen by that player.
- Partners / packages: Duress, Thoughtseize, Counterspell, Grave Titan, Emet-Selch, Unsundered.
- Role peers: Duress and Thoughtseize provide targeted information; Mind Rot is broader but gives the opponent choice.
- Failure modes: Bad against empty hands, graveyard decks that like discarded cards, and boards demanding immediate removal.
- Matchup / visibility hooks: Stronger against control and midrange; often cut against burn, creature swarm, or graveyard recursion.

#### Sandman's Quicksand
- Deck role: Main deck, 1 copy, black sweeper with graveyard recast condition.
- Role type: interaction-sweeper; modal utility; mechanic payoff.
- Deck-specific job: Gives each creature -2/-2, or if cast for mayhem after being discarded this turn, gives only opponents' creatures -2/-2.
- Timing: Use normal cast to survive wide pressure; discard through Emet-Selch, Frantic Search, Tainted Indulgence, Kiora, or Overlord only when same-turn {3}{B} mayhem recast is legal and valuable.
- Inputs / outputs: Normal cost {1}{B}{B}; mayhem cost {3}{B} from graveyard if discarded this turn; affects creature stats until end of turn.
- Mode map: Normal mode hits your creatures too; mayhem mode is one-sided against opponents' creatures.
- Partners / packages: Emet-Selch, Unsundered, Frantic Search, Tainted Indulgence, Kiora, the Rising Tide, Overlord of the Floodpits, Malcolm, Alluring Scoundrel.
- Role peers: Languish, Crippling Fear, Toxic Deluge, Zero Point Ballad.
- Failure modes: -2/-2 misses larger threats and can kill Fallaji Archaeologist, Malcolm, or Thing in the Ice if normal-cast.
- Matchup / visibility hooks: Excellent against token or small-creature boards when mayhem is available.

#### Languish
- Deck role: Main deck, 1 copy, core creature sweeper.
- Role type: interaction-sweeper.
- Deck-specific job: Gives each creature -4/-4 to reset mid-sized boards before your large closers take over.
- Timing: Hold if life total permits more opponent commitment; cast before combat or lethal pressure makes waiting impossible.
- Inputs / outputs: Costs {2}{B}{B}; reduces creature power/toughness until end of turn and can kill your own smaller creatures.
- Partners / packages: Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Creeping Tar Pit.
- Role peers: Crippling Fear, Sandman's Quicksand, Toxic Deluge, Barter in Blood, Villainous Wrath.
- Failure modes: Does not kill many large creatures or high-toughness commanders; can erase your Emet-Selch, Malcolm, Kiora, and Thing in the Ice setup.
- Matchup / visibility hooks: Best against creature aggro and midrange boards that overextend.

#### Zero Point Ballad
- Deck role: Main deck, 1 copy, scalable sorcery sweeper and high-X swing.
- Role type: interaction-sweeper; reach/finisher.
- Deck-specific job: Destroys creatures with toughness X or less, costs X life, and at X 6 or more can reanimate a creature put into a graveyard this way under your control.
- Timing: Choose X by visible toughness and life math; X 6+ is only correct when life loss is survivable and a meaningful creature will die.
- Inputs / outputs: Costs {X}{B}; consumes X life; may output a stolen battlefield creature at X 6 or more.
- Partners / packages: Grave Titan, Summon: Primal Odin, Hullbreaker Horror, Murktide Regent, Sailors' Bane as creatures worth preserving from your own sweeper.
- Role peers: Toxic Deluge is the closest life-paid sweeper; Languish and Crippling Fear are fixed-size alternatives.
- Failure modes: Life payment can lose races; indestructible or regeneration effects may make “destroy” fail.
- Matchup / visibility hooks: Strong against large creature boards when your life total is high; dangerous against burn.

#### Villainous Wrath
- Deck role: Main deck, 1 copy, expensive sweeper with life-loss prelude.
- Role type: interaction-sweeper; reach/finisher.
- Deck-specific job: Makes target opponent lose life equal to the number of creatures they control, then destroys each creature on the battlefield.
- Timing: Use when the opponent has enough creatures that the life loss matters and the sweeper effect resets a dangerous board.
- Inputs / outputs: Costs {3}{B}{B}; targets opponent; converts opposing creature count into life loss before destroying creatures.
- Partners / packages: Counterspell, Duress, Thoughtseize, Grave Titan, Creeping Tar Pit.
- Role peers: Languish, Barter in Blood, Evacuation, Toxic Deluge, Zero Point Ballad.
- Failure modes: Poor against single-threat boards; destroys your creatures too and may leave planeswalkers, artifacts, and enchantments untouched.
- Matchup / visibility hooks: Best against go-wide creature decks, especially when life loss pushes toward lethal after stabilization.

#### Duress
- Deck role: Main deck, 1 copy, proactive hand disruption.
- Role type: interaction-discard.
- Deck-specific job: Reveals target opponent's hand and takes a noncreature, nonland card that threatens your next control exchange or finisher turn.
- Timing: Best before casting Emet-Selch, Grave Titan, Hullbreaker Horror, Murktide Regent, Sailors' Bane, or Marina Vendrell's Grimoire; also good on turn one against unknown slow decks.
- Inputs / outputs: Costs {B}; outputs hand information and removes one eligible card you choose.
- Partners / packages: Thoughtseize, Mind Rot, Counterspell, Spell Pierce, Negate.
- Role peers: Thoughtseize takes any nonland for 2 life; Mind Rot trades target precision for quantity.
- Failure modes: Cannot take creature or land cards; weak topdeck when the opponent is empty-handed or creature-heavy.
- Matchup / visibility hooks: Strong against control, combo, sweepers, and removal-heavy decks.

#### Barter in Blood
- Deck role: Main deck, 1 copy, symmetric sacrifice sweeper.
- Role type: interaction-sweeper.
- Deck-specific job: Forces each player to sacrifice two creatures of their choice, answering hexproof, indestructible, and protected threats when the opponent lacks fodder.
- Timing: Cast when the opponent has one or two important creatures and you can spare your board or have no creatures.
- Inputs / outputs: Costs {2}{B}{B}; each player chooses and sacrifices two creatures.
- Partners / packages: Tithing Blade, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Grave Titan Zombie tokens.
- Role peers: Diabolic Edict, Geth's Verdict, Liliana's Triumph are single-edict versions; Languish and Toxic Deluge are stat sweepers.
- Failure modes: Opponent chooses sacrifices, so expendable tokens blunt it; your Emet-Selch or Grave Titan may be lost.
- Matchup / visibility hooks: Strong against single-threat commander decks; weak against token swarms.

#### Hydroelectric Specimen
- Deck role: Main deck, 1 copy, modal blue land or flash target-redirection creature.
- Role type: modal utility; mana/fixing/ramp; protection/evasion.
- Deck-specific job: Hydroelectric Laboratory fixes blue mana; Hydroelectric Specimen can redirect a single-target instant or sorcery spell to itself when it enters.
- Timing: Play land face when blue development matters; hold creature face when the opponent is likely to aim a legal single-target instant or sorcery at a key creature or player.
- Inputs / outputs: Creature costs {2}{U} with flash and may change one legal target; land may cost 3 life to enter untapped and taps for {U}.
- Mode map: Land face is mana; creature face is a 1/4 flash body plus target-redirection shield against a qualifying instant or sorcery.
- Partners / packages: Emet-Selch, Unsundered, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror.
- Role peers: Spell Pierce, Counterspell, Remand, and Lose Focus protect through stack interaction; Hydroelectric Specimen protects by retargeting.
- Failure modes: Reference lacks full combined Oracle metadata; it only affects instant or sorcery spells with a single target and does not stop abilities or sweepers.
- Matchup / visibility hooks: Valuable against targeted removal decks; less useful against edicts, board wipes, and creature combat.

#### Fallaji Archaeologist
- Deck role: Main deck, 1 copy, early selection body.
- Role type: card selection; engine fuel/material; threat/clock.
- Deck-specific job: Mills three, can pick a noncreature, nonland milled card into hand, or becomes a 1/4 if no card is taken.
- Timing: Cast on turn two when the board allows tapping out or when a blocker plus digging for removal/countermagic is needed.
- Inputs / outputs: Costs {1}{U}; outputs three milled cards, possible noncreature nonland card, graveyard count, and a 0/3 or 1/4 body.
- Partners / packages: Drown in the Loch, Murktide Regent, Sailors' Bane, Emet-Selch, Tainted Indulgence, Dreams of Laguna.
- Role peers: Curate and Dreams of Laguna also select while stocking the graveyard; Fallaji adds a body.
- Failure modes: Cannot take creatures or lands from the milled cards; milling may expose key singletons to graveyard hate.
- Matchup / visibility hooks: Strong against small attackers and in grindy games; weak when holding up removal is mandatory.

#### Malcolm, Alluring Scoundrel
- Deck role: Main deck, 1 copy, evasive flash looter and high-ceiling engine.
- Role type: mechanic enabler; threat/clock; card selection.
- Deck-specific job: Flashes in, attacks through flying, and on combat damage gets a chorus counter plus draw-then-discard; at four or more chorus counters, the discarded card may be cast for free.
- Timing: Deploy end step or when combat connection is likely; protect only if repeated looting or free-cast pressure is realistic.
- Inputs / outputs: Costs {1}{U}; outputs combat damage, chorus counters, card draw/discard, graveyard fuel, and possible free cast.
- Partners / packages: Sandman's Quicksand, Dreams of Laguna, Emet-Selch, Murktide Regent, Sailors' Bane, Counterspell.
- Role peers: Emet-Selch and Kiora loot without needing evasive combat; Malcolm is cheaper but more fragile.
- Failure modes: Dies to many removal spells and cannot loot if blocked or removed before combat damage.
- Matchup / visibility hooks: Better against control and creature-light decks; worse against flying blockers and cheap removal.

#### Summon: Primal Odin
- Deck role: Main deck, 1 copy, expensive removal threat saga-creature.
- Role type: interaction-removal; threat/clock; reach/finisher.
- Deck-specific job: Chapter I destroys target creature an opponent controls, Chapter II threatens a combat-damage lose-the-game trigger, and Chapter III draws two while each player loses 2 life.
- Timing: Cast when six mana sorcery-speed commitment is safe and the Chapter I target is worth killing.
- Inputs / outputs: Costs {4}{B}{B}; outputs a 5/3 body, creature destruction, lethal-combat threat text, then draw two and symmetrical life loss before sacrifice after III.
- Mode map: Saga chapters are sequential: Gungnir removal, Zantetsuken lethal-hit threat, Hall of Sorrow card draw and life loss.
- Partners / packages: Counterspell, Duress, Thoughtseize, Aetherize, Seal of Removal.
- Role peers: Grave Titan is the closest six-mana stabilizing threat; Zero Point Ballad and Villainous Wrath are expensive black swing spells.
- Failure modes: Must survive to Chapter II combat for the lose-game pressure; removal before combat can make it a six-mana kill spell.
- Matchup / visibility hooks: Punishes single creature boards and slow opponents without instant-speed answers.

#### Grave Titan
- Deck role: Main deck, 1 copy, core stabilizing finisher.
- Role type: threat/clock; engine payoff; lifegain/stabilization.
- Deck-specific job: Provides a 6/6 deathtouch body and two 2/2 Zombie tokens on entry and attack, turning stabilized games into board dominance.
- Timing: Cast when six mana is safe enough or when the body and tokens immediately stabilize combat.
- Inputs / outputs: Costs {4}{B}{B}; outputs deathtouch, a large blocker/attacker, and repeated Zombie tokens.
- Partners / packages: Counterspell, Duress, Thoughtseize, Barter in Blood, Tithing Blade, Aetherize.
- Role peers: Hullbreaker Horror is the other top-end finisher; Grave Titan is better for battlefield stabilization.
- Failure modes: Tapping out into exile removal or a sweeper can waste the tempo; tokens do not protect from flyers or combo.
- Matchup / visibility hooks: Excellent against midrange and aggro after early removal trades.

#### Overlord of the Floodpits
- Deck role: Main deck, 1 copy, flying card-flow threat with impending option.
- Role type: modal utility; engine piece; threat/clock.
- Deck-specific job: Draws two then discards a card on entry or attack, filling graveyard and pressuring as a 5/3 flyer when fully online.
- Timing: Cast for impending {1}{U}{U} when you need cheaper future threat setup; hard-cast for {3}{U}{U} when immediate creature pressure matters.
- Inputs / outputs: Consumes mana, draws two, discards one, stocks graveyard, and may produce a flying 5/3.
- Mode map: Impending 4 enters with four time counters and is not a creature until the last is removed; normal cast is immediate 5/3 flyer.
- Partners / packages: Emet-Selch, Tainted Indulgence, Murktide Regent, Sailors' Bane, Sandman's Quicksand.
- Role peers: Kiora and Emet-Selch also draw-discard; Grave Titan and Murktide Regent are alternative threats.
- Failure modes: Impending is slow against lethal pressure; the 5/3 body dies to many damage or -X/-X effects.
- Matchup / visibility hooks: Strong in slower games where repeated attack loot matters.

#### Thing in the Ice
- Deck role: Main deck, 1 copy, early blocker and spell-count payoff.
- Role type: mechanic payoff; threat/clock; interaction-sweeper.
- Deck-specific job: Blocks early, removes ice counters as you cast instants and sorceries, then transforms into Awoken Horror and returns all non-Horror creatures to owners' hands.
- Timing: Deploy early when it can block and the hand contains cheap spells; protect the transform turn if your own non-Horror creatures matter.
- Inputs / outputs: Costs {1}{U}; starts with four ice counters; each instant or sorcery cast removes one; transform outputs a 7/8 bounce reset.
- Mode map: Thing in the Ice is a 0/4 defender setup card; Awoken Horror is a 7/8 attacker with a non-Horror creature bounce trigger.
- Partners / packages: Brainstorm, Fatal Push, Spell Pierce, Curate, Remand, Miscalculation, Frantic Search.
- Role peers: Engulf the Shore and Evacuation are other mass-bounce effects; Thing adds a threat.
- Failure modes: Reference lacks full combined Oracle metadata; bounce hits your non-Horror creatures too.
- Matchup / visibility hooks: Strong against creature boards if transformed before lethal; slow against removal-heavy control.

#### Spell Stutter
- Deck role: Main deck, 1 copy, soft counter.
- Role type: interaction-stack.
- Deck-specific job: Counters target spell unless its controller pays {2} plus {1} per Faerie you control; this deck has no registered Faerie, so treat it as a {2} tax unless an external effect creates one.
- Timing: Use early while the opponent cannot pay; late use only in counter wars or when mana is constrained.
- Inputs / outputs: Costs {1}{U}; trades for a spell on the stack if the tax is unpaid.
- Partners / packages: Counterspell, Mana Leak, Lose Focus, Miscalculation, Remand.
- Role peers: Mana Leak taxes {3}; Lose Focus taxes {2} with replicate; Miscalculation taxes {2} or cycles.
- Failure modes: Loses value as opposing mana grows; do not assume Faerie scaling from current registered cards.
- Matchup / visibility hooks: Better on the play and against curve-out decks.

#### Stern Scolding
- Deck role: Main deck, 1 copy, narrow one-mana creature counter.
- Role type: interaction-stack.
- Deck-specific job: Counters a creature spell on the stack with power or toughness 2 or less.
- Timing: Use early on low-stat commanders, mana creatures, value creatures, or enablers before they resolve.
- Inputs / outputs: Costs {U}; answers only a spell on the stack, not a resolved creature.
- Partners / packages: Spell Pierce, Fatal Push, Eliminate, Remove Soul, Dazzling Denial.
- Role peers: Remove Soul counters any creature spell for {1}{U}; Spectral Interference covers artifact or creature spells with a tax.
- Failure modes: Dead against noncreature spells and larger creature spells.
- Matchup / visibility hooks: Strong against low-curve aggro, mana dorks, and small utility commanders.

#### Eliminate
- Deck role: Main deck, 1 copy, efficient small creature or planeswalker removal.
- Role type: interaction-removal.
- Deck-specific job: Destroys target creature or planeswalker with mana value 3 or less.
- Timing: Use before the target grows out of relevance or generates repeated value; save broader removal for larger threats when possible.
- Inputs / outputs: Costs {1}{B}; destroys one legal low-mana-value creature or planeswalker.
- Partners / packages: Fatal Push, Heartless Act, Go for the Throat, Doom Blade, Tyrant's Scorn.
- Role peers: Fatal Push is cheaper but narrower; Tyrant's Scorn destroys mana value 3 or less creatures or bounces.
- Failure modes: Cannot hit mana value 4+ or noncreature nonplaneswalker permanents.
- Matchup / visibility hooks: High value against cheap commanders and early planeswalker-like threats.

#### Lose Focus
- Deck role: Main deck, 1 copy, scalable soft counter.
- Role type: interaction-stack.
- Deck-specific job: Counters target spell unless its controller pays {2}, with replicate {U} to copy the tax onto the same or new stack targets.
- Timing: Use early as a two-mana tax; replicate when extra blue mana turns a counter war or multiple-stack exchange in your favor.
- Inputs / outputs: Costs {1}{U} plus optional {U} per replicate; creates copied counter effects.
- Partners / packages: Counterspell, Mana Leak, Miscalculation, Remand, Clash of Wills.
- Role peers: Mana Leak taxes {3}; Miscalculation taxes {2} but can cycle; Clash of Wills scales with X.
- Failure modes: Weak when the opponent can pay; replicate consumes blue mana that may be needed for other interaction.
- Matchup / visibility hooks: Strong against tap-out haymakers and commander recasts.

#### Spell Pierce
- Deck role: Main deck, 1 copy, one-mana noncreature soft counter.
- Role type: interaction-stack.
- Deck-specific job: Counters target noncreature spell unless its controller pays {2}, protecting early turns and finisher windows.
- Timing: Hold up on turns where the opponent's important play is a planeswalker, removal, sweeper, tutor, equipment-like noncreature, or combo spell.
- Inputs / outputs: Costs {U}; answers only a noncreature spell on the stack.
- Partners / packages: Duress, Counterspell, Negate, Emet-Selch, Grave Titan, Hullbreaker Horror.
- Role peers: Negate hard-counters noncreature spells for {1}{U}; Mana Leak hits any spell but costs more.
- Failure modes: Cannot counter creature spells and gets worse when the opponent has spare mana.
- Matchup / visibility hooks: Excellent against combo/control and red burn when one mana matters.

#### Mana Leak
- Deck role: Main deck, 1 copy, early universal soft counter.
- Role type: interaction-stack.
- Deck-specific job: Counters target spell unless its controller pays {3}, bridging early and midgame while you develop lands.
- Timing: Spend while the tax is live; do not hold too long when Counterspell or Drown in the Loch can cover late haymakers.
- Inputs / outputs: Costs {1}{U}; trades for a spell on the stack if {3} is not paid.
- Partners / packages: Lose Focus, Miscalculation, Remand, Clash of Wills, Counterspell.
- Role peers: Counterspell is unconditional; Lose Focus and Miscalculation are smaller taxes.
- Failure modes: Becomes unreliable when the opponent reaches extra mana.
- Matchup / visibility hooks: Strong against curve-out decks and expensive commanders.

#### Brainstorm
- Deck role: Main deck, 1 copy, instant card selection.
- Role type: card selection.
- Deck-specific job: Draws three, then puts two hand cards on top to find land, interaction, or a closer while hiding weak or valuable cards.
- Timing: Best with Ash Barrens or another shuffle soon after; without shuffle, cast only for immediate land, answer, or discard-protection need.
- Inputs / outputs: Costs {U}; changes hand composition but leaves two cards on top.
- Partners / packages: Ash Barrens, Emet-Selch, Frantic Search, Curate, Counterspell.
- Role peers: Curate surveils then draws; Dreams of Laguna surveils then draws and has flashback.
- Failure modes: Can lock two bad cards on top if no shuffle or selection follows.
- Matchup / visibility hooks: Strong under discard pressure or in response to information effects; risky as a speculative turn-one cantrip.

#### Spectral Interference
- Deck role: Main deck, 1 copy, artifact-or-creature tax counter.
- Role type: interaction-stack.
- Deck-specific job: Counters target artifact or creature spell unless its controller pays {4}, giving a strong tempo answer to creature and artifact commitments.
- Timing: Use on high-impact artifact or creature spells while the opponent cannot pay {4}; preserve for stack threats that removal cannot cleanly answer.
- Inputs / outputs: Costs {1}{U}; answers only artifact or creature spells on the stack.
- Partners / packages: Remove Soul, Stern Scolding, Dazzling Denial, Counterspell.
- Role peers: Remove Soul hits creature spells only; Mana Leak hits any spell with a smaller tax.
- Failure modes: Cannot answer enchantment, instant, sorcery, or planeswalker spells unless they are also artifact or creature spells.
- Matchup / visibility hooks: Strong against artifact-engine decks and creature commanders.

#### Counterspell
- Deck role: Main deck, 1 copy, premium hard counter.
- Role type: interaction-stack.
- Deck-specific job: Counters target spell with no tax or restriction, protecting survival, engines, or closers.
- Timing: Save for decisive spells when possible; use earlier if the stack object creates a board state your removal cannot fix.
- Inputs / outputs: Costs {U}{U}; answers a spell on the stack.
- Partners / packages: Island, Command Tower, Duress, Thoughtseize, Hullbreaker Horror.
- Role peers: Drown in the Loch can hard-counter by graveyard count; Negate and Remove Soul are restricted hard counters.
- Failure modes: Requires double blue and cannot answer resolved permanents.
- Matchup / visibility hooks: Highest value against combo, control, haymakers, and removal aimed at a committed finisher.

#### Wash Away
- Deck role: Main deck, 1 copy, commander/exile/graveyard-cast counter with hard-counter cleave.
- Role type: interaction-stack; modal utility.
- Deck-specific job: For {U}, counters target spell that was not cast from its owner's hand; for cleave {1}{U}{U}, counters any target spell.
- Timing: Hold for commander recasts, flashback-like spells, graveyard/library/exile casts, or use cleave when a must-answer spell is on stack.
- Inputs / outputs: Consumes either {U} or {1}{U}{U}; answers a spell on the stack.
- Mode map: Normal mode is narrow but efficient; cleave mode removes the bracketed restriction and becomes a three-mana hard counter.
- Partners / packages: Counterspell, Negate, Drown in the Loch, Bring the Ending.
- Role peers: Counterspell is the unconditional two-mana peer; Negate and Remove Soul cover narrower classes.
- Failure modes: Normal mode cannot counter spells cast from hand; cleave asks for heavy blue mana.
- Matchup / visibility hooks: Especially important in Duel Commander because commanders are commonly cast from the command zone.

#### Dreams of Laguna
- Deck role: Main deck, 1 copy, instant selection with flashback.
- Role type: card selection; mechanic enabler; modal utility.
- Deck-specific job: Surveil 1 then draw a card, and later can be cast from graveyard for {3}{U} before being exiled.
- Timing: Cast early to hit land or answer; flashback when mana is unused and exiling it is worth another surveil-draw.
- Inputs / outputs: Costs {1}{U} or flashback {3}{U}; surveil may put a card into graveyard; draw increases hand size; flashback exiles Dreams after resolution.
- Mode map: Hand cast is efficient smoothing; flashback is late-game card flow from the graveyard.
- Partners / packages: Emet-Selch, Murktide Regent, Sailors' Bane, Tainted Indulgence, Drown in the Loch.
- Role peers: Curate surveils 2 and draws once; Brainstorm sees more cards but does not fill the graveyard directly.
- Failure modes: Flashback consumes graveyard access and later leaves exile, which can matter for Murktide Regent triggers but removes one graveyard card.
- Matchup / visibility hooks: Strong in grindy games and when holding up instant speed matters.

#### Engulf the Shore
- Deck role: Main deck, 1 copy, instant mass-bounce reset.
- Role type: interaction-sweeper.
- Deck-specific job: Returns to owners' hands each creature with toughness less than or equal to the number of Islands you control.
- Timing: Use after the opponent commits creatures or in combat before damage; count Island, Ice Tunnel, and Fetid Pools as registered Island-type lands.
- Inputs / outputs: Costs {3}{U}; tempo-resets eligible creatures without destroying them.
- Partners / packages: Island, Ice Tunnel, Fetid Pools, Thing in the Ice, Evacuation, Aetherize.
- Role peers: Evacuation bounces each creature; Aetherize bounces attacking creatures only.
- Failure modes: Misses creatures with toughness above Island count and can bounce your own creatures.
- Matchup / visibility hooks: Improves as Island count grows; strong against token or tempo attacks when recast cost matters.

#### Go for the Throat
- Deck role: Main deck, 1 copy, efficient creature kill.
- Role type: interaction-removal.
- Deck-specific job: Destroys target nonartifact creature at instant speed.
- Timing: Use on high-impact nonartifact creatures; preserve if narrower Doom Blade or Fatal Push can handle current threat.
- Inputs / outputs: Costs {1}{B}; destroys one legal nonartifact creature.
- Partners / packages: Fatal Push, Doom Blade, Heartless Act, Shoot the Sheriff, Tyrant's Scorn.
- Role peers: Doom Blade misses black creatures; Heartless Act misses creatures with counters.
- Failure modes: Cannot target artifact creatures or noncreature permanents.
- Matchup / visibility hooks: Strong default removal against creature decks without artifact bodies.

#### Bring the Ending
- Deck role: Main deck, 1 copy, conditional soft counter.
- Role type: interaction-stack.
- Deck-specific job: Counters target spell unless its controller pays {2}; corrupted would hard-counter if that controller has three or more poison counters.
- Timing: In this deck, treat it mainly as an early {2} tax because no registered card gives poison counters.
- Inputs / outputs: Costs {1}{U}; answers a spell on the stack if tax is unpaid, or hard-counters only with corrupted active.
- Partners / packages: Mana Leak, Lose Focus, Miscalculation, Counterspell.
- Role peers: Spell Stutter and Lose Focus are similar {2} taxes; Mana Leak taxes {3}.
- Failure modes: Corrupted text is usually inactive in this registered deck; late-game tax can fail.
- Matchup / visibility hooks: Best when the opponent taps low for a critical spell.

#### Geth's Verdict
- Deck role: Main deck, 1 copy, instant edict with life loss.
- Role type: interaction-removal.
- Deck-specific job: Target player sacrifices a creature of their choice and loses 1 life, answering protected single threats while adding a small life swing.
- Timing: Use when the opponent has one important creature or after removing fodder; hold if tokens make the choice poor.
- Inputs / outputs: Costs {B}{B}; target player chooses the sacrificed creature and loses 1 life.
- Partners / packages: Diabolic Edict, Liliana's Triumph, Tithing Blade, Barter in Blood.
- Role peers: Diabolic Edict costs {1}{B} without life loss; Liliana's Triumph hits each opponent.
- Failure modes: Requires double black; opponent controls the sacrifice choice.
- Matchup / visibility hooks: Strong against hexproof, ward-heavy, or indestructible single creatures.

#### Fatal Push
- Deck role: Main deck, 1 copy, premium cheap creature removal.
- Role type: interaction-removal.
- Deck-specific job: Destroys mana value 2 or less creatures, or mana value 4 or less with revolt if a permanent left your battlefield this turn.
- Timing: Use early before threats grow beyond range; enable revolt through Seal of Removal sacrifice, Tithing Blade craft/exile movement, Nihil Spellbomb post-board sacrifice, or creature trades when legal.
- Inputs / outputs: Costs {B}; destroys one eligible creature.
- Partners / packages: Seal of Removal, Nihil Spellbomb, Tithing Blade, Grave Titan Zombie tokens.
- Role peers: Eliminate, Requiting Hex, Tyrant's Scorn.
- Failure modes: Cannot hit mana value 3-4 without revolt and cannot hit noncreature permanents.
- Matchup / visibility hooks: Excellent against fast aggro and low-cost commanders.

#### Stab
- Deck role: Main deck, 1 copy, one-mana shrink removal.
- Role type: interaction-removal.
- Deck-specific job: Gives target creature -2/-2 until end of turn to kill low-toughness creatures or finish damaged larger ones.
- Timing: Use before combat damage when it changes combat or removes an engine before it triggers.
- Inputs / outputs: Costs {B}; reduces power and toughness of one target creature until end of turn.
- Partners / packages: Last Gasp, Gollum's Bite, Fatal Push, Languish.
- Role peers: Gollum's Bite also gives -2/-2; Last Gasp gives -3/-3 for {1}{B}.
- Failure modes: Does not destroy through higher toughness and can be blanked by pump.
- Matchup / visibility hooks: Best against small commanders, mana creatures, and early evasive threats.

#### Doom Blade
- Deck role: Main deck, 1 copy, color-restricted creature kill.
- Role type: interaction-removal.
- Deck-specific job: Destroys target nonblack creature at instant speed.
- Timing: Spend before broader Go for the Throat or Heartless Act when the target is legal and important.
- Inputs / outputs: Costs {1}{B}; destroys one nonblack creature.
- Partners / packages: Go for the Throat, Shoot the Sheriff, Eliminate, Fatal Push.
- Role peers: Go for the Throat misses artifact creatures instead; Shoot the Sheriff misses outlaws.
- Failure modes: Cannot target black creatures or noncreature permanents.
- Matchup / visibility hooks: Weak against black commanders and black creature-heavy decks.

#### Last Gasp
- Deck role: Main deck, 1 copy, instant stat-based removal.
- Role type: interaction-removal.
- Deck-specific job: Gives target creature -3/-3 until end of turn, killing small and medium creatures or shrinking a larger attacker.
- Timing: Use before damage when the shrink changes lethal, trades, or combat survival.
- Inputs / outputs: Costs {1}{B}; reduces one target creature's power/toughness.
- Partners / packages: Stab, Gollum's Bite, Languish, Crippling Fear.
- Role peers: Stab and Gollum's Bite are cheaper -2/-2 effects; Languish applies -4/-4 globally.
- Failure modes: Does not remove creatures with enough toughness and is vulnerable to pump.
- Matchup / visibility hooks: Strong against early creatures and combat math.

#### Requiting Hex
- Deck role: Main deck, 1 copy, cheap small-creature kill with optional blight lifegain.
- Role type: interaction-removal; lifegain/stabilization.
- Deck-specific job: Destroys target creature with mana value 2 or less, and if you pay the additional blight 1 cost by putting a -1/-1 counter on a creature you control, you gain 2 life.
- Timing: Use on early threats; pay blight only when the -1/-1 counter will not cost a key creature or when 2 life changes the race.
- Inputs / outputs: Costs {B}; optional blight 1 marks your creature; outputs creature destruction and possible 2 life.
- Partners / packages: Fallaji Archaeologist, Grave Titan Zombie tokens, Fatal Push, Eliminate.
- Role peers: Fatal Push is the closest one-mana small-creature destroy spell.
- Failure modes: Needs a legal mana value 2-or-less target; blighting Emet-Selch or Malcolm can make combat worse.
- Matchup / visibility hooks: Useful against aggro when both removal and small lifegain matter.

#### Shoot the Sheriff
- Deck role: Main deck, 1 copy, creature kill with outlaw restriction.
- Role type: interaction-removal.
- Deck-specific job: Destroys target non-outlaw creature; Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws and are illegal targets.
- Timing: Use when the current target is legal and high-impact; save broader removal for outlaw creatures if needed.
- Inputs / outputs: Costs {1}{B}; destroys one non-outlaw creature.
- Partners / packages: Go for the Throat, Doom Blade, Heartless Act, Eliminate.
- Role peers: Doom Blade and Go for the Throat have different restrictions; Heartless Act checks counters.
- Failure modes: Cannot hit outlaw creature types, including Rogue and Pirate commanders.
- Matchup / visibility hooks: Check type line carefully before relying on it against typal or commander decks.

#### Remand
- Deck role: Main deck, 1 copy, tempo counter and cantrip.
- Role type: interaction-stack; card selection.
- Deck-specific job: Counters target spell, returns it to its owner's hand instead of graveyard if countered this way, and draws a card.
- Timing: Use when delaying the spell for one turn matters, protects a finisher window, or digs toward a permanent answer.
- Inputs / outputs: Costs {1}{U}; trades tempo for a card draw but does not permanently answer the spell.
- Partners / packages: Mana Leak, Lose Focus, Counterspell, Hullbreaker Horror.
- Role peers: Miscalculation is another two-mana tempo counter with cycling; Counterspell permanently counters.
- Failure modes: Bad when the opponent can immediately recast or when the spell must never resolve later.
- Matchup / visibility hooks: Strong against expensive commanders and tap-out haymakers.

#### Tainted Indulgence
- Deck role: Main deck, 1 copy, instant draw-discard velocity.
- Role type: card selection; discard outlet; mechanic enabler.
- Deck-specific job: Draws two, then discards a card unless there are five or more mana values among cards in your graveyard.
- Timing: Cast when you need land, interaction, or graveyard setup; preserve if holding {U}{B} for Drown in the Loch is more important.
- Inputs / outputs: Costs {U}{B}; adds cards to hand and possibly graveyard, enabling Emet-Selch, Murktide Regent, Sailors' Bane, and Kiora.
- Partners / packages: Emet-Selch, Sandman's Quicksand, Murktide Regent, Sailors' Bane, Drown in the Loch.
- Role peers: Frantic Search sees two and untaps lands; Curate surveils before drawing.
- Failure modes: The discard clause remains unless graveyard contains five or more different mana values; do not discard needed interaction under pressure.
- Matchup / visibility hooks: Better in grindy games and graveyard-payoff lines than against immediate lethal boards.

#### Diabolic Edict
- Deck role: Main deck, 1 copy, instant single-player edict.
- Role type: interaction-removal.
- Deck-specific job: Target player sacrifices a creature of their choice, answering creatures that cannot be targeted or destroyed normally when no fodder is present.
- Timing: Use after clearing expendable creatures or when the opponent has a single key threat.
- Inputs / outputs: Costs {1}{B}; target player chooses the sacrificed creature.
- Partners / packages: Geth's Verdict, Liliana's Triumph, Tithing Blade, Barter in Blood.
- Role peers: Geth's Verdict adds 1 life loss; Liliana's Triumph hits each opponent.
- Failure modes: Weak against token boards and opponents with expendable creatures.
- Matchup / visibility hooks: Important against hexproof, ward, indestructible, or protection threats.

#### Remove Soul
- Deck role: Main deck, 1 copy, creature hard counter.
- Role type: interaction-stack.
- Deck-specific job: Counters target creature spell on the stack.
- Timing: Hold for creature spells that removal cannot efficiently answer or that have dangerous enters triggers.
- Inputs / outputs: Costs {1}{U}; answers a creature spell before it resolves.
- Partners / packages: Stern Scolding, Spectral Interference, Dazzling Denial, Counterspell.
- Role peers: Stern Scolding is cheaper but stat-restricted; Counterspell hits any spell.
- Failure modes: Cannot answer noncreature spells or resolved creatures.
- Matchup / visibility hooks: Strong against creature commanders and value creatures with enters triggers.

#### Jwari Disruption
- Deck role: Main deck, 1 copy, modal blue land or early soft counter.
- Role type: modal utility; interaction-stack; mana/fixing/ramp.
- Deck-specific job: Jwari Disruption counters target spell unless its controller pays {1}; Jwari Ruins is a tapped blue land.
- Timing: Use spell face early when the opponent taps out; play land face when missing a land drop or blue source matters more.
- Inputs / outputs: Spell costs {1}{U}; land enters tapped and taps for {U}.
- Mode map: Counter mode is tempo-sensitive; land mode is reliable development but costs tempo by entering tapped.
- Partners / packages: Mana Leak, Lose Focus, Miscalculation, Island, Counterspell.
- Role peers: Miscalculation and Spell Stutter are stronger taxes; Hydroelectric Laboratory is another modal blue land.
- Failure modes: Reference lacks full combined Oracle metadata; tax becomes nearly dead late.
- Matchup / visibility hooks: Better on the play and against low-curve opponents.

#### Heartless Act
- Deck role: Main deck, 1 copy, modal creature interaction.
- Role type: interaction-removal; modal utility.
- Deck-specific job: Either destroys target creature with no counters on it or removes up to three counters from target creature.
- Timing: Use destroy mode on clean targets; use counter-removal mode when counters are the threat or when destroy mode is illegal.
- Inputs / outputs: Costs {1}{B}; either removes a creature or strips counters.
- Mode map: Destroy mode handles creatures with no counters; counter-removal mode can shrink counter-based creatures or disrupt counter engines.
- Partners / packages: Fatal Push, Eliminate, Go for the Throat, Drown in the Loch.
- Role peers: Tyrant's Scorn is another modal creature answer; Go for the Throat is broader against nonartifact creatures.
- Failure modes: Cannot destroy creatures with counters, and removing counters may not remove the creature.
- Matchup / visibility hooks: Watch +1/+1 counters, lore counters on creature Sagas, and commander counter engines.

#### Liliana's Triumph
- Deck role: Main deck, 1 copy, instant each-opponent edict.
- Role type: interaction-removal.
- Deck-specific job: Each opponent sacrifices a creature of their choice; the Liliana discard rider is inactive unless you control a Liliana planeswalker, which this deck does not register.
- Timing: Use against single-threat boards or protected creatures after fodder is removed.
- Inputs / outputs: Costs {1}{B}; opponent chooses sacrificed creature.
- Partners / packages: Diabolic Edict, Geth's Verdict, Tithing Blade, Barter in Blood.
- Role peers: Diabolic Edict targets one player; Geth's Verdict adds life loss.
- Failure modes: Opponent chooses the creature; registered deck has no Liliana planeswalker for the extra discard.
- Matchup / visibility hooks: Strong against protected commanders; weak against token swarms.

#### Evacuation
- Deck role: Main deck, 1 copy, instant full creature reset.
- Role type: interaction-sweeper.
- Deck-specific job: Returns each creature to its owner's hand, buying time and resetting tokens or combat states.
- Timing: Cast at the last safe instant window, often after attacks or after the opponent commits additional creatures.
- Inputs / outputs: Costs {3}{U}{U}; bounces your creatures and opposing creatures.
- Partners / packages: Aetherize, Engulf the Shore, Thing in the Ice, Hullbreaker Horror.
- Role peers: Engulf the Shore can be cheaper and Island-scaled; Aetherize only hits attacking creatures.
- Failure modes: Replays enters triggers and removes your own board pressure.
- Matchup / visibility hooks: Strong against go-wide and all-in combat; weaker against haste or strong enters triggers.

#### Miscalculation
- Deck role: Main deck, 1 copy, soft counter with cycling.
- Role type: interaction-stack; modal utility; card selection.
- Deck-specific job: Counters target spell unless its controller pays {2}, or cycles for {2} when the tax is no longer useful.
- Timing: Counter early curve plays; cycle late when the opponent can pay or no stack target matters.
- Inputs / outputs: Counter mode costs {1}{U}; cycling costs {2}, discards Miscalculation, and draws a card.
- Mode map: Counter mode trades tempo; cycling mode converts a dead tax counter into a new draw.
- Partners / packages: Mana Leak, Lose Focus, Remand, Sailors' Bane, Murktide Regent.
- Role peers: Spell Stutter and Bring the Ending are similar {2} taxes without cycling.
- Failure modes: Holding too long can turn it into a cycling-only card when a counter was needed earlier.
- Matchup / visibility hooks: Good against tempo and midrange, less reliable in late control mirrors.

#### Aetherize
- Deck role: Main deck, 1 copy, combat-only mass bounce.
- Role type: interaction-sweeper.
- Deck-specific job: Returns each attacking creature to its owner's hand, punishing committed attacks without touching nonattackers.
- Timing: Wait until attackers are declared unless discard or mana constraints force earlier action.
- Inputs / outputs: Costs {3}{U}; bounces attacking creatures only.
- Partners / packages: Seal of Removal, Engulf the Shore, Evacuation, Thing in the Ice.
- Role peers: Evacuation hits each creature; Engulf the Shore hits toughness by Island count.
- Failure modes: Does nothing before attackers or against noncombat engines; owner singular text still returns each attacking creature to its owner.
- Matchup / visibility hooks: Excellent against swarm attacks, creature-land attacks, and pump-combat turns.

#### Dazzling Denial
- Deck role: Main deck, 1 copy, soft counter with Bird rider.
- Role type: interaction-stack.
- Deck-specific job: Counters target spell unless its controller pays {2}; if you control a Bird, the tax is {4}.
- Timing: Treat as a {2} tax in this registered deck unless an external Bird appears; use early while mana is constrained.
- Inputs / outputs: Costs {1}{U}; interacts only with a spell on the stack.
- Partners / packages: Mana Leak, Lose Focus, Miscalculation, Spell Stutter.
- Role peers: Mana Leak taxes {3}; Spectral Interference taxes artifact or creature spells for {4}.
- Failure modes: Registered deck has no Bird, so do not assume the larger tax from deck contents.
- Matchup / visibility hooks: Better against tapped-out haymakers than against late-game excess mana.

#### Drown in the Loch
- Deck role: Main deck, 1 copy, graveyard-scaling counter or removal.
- Role type: modal utility; interaction-stack; interaction-removal.
- Deck-specific job: Counters a spell or destroys a creature if its mana value is less than or equal to the number of cards in that object's controller's graveyard.
- Timing: Check the relevant controller's graveyard before relying on it; use selection and trades to make it live naturally.
- Inputs / outputs: Costs {U}{B}; consumes no graveyard cards but depends on public graveyard count.
- Mode map: Counter mode answers a spell on stack by controller graveyard count; destroy mode answers a creature by its controller graveyard count.
- Partners / packages: Fallaji Archaeologist, Curate, Dreams of Laguna, Frantic Search, Emet-Selch.
- Role peers: Counterspell ignores graveyard count; Go for the Throat and Eliminate are creature-only alternatives.
- Failure modes: Dead against empty graveyards or high-mana-value targets with low graveyard counts.
- Matchup / visibility hooks: Strong in attrition games, weak against graveyard exile and early turns.

#### Gollum's Bite
- Deck role: Main deck, 1 copy, small shrink removal with graveyard activated utility.
- Role type: interaction-removal; modal utility.
- Deck-specific job: Gives target creature -2/-2, and from the graveyard can be exiled for {3}{B} at sorcery speed to have The Ring tempt you.
- Timing: Use removal mode early; use graveyard activation only when mana is spare and the Ring temptation matters more than preserving graveyard count.
- Inputs / outputs: Costs {B}; later activation consumes {3}{B} and exiles Gollum's Bite from graveyard.
- Mode map: Hand mode is instant shrink removal; graveyard mode is sorcery-speed Ring temptation.
- Partners / packages: Stab, Last Gasp, Murktide Regent, Sailors' Bane, Drown in the Loch.
- Role peers: Stab has the same -2/-2 without graveyard text.
- Failure modes: Exiling it can weaken Emet-Selch transform count and Sailors' Bane discount.
- Matchup / visibility hooks: Best against low-toughness creatures and when late mana has no better use.

#### Frantic Search
- Deck role: Main deck, 1 copy, instant filter and mana-rebuild spell.
- Role type: card selection; discard outlet; mechanic enabler.
- Deck-specific job: Draws two, discards two, then untaps up to three lands, letting the deck filter while preserving interaction if sequenced correctly.
- Timing: Cast when untapping lands keeps Counterspell, Fatal Push, or other instant interaction live; avoid into must-counter turns if mana math fails.
- Inputs / outputs: Costs {2}{U}; outputs two draws, two discards, graveyard fuel, and up to three untapped lands.
- Partners / packages: Emet-Selch, Sandman's Quicksand, Murktide Regent, Sailors' Bane, Drown in the Loch.
- Role peers: Tainted Indulgence and Kiora also draw-discard; Frantic Search is the best tempo-preserving filter.
- Failure modes: Discarding critical answers for graveyard size can lose immediately.
- Matchup / visibility hooks: Strong in draw-go turns and graveyard payoff setups.

#### Curate
- Deck role: Main deck, 1 copy, instant surveil selection.
- Role type: card selection; mechanic enabler.
- Deck-specific job: Surveil 2, then draw a card, choosing which top cards become graveyard fuel and which remain to draw.
- Timing: Use end step when shields were not needed, or main phase when digging for a land or immediate answer.
- Inputs / outputs: Costs {1}{U}; can put zero to two cards into the graveyard and draws one card.
- Partners / packages: Emet-Selch, Drown in the Loch, Murktide Regent, Sailors' Bane, Tainted Indulgence.
- Role peers: Dreams of Laguna surveils 1 and has flashback; Brainstorm sees more cards but needs shuffle discipline.
- Failure modes: Surveilling away needed lands or narrow answers without current context can strand the hand.
- Matchup / visibility hooks: Valuable against unknown opponents because it preserves instant speed.

#### Tyrant's Scorn
- Deck role: Main deck, 1 copy, modal creature answer.
- Role type: modal utility; interaction-removal.
- Deck-specific job: Either destroys target creature with mana value 3 or less or returns target creature to its owner's hand.
- Timing: Destroy low-value permanent threats when possible; bounce larger creatures when tempo, commander tax, or lethal prevention matters.
- Inputs / outputs: Costs {U}{B}; destroys or bounces one target creature.
- Mode map: Destroy mode is permanent but mana-value capped; bounce mode is temporary but works on any target creature.
- Partners / packages: Fatal Push, Eliminate, Seal of Removal, Aetherize.
- Role peers: Eliminate destroys mana value 3-or-less creatures and planeswalkers; Seal of Removal is preloaded bounce.
- Failure modes: Bounce can replay enters triggers; destroy mode misses mana value 4+.
- Matchup / visibility hooks: Flexible against both low-curve aggro and large commander tempo turns.

#### Clash of Wills
- Deck role: Main deck, 1 copy, scalable soft counter.
- Role type: interaction-stack.
- Deck-specific job: Counters target spell unless its controller pays X, letting spare mana set the tax.
- Timing: Use when you can set X high enough that payment is unrealistic; early X=1 or X=2 is tempo only.
- Inputs / outputs: Costs {X}{U}; interacts with a spell on the stack.
- Partners / packages: Mana Leak, Lose Focus, Counterspell, Remand.
- Role peers: Mana Leak has fixed {3}; Counterspell is unconditional for {U}{U}.
- Failure modes: Poor when you cannot invest enough mana or must keep mana for other answers.
- Matchup / visibility hooks: Scales well in late games against tap-out threats.

#### Murktide Regent
- Deck role: Main deck, 1 copy, graveyard-powered flying closer.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Uses delve to reduce cost, enters with +1/+1 counters for instant and sorcery cards exiled with it, and grows when instant or sorcery cards leave your graveyard.
- Timing: Cast when graveyard material creates a large flyer without emptying resources needed for Drown in the Loch or Emet-Selch.
- Inputs / outputs: Costs {5}{U}{U} reduced by exiling graveyard cards; exiling instants/sorceries increases size.
- Partners / packages: Curate, Frantic Search, Dreams of Laguna, Fallaji Archaeologist, Brainstorm, Drown in the Loch.
- Role peers: Sailors' Bane also uses graveyard/exile spell count; Murktide consumes graveyard while Bane discounts from it.
- Failure modes: Delve can shrink Drown in the Loch and delay Emet-Selch's fourteen-card threshold.
- Matchup / visibility hooks: Strong against control after trades; risky into graveyard hate or exile removal.

#### Sailors' Bane
- Deck role: Main deck, 1 copy, discounted warded finisher.
- Role type: threat/clock; mechanic payoff.
- Deck-specific job: Costs {1} less for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure, then presents a 7/7 ward {4}.
- Timing: Cast when graveyard/exile spell count makes it efficient and ward protects it meaningfully.
- Inputs / outputs: Base cost {7}{U}{U}; discount uses count but does not exile cards; outputs 7/7 body with ward {4}.
- Partners / packages: Curate, Dreams of Laguna, Frantic Search, Brainstorm, Miscalculation, Gollum's Bite, Murktide Regent.
- Role peers: Murktide Regent is the other graveyard-spell closer; Grave Titan stabilizes better on board.
- Failure modes: Graveyard exile reduces discount; ward does not protect against sweepers or edicts.
- Matchup / visibility hooks: Strong after long instant/sorcery exchanges.

#### Kiora, the Rising Tide
- Deck role: Main deck, 1 copy, loot creature and threshold payoff.
- Role type: mechanic enabler; mechanic payoff; threat/clock.
- Deck-specific job: Enters to draw two then discard two, then at threshold attacks can create Scion of the Deep, a legendary 8/8 blue Octopus token.
- Timing: Cast when a 3/2 can survive or when looting is needed; attack only when seven graveyard cards are present and losing Kiora in combat is acceptable.
- Inputs / outputs: Costs {2}{U}; outputs draw-discard, graveyard fuel, and possible 8/8 token on threshold attack.
- Partners / packages: Emet-Selch, Tainted Indulgence, Frantic Search, Curate, Dreams of Laguna.
- Role peers: Emet-Selch and Overlord of the Floodpits also draw-discard; Kiora has the largest attack payoff.
- Failure modes: Dies to small removal and combat; graveyard hate turns off threshold.
- Matchup / visibility hooks: Strong against slower boards without profitable blockers.

#### Marina Vendrell's Grimoire
- Deck role: Main deck, 1 copy, high-risk card-advantage artifact.
- Role type: engine piece; card selection.
- Deck-specific job: If cast, draws five on entry, removes maximum hand size, prevents losing for 0 or less life, and turns life gain into draws and life loss into discard.
- Timing: Cast only when six mana tap-out is safe and your hand can absorb the life-loss discard risk.
- Inputs / outputs: Costs {5}{U}; outputs five cards if cast, no max hand size, life-gain draw triggers, and life-loss discard triggers.
- Partners / packages: Tithing Blade transformed Consuming Sepulcher, Grave Titan stabilization, Zero Point Ballad, Toxic Deluge.
- Role peers: No direct peer; closest role overlap is Overlord of the Floodpits and Dreams of Laguna as card-flow engines.
- Failure modes: Losing life with a low hand can force discards, then you lose if you have no cards in hand; it does not protect against poison or alternate losses not covered by life total.
- Matchup / visibility hooks: Better in control mirrors than against burn or swarm pressure.

#### Hullbreaker Horror
- Deck role: Main deck, 1 copy, flash uncounterable top-end control finisher.
- Role type: threat/clock; engine piece; interaction-removal.
- Deck-specific job: Resolves through counters, then every spell you cast can bounce target spell you don't control or target nonland permanent.
- Timing: Flash in end step or during a stack fight when seven mana is safe; follow with cheap spells to protect tempo.
- Inputs / outputs: Costs {5}{U}{U}; outputs 7/8 body and repeatable bounce triggers on your spell casts.
- Mode map: Trigger choice bounces a target spell you don't control or a target nonland permanent; choose spell-bounce for stack tempo and permanent-bounce for board control.
- Partners / packages: Brainstorm, Fatal Push, Spell Pierce, Curate, Remand, Miscalculation.
- Role peers: Grave Titan is the other seven-ish mana closer; Hullbreaker is better in stack-heavy games.
- Failure modes: Does not counter spells permanently, and edicts or sweepers can answer it after resolution.
- Matchup / visibility hooks: Excellent against control and big mana if you untap or chain spells.

#### Hydroblast
- Deck role: Sideboard, 1 copy, red-specific interaction bullet.
- Role type: sideboard bullet; modal utility; interaction-stack; interaction-removal.
- Deck-specific job: Either counters target spell if it's red or destroys target permanent if it's red.
- Timing: Bring in when red spells or red permanents are central; hold for lethal burn, red commanders, or red removal targeting a finisher.
- Inputs / outputs: Costs {U}; answers red stack objects conditionally or red permanents.
- Mode map: Counter mode targets any spell but only works if it is red on resolution; destroy mode targets a permanent and destroys it if it is red.
- Partners / packages: Blue Elemental Blast, Negate, Spell Pierce, Counterspell.
- Role peers: Blue Elemental Blast is the closest peer with stricter target wording for red spell/permanent.
- Failure modes: Weak against nonred threats and mixed-color decks where the important cards are not red.
- Matchup / visibility hooks: Side in against burn, red aggro, and red combo/control pressure.

#### Blue Elemental Blast
- Deck role: Sideboard, 1 copy, red-specific hard answer.
- Role type: sideboard bullet; modal utility; interaction-stack; interaction-removal.
- Deck-specific job: Counters target red spell or destroys target red permanent for one blue mana.
- Timing: Bring in when red cards are numerous enough that narrow interaction will trade.
- Inputs / outputs: Costs {U}; targets only red spell for counter mode or red permanent for destroy mode.
- Mode map: Counter mode requires a target red spell; destroy mode requires a target red permanent.
- Partners / packages: Hydroblast, Spell Pierce, Counterspell, Negate.
- Role peers: Hydroblast is nearly identical but its counter mode targets a spell and checks red on resolution.
- Failure modes: Cannot target nonred spells or permanents.
- Matchup / visibility hooks: Best against red burn, red commanders, and red removal aimed at Grave Titan, Murktide Regent, or Emet-Selch.

#### Thoughtseize
- Deck role: Sideboard, 1 copy, proactive disruption bullet.
- Role type: sideboard bullet; interaction-discard.
- Deck-specific job: Reveals target player's hand, lets you choose a nonland card, and costs you 2 life.
- Timing: Bring in against combo, control, slow engines, and protected finisher mirrors; cast before committing a major threat.
- Inputs / outputs: Costs {B} and 2 life; outputs hand information and removes one nonland card you choose.
- Partners / packages: Duress, Mind Rot, Counterspell, Negate, Emet-Selch.
- Role peers: Duress avoids life loss but misses creatures; Thoughtseize hits creatures.
- Failure modes: Life loss is dangerous against burn and creature rushes; weak against empty hands.
- Matchup / visibility hooks: Strong when the opponent has one card type the maindeck cannot answer after resolution.

#### Nihil Spellbomb
- Deck role: Sideboard, 1 copy, graveyard hate artifact.
- Role type: sideboard bullet; hate piece; engine fuel/material.
- Deck-specific job: Sacrifices to exile target player's graveyard, then may pay {B} when it goes to graveyard from battlefield to draw a card.
- Timing: Wait until the opponent commits to a graveyard payoff, but act before escape, flashback, delve, or recursion costs are paid when that matters.
- Inputs / outputs: Costs {1}; tap-sacrifice exiles a target player's graveyard; optional {B} draws a card on graveyard trigger.
- Partners / packages: Boggart Trawler, Grafdigger's Cage, Dauthi Voidwalker, Drown in the Loch.
- Role peers: Boggart Trawler is one-shot creature/land graveyard hate; Dauthi Voidwalker is ongoing opponent-only exile.
- Failure modes: Exiling your own graveyard can weaken Emet-Selch, Murktide Regent, Sailors' Bane, and Drown in the Loch.
- Matchup / visibility hooks: Side in against recursion, reanimation, flashback, escape, delve, and threshold decks.

#### Grafdigger's Cage
- Deck role: Sideboard, 1 copy, graveyard/library cast and entry hate.
- Role type: sideboard bullet; hate piece.
- Deck-specific job: Stops creature cards in graveyards and libraries from entering the battlefield and stops players from casting spells from graveyards or libraries.
- Timing: Deploy before the opponent's graveyard/library engine becomes active; do not bring in just because graveyards exist.
- Inputs / outputs: Costs {1}; creates a static restriction on specific cast and battlefield-entry routes.
- Partners / packages: Nihil Spellbomb, Dauthi Voidwalker, Thoughtseize, Negate.
- Role peers: Nihil Spellbomb is one-shot graveyard exile; Grafdigger's Cage is static prevention.
- Failure modes: Does not stop cards cast from hand or exile, and may conflict with Hades, Sorcerer of Eld letting you play cards from your graveyard.
- Matchup / visibility hooks: Strong against graveyard-cast, reanimation-from-library/graveyard, and creature-cheat strategies.

#### Pithing Needle
- Deck role: Sideboard, 1 copy, named activated-ability hate.
- Role type: sideboard bullet; hate piece.
- Deck-specific job: As it enters, choose a card name; activated abilities of sources with that name cannot be activated unless they are mana abilities.
- Timing: Cast when a public or revealed card name has a decisive nonmana activated ability; do not guess blindly.
- Inputs / outputs: Costs {1}; consumes a card name choice and creates a static shutdown.
- Partners / packages: Thoughtseize, Duress, Negate, Feed the Swarm.
- Role peers: No direct peer; closest role overlap is Feed the Swarm for problematic permanents and Negate for noncreature engine spells.
- Failure modes: Does not stop triggered, static, or mana abilities; wrong name wastes the card.
- Matchup / visibility hooks: Strong against activated commanders, planeswalkers, equipment-like engines, sacrifice engines, and creature-lands.

#### Dauthi Voidwalker
- Deck role: Sideboard, 1 copy, proactive graveyard hate threat.
- Role type: sideboard bullet; hate piece; threat/clock.
- Deck-specific job: Exiles opposing cards that would go to graveyard with void counters, attacks with shadow, and can tap-sacrifice to play an exiled opposing card for free this turn.
- Timing: Bring in when opponent graveyard use matters and a 3/2 evasive clock is acceptable; sacrifice only for a high-impact exiled card.
- Inputs / outputs: Costs {B}{B}; outputs opponent-only replacement exile, shadow damage, and one-shot free cast from void-counter cards.
- Partners / packages: Nihil Spellbomb, Grafdigger's Cage, Thoughtseize, Counterspell.
- Role peers: Grafdigger's Cage is static hate; Nihil Spellbomb is one-shot hate.
- Failure modes: Double black can strain mana; your own graveyard remains untouched, but Dauthi dies to common removal.
- Matchup / visibility hooks: Strong against graveyard combo, delve, recursion, and control mirrors with expensive spells.

#### Feed the Swarm
- Deck role: Sideboard, 1 copy, black answer to creature or enchantment.
- Role type: sideboard bullet; interaction-removal.
- Deck-specific job: Destroys target creature or enchantment an opponent controls and costs life equal to that permanent's mana value.
- Timing: Bring in for enchantments, black creatures, or permanents main removal misses; cast when life loss is survivable.
- Inputs / outputs: Costs {1}{B}; consumes life equal to target's mana value.
- Partners / packages: Thoughtseize, Negate, Pithing Needle, Fatal Push.
- Role peers: Go for the Throat and Doom Blade are instant creature removal but cannot answer enchantments.
- Failure modes: Sorcery speed and life loss can be fatal against burn or lethal boards.
- Matchup / visibility hooks: Important against enchantment engines and protection permanents.

#### Negate
- Deck role: Sideboard, 1 copy, noncreature hard counter bullet.
- Role type: sideboard bullet; interaction-stack.
- Deck-specific job: Counters target noncreature spell on the stack, reinforcing the deck against combo, control, sweepers, and noncreature engines.
- Timing: Bring in when noncreature spells decide the matchup; hold for commitment spells rather than low-impact cantrips.
- Inputs / outputs: Costs {1}{U}; answers a noncreature spell on stack.
- Partners / packages: Counterspell, Spell Pierce, Duress, Thoughtseize, Hydroblast.
- Role peers: Spell Pierce is cheaper but tax-based; Counterspell hits any spell.
- Failure modes: Cannot counter creature spells or resolved permanents.
- Matchup / visibility hooks: Strong against control, combo, big mana payoffs, and removal targeting your closer.

#### Toxic Deluge
- Deck role: Sideboard, 1 copy, scalable life-paid sweeper.
- Role type: sideboard bullet; interaction-sweeper.
- Deck-specific job: As an additional cost, pays X life, then gives each creature -X/-X until end of turn.
- Timing: Bring in against go-wide boards, oversized creatures, and resilient creature decks; choose X by exact toughness and life total.
- Inputs / outputs: Costs {2}{B} plus X life; reduces each creature's power/toughness by X.
- Partners / packages: Languish, Crippling Fear, Zero Point Ballad, Grave Titan, Creeping Tar Pit.
- Role peers: Zero Point Ballad also scales with life loss; Languish is fixed at -4/-4.
- Failure modes: Can kill your own finisher and makes burn lethal if X is too high.
- Matchup / visibility hooks: Excellent against creature swarms and large commanders when life total can pay for the reset.

## Interaction Priorities
- Answer commitment spells before cleanup targets: spend Counterspell, Mana Leak, Lose Focus, Bring the Ending, Drown in the Loch, Clash of Wills, Wash Away, Negate, or hard sideboard counters on threats, engines, sweepers, commander recasts, and stack actions that change the game immediately. Let low-impact setup resolve when the visible board, life total, and hand already contain Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Shoot the Sheriff, Last Gasp, Gollum's Bite, Stab, Tyrant's Scorn, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Tithing Blade, Seal of Removal, Aetherize, Engulf the Shore, Evacuation, Languish, Crippling Fear, Barter in Blood, Villainous Wrath, or Requiting Hex to clean it up later.
- Remove snowballing permanents before raw damage: kill creatures or engines that add cards, mana, repeated triggers, sacrifice value, combat evasion, or protection before vanilla attackers of similar size. Use Fatal Push, Stern Scolding, Spell Pierce, Spell Stutter, Eliminate, Last Gasp, Gollum's Bite, Stab, Tyrant's Scorn, and Dazzling Denial while their restrictions still apply; do not preserve them so long that only broader answers remain legal.
- Counter noncreature engines before creature bodies when removal is live: use Spell Pierce, Miscalculation, Remand, Mana Leak, Counterspell, Lose Focus, Clash of Wills, Bring the Ending, and Negate on planeswalker-like engines, graveyard enablers, equipment-like pressure, board wipes that punish Grave Titan or tokens, and spells that invalidate Emet-Selch, Unsundered or Hullbreaker Horror. If the threat can be answered cleanly by Doom Blade, Go for the Throat, Heartless Act, Eliminate, or Fatal Push, keep the counter for the next card unless tempo demands otherwise.
- Discard disruption should take the card the deck cannot answer later: Duress, Mind Rot, Thoughtseize, and any visible discard choice should prioritize protected combo pieces, must-counter engines, sweepers that punish your closer, graveyard hate against Murktide Regent or Sailors' Bane, and cheap interaction that stops the current commitment. Take removal only when Emet-Selch, Unsundered, Thing in the Ice, Malcolm, Alluring Scoundrel, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Overlord of the Floodpits, Grave Titan, Murktide Regent, Sailors' Bane, or Hullbreaker Horror is the selected near-term line.
- Exile and graveyard hate are precision tools: Nihil Spellbomb, Grafdigger's Cage, and Dauthi Voidwalker should be used against visible graveyard dependency, recursion, flashback-like timing, escape/delve-like cost pressure, or a known graveyard payoff, not fired for cosmetic graveyard size. Preserve your own graveyard when Drown in the Loch, Murktide Regent, or Sailors' Bane needs it and runtime text confirms that dependency.
- Bounce is a tempo answer, not a substitute for removal: Seal of Removal, Tyrant's Scorn, Aetherize, Engulf the Shore, Evacuation, and Hullbreaker Horror lines should protect life total, break combat, reset tokens, save a closer, or force a recast through permission. Do not bounce a permanent that will immediately replay for value unless the time gained creates lethal, a sweeper turn, or a protected Emet-Selch, Unsundered window.
- Ignore bait when the clock is manageable: small creatures, redundant mana development, low-impact selection, and spells already answered by a planned sweeper can resolve if life total stays outside danger and no trigger changes the race. Against burn or tempo, narrow counters such as Spell Pierce, Stern Scolding, Jwari Disruption, Hydroblast, and Blue Elemental Blast gain value because every mana exchange and life point matters.
- Change answer ranking by archetype: against creature swarms, save sweepers and edicts for density or protection; against spell combo, spend counters and discard aggressively on enablers; against graveyard decks, value Nihil Spellbomb, Grafdigger's Cage, Dauthi Voidwalker, Drown in the Loch, and exile timing; against control, avoid tapping out for engines unless discard, mana advantage, or a counter shield is visible. Card text check required for Shoot the Sheriff, Gollum's Bite, Stab, Villainous Wrath, Requiting Hex, Dazzling Denial, Zero Point Ballad, Summon: Primal Odin, Overlord of the Floodpits, Kiora, the Rising Tide, Marina Vendrell's Grimoire, and Emet-Selch, Unsundered before assuming exact modes, triggers, or protection.

## Combat And Trading Rules
- Protect life total until stabilization, then protect closers: before turn six or before a sweeper is available, trade Fallaji Archaeologist, Malcolm, Alluring Scoundrel, Thing in the Ice, tokens from Grave Titan, or other legal bodies only when the exchange prevents meaningful damage or preserves a counter window. After stabilizing, stop trading away Emet-Selch, Unsundered, transformed or charged Thing in the Ice, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Overlord of the Floodpits, Kiora, the Rising Tide, or Marina Vendrell's Grimoire unless lethal, commander damage pressure, or a rules-engine legal payoff justifies it.
- Block early pressure by damage prevented, not by card pride: take small hits when a sweeper will recover the board and life total remains safe; block when the next attack would force bad use of Counterspell, Mana Leak, Fatal Push, Eliminate, Go for the Throat, or Languish. Treat life below roughly 10 as a warning zone against aggressive decks, below roughly 6 as emergency territory, and any visible lethal next combat as requiring removal, bounce, edict, sweeper, or forced block if legal.
- Attack only when pressure does not expose the control plan: Creeping Tar Pit, Grave Titan tokens, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Emet-Selch, Unsundered, and other closers should attack once the return swing, crack-back haste, or removal window is manageable. Do not attack with the only blocker against a short clock unless the attack creates lethal, removes a planeswalker-like threat, or forces a better race than blocking.
- Use Aetherize, Engulf the Shore, and Evacuation as combat punishment: let opponents commit attackers when the legal action list shows an instant reset and mana is available, especially against wide boards or pump-dependent attacks. Do not reveal the reset through unnecessary precombat bounce unless waiting risks discard, mana denial, lethal, or losing the spell to a visible counter window.
- Preserve engine creatures when their future value beats the trade: Thing in the Ice, Malcolm, Alluring Scoundrel, Fallaji Archaeologist, and any Emet-Selch, Unsundered related body should not be fed into equal combat if they enable selection, spell-count pressure, commander pressure, or a later transformation. Trade them when they have already produced value, the opposing creature is more dangerous, or the life total cannot absorb another hit.
- Trade tokens and expendable bodies first: Grave Titan tokens are ideal blockers against non-trample pressure, sacrifice fodder for edict-like symmetry if legal, and race stabilizers once Grave Titan survives. Avoid trading Grave Titan itself unless doing so prevents lethal or clears a must-answer attacker that no spell can handle.
- Respect archetype combat shifts: against aggro, block and trade earlier because each life point changes counterspell usability; against control, attack with Creeping Tar Pit and resilient closers when shields are up and force action at end step or combat; against combo, pressure matters more, so attacks that shorten the clock can outrank preserving perfect blockers; against graveyard or recursion decks, favor exile or bounce timing over trades that stock the opponent's graveyard when that matters publicly.
- Use removal before blockers when blockers must survive: kill evasive, lifelink-like, trample-like, deathtouch-like, or pump-enabling attackers before declaring blocks if the legal prompt offers the window and the combat math is otherwise bad. Use blocks before premium removal when expendable bodies fully answer the combat and the opponent has no visible trick or damage assignment advantage.

## Selection And Tutor Rules
- Use selection to hit land drops before sculpting perfection: Brainstorm, Curate, Tainted Indulgence, Frantic Search, Fallaji Archaeologist, and Dreams of Laguna should first secure both colors, the next land drop, and one early answer. Do not keep a weak hand merely because one selection spell might repair missing mana under pressure.
- Treat Ash Barrens as the main pseudo-tutor when the legal action text offers a land-search or cycling action: find the missing basic color first, then preserve untapped blue for Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Stern Scolding, Dazzling Denial, Clash of Wills, or other visible interaction. If both colors are already stable, sequence Ash Barrens to reduce Brainstorm lock or support future delve/graveyard payoffs only when runtime text makes that relevant.
- Cast Brainstorm with a plan for the next two turns: prioritize hiding dead expensive cards, finding a land, finding removal, or protecting a key card from discard. Use Brainstorm before a shuffle-like Ash Barrens line when legal; without a shuffle, avoid putting back cards the next two draw steps cannot tolerate unless the immediate answer is required.
- Use Curate and Tainted Indulgence as controlled velocity: keep cheap interaction, second-color mana, and sweepers against pressure; keep counters and discard against combo/control; keep closers only after land four or five is credible. Card text check required for any discard, graveyard, or threshold clause that changes what Tainted Indulgence should put into the graveyard.
- Use Frantic Search as a timing-sensitive filter, not a casual cantrip: prefer it when holding up interaction, when untap text shown by the engine preserves a counter window, or when excess lands/expensive closers need to become live cards. Do not tap low for Frantic Search into a known must-counter turn unless the legal mana line still leaves the necessary response available.
- Use Fallaji Archaeologist as early board plus selection when pressure is creature-based or mana is stable enough to tap out. If the revealed choice includes removal, countermagic, or a land-equivalent line needed this turn cycle, take the card that solves the visible bottleneck rather than a stronger long-game card.
- Bottom or discard redundant expensive closers early: Grave Titan, Hullbreaker Horror, Murktide Regent, Sailors' Bane, Overlord of the Floodpits, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Summon: Primal Odin, and Zero Point Ballad should not crowd hands that still need mana, removal, or counters. Keep one closer when stabilization is likely; keep multiple closers only against attrition or when the first is likely to be answered.
- Use Malcolm, Alluring Scoundrel and other selection engines only when their visible text supports the role: Card text check required before assuming looting, plotting, combat damage triggers, or payoff timing. If the engine requires connecting in combat, value removal, bounce, or open-board timing before exposing it.

## Priority And Stack Rules
- Hold priority discipline around must-answer turns: pass with mana open when the opponent can commit a finisher, combo piece, lethal attack setup, or planeswalker-like engine. Spend sorcery-speed cards only when the legal state shows the stack is empty, the opponent cannot punish the tap-out, or the play stabilizes better than holding Counterspell, Mana Leak, Lose Focus, Miscalculation, Remand, Spell Pierce, Wash Away, Bring the Ending, Remove Soul, Drown in the Loch, Jwari Disruption, Stern Scolding, Dazzling Denial, or Clash of Wills.
- Counter commitment spells, not cosmetic bait: use hard answers such as Counterspell and Drown in the Loch on cards that change the board, combo, or closing clock; use Remand, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Jwari Disruption, Stern Scolding, and Clash of Wills when the tax or tempo exchange is actually live. Let low-impact selection, small bodies, or redundant setup resolve if Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Shoot the Sheriff, Stab, Last Gasp, Gollum's Bite, Tyrant's Scorn, Diabolic Edict, Geth's Verdict, Liliana's Triumph, or a sweeper will answer the resulting state.
- Respond at the last safe window when information matters: use Aetherize after attackers are declared, use Engulf the Shore or Evacuation after the opponent commits enough board, and use instant removal before combat damage when a blocker, life total, or trigger would otherwise be lost. Do not fire bounce or removal in upkeep/main phase unless mana denial, haste, sacrifice, protection, or discard pressure makes waiting worse.
- Protect the finisher turn before tapping out: Emet-Selch, Unsundered, Grave Titan, Hullbreaker Horror, Murktide Regent, Sailors' Bane, Thing in the Ice, Overlord of the Floodpits, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Summon: Primal Odin, and Zero Point Ballad require a commitment check against visible opposing mana, cards in hand, known answers, and your own backup. Card text check required before relying on any self-protection, trigger, or immediate value from Emet-Selch, Unsundered, Overlord of the Floodpits, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Summon: Primal Odin, or Zero Point Ballad.
- Use graveyard timing deliberately: cast or activate Nihil Spellbomb, deploy Grafdigger's Cage, or leverage Dauthi Voidwalker only when post-board legal actions show a visible graveyard payoff, recursion window, flashback-like action, delve-like cost, or lethal setup. Preserve your own graveyard when Drown in the Loch, Murktide Regent, Sailors' Bane, or any visible text on Tainted Indulgence, Curate, Frantic Search, or Dreams of Laguna rewards it.
- Pay optional costs only after checking the next stack fight: if a legal optional payment, tax, ward-like cost, or alternate payment appears, preserve mana for Counterspell, Fatal Push, Go for the Throat, Aetherize, or another needed response unless the payment directly prevents lethal, protects the selected closer, or converts a resolved spell into a decisive advantage. Card text check required for Spectral Interference, Dazzling Denial, Requiting Hex, Villainous Wrath, and any prompt whose mode or payment is not explicit in the legal action label.
- Let removal resolve before adding extra stack objects unless a counter war demands action: after targeting a creature with Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Tyrant's Scorn, or Last Gasp, avoid unnecessary follow-up spells until the engine reports the result. If the opponent responds with protection, sacrifice, bounce, or a new threat, reassess from the updated legal actions rather than following the original line blindly.

## Sideboard Map
- Sideboard with role clarity first: each sideboard card must answer a visible matchup pressure, a known commander pattern, or a post-board axis that the main deck handles inefficiently. Do not bring in narrow cards simply because mana is available; keep the main deck's instant-speed interaction density intact unless the sideboard card improves a specific legal decision point.

- Hydroblast is for red threats, red removal, red combo pieces, red commanders, and red burn clocks where one blue mana changes a decisive stack or battlefield exchange. It is strongest when the opponent presents multiple red spells that must be countered or removed cheaply; it is weak when red is only a splash, when the threats are colorless/nonred, or when the game is about graveyards, activated abilities, or enchantments instead of red spells. Hydroblast becomes a protection card when resolving Emet-Selch, Unsundered, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, or another closer against red interaction.

- Blue Elemental Blast follows the same red-specific role as Hydroblast, but treat the second blast effect as matchup commitment rather than a free upgrade. Bring it when the opponent's visible threats or known deck identity make red interaction frequent enough that drawing both blast effects is acceptable. It is bad against mixed-color midrange when the primary threats are black, blue, green, white, artifact, or graveyard-based; it should not displace flexible removal if creature color is uncertain.

- Thoughtseize is for combo, control, slow commander engines, and any matchup where seeing the hand changes counterspell and finisher timing. It is strongest before committing Emet-Selch, Unsundered, Thing in the Ice, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Grave Titan, Murktide Regent, Sailors' Bane, Overlord of the Floodpits, or Hullbreaker Horror. It is worse against very low-curve burn or go-wide pressure when life total and board presence matter more than a one-for-one hand trade.

- Nihil Spellbomb is for graveyard recursion, delve-like costs, reanimation, flashback-like play patterns, death-trigger loops, and opposing graveyard engines. It is strongest when it can wait until the opponent invests into the graveyard, then answer the public zone at the last safe window. It is bad when the opposing graveyard has no visible payoff and when your own plan depends heavily on Drown in the Loch, Murktide Regent, Sailors' Bane, or graveyard-count text shown on Tainted Indulgence, Curate, Frantic Search, Dreams of Laguna, or another legal action.

- Grafdigger's Cage is for library-to-battlefield, graveyard-cast, graveyard-entry, and creature-recursion strategies when the card's actual text applies to the visible matchup. Card text check required before assuming it stops a specific commander, token, exile, or replacement effect. It is bad against fair creature decks, burn, and control mirrors where it constrains few legal actions and may conflict with your own graveyard-payoff sequencing.

- Pithing Needle is for named activated abilities from commanders, planeswalkers, equipment-like engines, manlands, sacrifice engines, or utility permanents visible in the public game state. Use it when the target name is known and the activated ability is central to the opponent's plan; do not guess a hidden card name. It is bad when the opponent wins through spells, static abilities, combat stats, or triggered abilities that Pithing Needle does not affect.

- Dauthi Voidwalker is a graveyard-hate threat for recursion, self-mill, delve-like, and attrition matchups where a creature body plus graveyard pressure matters. It changes the deck's role toward proactive disruption and can help close after the control player trades resources. It is bad when the opponent has abundant cheap removal, creature combat makes it irrelevant, or the matchup requires holding mana for counters rather than tapping for a black permanent.

- Feed the Swarm is for enchantments, problematic black-creature gaps, and permanents the main Dimir removal suite cannot otherwise answer. It is strongest when a known enchantment, commander support piece, lock piece, or protection permanent invalidates Fatal Push, Go for the Throat, Doom Blade, Heartless Act, Eliminate, Last Gasp, Stab, Gollum's Bite, Tyrant's Scorn, Diabolic Edict, Geth's Verdict, or Liliana's Triumph. It is bad when life payment or sorcery speed exposes the pilot to lethal pressure and no visible enchantment or legal target exists.

- Negate is for control, combo, sweepers, planeswalker-like engines, noncreature commanders when legal, and spell-heavy decks where Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Remand, Wash Away, Bring the Ending, Dazzling Denial, Clash of Wills, and Drown in the Loch need reinforcement. It is bad against creature-dense low-curve decks where Remove Soul, Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, sweepers, and bounce are the real exchange points.

- Toxic Deluge is for go-wide creatures, resilient boards, low-to-mid toughness commanders, and creature decks that punish one-for-one removal. It is strongest when life total can be spent to reset a board that Languish, Crippling Fear, Barter in Blood, Aetherize, Engulf the Shore, Evacuation, or Villainous Wrath cannot answer cleanly at the current timing. It is bad when life is already under immediate burn pressure, when your own finisher must stay alive, or when the opposing threat is a single noncreature engine.

Red pressure / burn-heavy tempo
Side in: Hydroblast; Blue Elemental Blast; Toxic Deluge
Cut: Mind Rot; Marina Vendrell's Grimoire; Villainous Wrath

Graveyard recursion or graveyard combo
Side in: Nihil Spellbomb; Grafdigger's Cage; Dauthi Voidwalker; Thoughtseize
Cut: Doom Blade; Aetherize; Barter in Blood; Mind Rot

Spell combo or control mirror
Side in: Thoughtseize; Negate; Dauthi Voidwalker
Cut: Languish; Aetherize; Doom Blade

Permanent-engine commander with activated abilities or enchantments
Side in: Pithing Needle; Feed the Swarm; Thoughtseize; Negate
Cut: Last Gasp; Gollum's Bite; Languish; Barter in Blood

Creature swarm and board-flood pressure
Side in: Toxic Deluge; Feed the Swarm
Cut: Mind Rot; Marina Vendrell's Grimoire

- Against red aggro, Add role cards: Hydroblast, Blue Elemental Blast, Toxic Deluge, and sometimes Feed the Swarm if enchantments or black creatures are visible. Reduce main-deck emphasis: slow discard, expensive sorcery-speed engines, and high-mana effects that do not affect the battlefield before the next combat step.

- Against graveyard decks, Add role cards: Nihil Spellbomb, Grafdigger's Cage, Dauthi Voidwalker, and Thoughtseize. Reduce main-deck emphasis: color-restricted creature removal and bounce that merely delays graveyard value. Preserve Drown in the Loch, Murktide Regent, and Sailors' Bane only when your own graveyard plan remains functional after sideboard hate.

- Against spell combo, Add role cards: Thoughtseize, Negate, and sometimes Dauthi Voidwalker if graveyard resources are part of the combo. Reduce main-deck emphasis: sweepers, edicts, and creature-only removal unless the commander or engine is creature-based. Prioritize opening hands with blue mana, a discard or counterspell, and a clock that can end the game after disruption.

- Against control, Add role cards: Thoughtseize, Negate, Dauthi Voidwalker, and Pithing Needle when a public activated engine or commander ability matters. Reduce main-deck emphasis: dead removal and life-total-only sweepers. Role changes toward patience: trade on stack, protect a single closer, and avoid exposing multiple expensive finishers into known answers.

- Against creature midrange, Add role cards: Toxic Deluge, Feed the Swarm when targets exist, and Pithing Needle when an activated commander or permanent dominates combat. Reduce main-deck emphasis: narrow counters on the draw if board pressure is the main loss path. Keep a balanced mix of cheap removal, one sweeper, and one credible closer.

- Against artifact, enchantment, or utility-permanent engines, Add role cards: Pithing Needle, Feed the Swarm, Thoughtseize, and Negate. Reduce main-deck emphasis: damage-size removal that misses the engine. Name with Pithing Needle only from public information or confirmed hand knowledge; do not infer a hidden permanent name without evidence from the rules-engine state.

- Against unknown opponents, change the deck minimally: favor Thoughtseize and Negate only if the first game showed spell-based pressure, favor Toxic Deluge only if the first game showed a creature flood, and favor graveyard hate only if public zones mattered. Do not dilute the Dimir control shell before the matchup gives a concrete reason.

## Matchup Guidance

- Aggro: Preserve life total first, then convert parity into a closer. Keep hands with two colors, at least one early answer such as Fatal Push, Eliminate, Last Gasp, Gollum's Bite, Stab, Heartless Act, Tyrant's Scorn, Seal of Removal, Doom Blade, Go for the Throat, or Diabolic Edict, and a path to keep mana untapped on turns two and three. Use Aetherize, Engulf the Shore, Evacuation, Languish, Crippling Fear, Barter in Blood, Toxic Deluge, or Villainous Wrath as reset buttons only when the visible board justifies the tempo loss or life payment. Add role cards: Toxic Deluge, Feed the Swarm when a legal permanent demands it, Hydroblast and Blue Elemental Blast against red pressure. Reduce main-deck emphasis: Mind Rot, Marina Vendrell's Grimoire, and slow expensive commitments when they do not alter the next combat step.

- Burn: Treat every tapped land and self-damage decision as a resource trade with lethal math. Prioritize Island or Command Tower access for Spell Pierce, Stern Scolding, Mana Leak, Miscalculation, Counterspell, Lose Focus, Remand, Dazzling Denial, Bring the Ending, Clash of Wills, and Hydroblast or Blue Elemental Blast when present. Do not spend Feed the Swarm unless the visible target matters more than the life loss. Emet-Selch, Unsundered, Grave Titan, Murktide Regent, Sailors' Bane, Overlord of the Floodpits, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Summon: Primal Odin, Zero Point Ballad, and Hullbreaker Horror are stabilization rewards, not early tap-out assumptions; Card text check required for the newer closers before relying on lifegain, protection, or immediate impact.

- Tempo: Protect mana efficiency and refuse trades that let the opponent convert one cheap threat into several protected turns. Keep cheap interaction over speculative card selection when under pressure, and use Brainstorm, Curate, Tainted Indulgence, Frantic Search, Fallaji Archaeologist, and Dreams of Laguna to hit land drops or find exact answers rather than to chase a long-game engine. Remand and Jwari Disruption are strongest when they break a turn cycle, not when the opponent can recast the same spell while staying ahead on board. Seal of Removal and Tyrant's Scorn can preserve life or reset a threat, but choose bounce only when recasting cost, combat timing, or stack context makes the delay meaningful.

- Control: Play as the patient deck until a specific window makes one protected threat better than continued draw-go. Duress and Thoughtseize are most valuable before committing Emet-Selch, Unsundered, Thing in the Ice, Malcolm, Alluring Scoundrel, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Overlord of the Floodpits, Grave Titan, Murktide Regent, Sailors' Bane, Summon: Primal Odin, Zero Point Ballad, or Hullbreaker Horror. Add role cards: Thoughtseize, Negate, Dauthi Voidwalker, Pithing Needle when a public activated engine matters. Reduce main-deck emphasis: creature-only removal, sweepers, and edicts that lack visible targets. Fight over cards that change inevitability, not every cantrip or bait spell.

- Combo: Require a disruption-plus-clock plan, not just answers. Keep hands with discard, counters, or fast pressure from a legal early permanent; mulligan slow hands that only answer creatures if the opponent's first game showed a spell or graveyard kill. Spend Duress, Thoughtseize, Spell Pierce, Counterspell, Mana Leak, Lose Focus, Miscalculation, Drown in the Loch, Negate, Wash Away, Bring the Ending, Dazzling Denial, Clash of Wills, and Remand on commitment spells, tutors only if their legal action text or public context shows they are central, and protection spells when they would force through the combo. Add role cards: Thoughtseize, Negate, Nihil Spellbomb, Grafdigger's Cage, Dauthi Voidwalker, Pithing Needle if the combo uses a public activated ability.

- Midrange: Trade one-for-one early, then make the opponent answer a single high-impact closer. Keep removal density high and avoid overcommitting into your own Languish, Crippling Fear, Barter in Blood, Toxic Deluge, Engulf the Shore, Evacuation, or Villainous Wrath. Edicts such as Diabolic Edict, Geth's Verdict, Liliana's Triumph, Tithing Blade, and Barter in Blood improve when the opponent has one protected creature and worsen against expendable bodies. Mind Rot can matter when the matchup is about resources, but it is weak when battlefield pressure is already deciding the game. Drown in the Loch, Murktide Regent, and Sailors' Bane should be evaluated against actual graveyard counts shown by Veles.

- Big mana: Pressure their setup with discard and counters before the expensive spell resolves. Keep hands that can hold up blue interaction while developing lands, and value Ash Barrens, Fetid Pools, Ice Tunnel, Mistvault Bridge, Command Tower, Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, Sandman's Quicksand, Island, and Swamp according to the legal mana they actually provide. Counter mana payoffs, sweepers that reset your closer, and engines that invalidate one-for-one play. Pithing Needle is only for public activated abilities with clear names. Do not use removal on low-impact ramp creatures unless the visible clock, mana math, or next-turn payoff makes the creature the real bottleneck.

- Graveyard: Decide before sideboarding whether graveyards are the opponent's engine, your payoff fuel, or both. Add role cards: Nihil Spellbomb, Grafdigger's Cage, Dauthi Voidwalker, Thoughtseize, Negate when spells enable the graveyard plan. Reduce main-deck emphasis: bounce-only answers and color-restricted removal that does not change graveyard access. Preserve your own Drown in the Loch, Murktide Regent, Sailors' Bane, and any delve-like or graveyard-scaling legal actions only when the hate piece does not strand them. Use Nihil Spellbomb timing from visible public zones; do not fire it merely because a graveyard exists.

- Artifact/enchantment engines: Identify whether the permanent is the engine, the protection, or just a support piece before spending scarce answers. Add role cards: Feed the Swarm, Pithing Needle, Thoughtseize, Negate, and sometimes Toxic Deluge if the engine produces creatures. Reduce main-deck emphasis: Fatal Push, Last Gasp, Doom Blade, Go for the Throat, Heartless Act, Stab, Gollum's Bite, Shoot the Sheriff, and edicts when they cannot touch the permanent that matters. Feed the Swarm should answer the visible enchantment or otherwise hard-to-answer permanent only when the life and sorcery-speed cost is acceptable. Card text check required for Requiting Hex, Villainous Wrath, Spectral Interference, and Zero Point Ballad before assuming they solve a noncreature permanent.

- Go-wide decks: Save sweepers for the turn where the board state or next combat makes a reset necessary. Languish, Crippling Fear, Barter in Blood, Aetherize, Engulf the Shore, Evacuation, Toxic Deluge, and Villainous Wrath are the central cards, with cheap removal used to bridge toward them. Do not spend every spot removal spell on the first small creature if the opponent's plan clearly scales through quantity. Thing in the Ice may be an engine or blocker depending on legal text and counters shown by Veles; Card text check required before assuming a transformation window. Grave Titan is strong after a reset if it is legal and protected enough to survive.

- Single-threat decks: Prefer edicts, bounce, hard counters, and targeted removal based on the threat's visible protections. Diabolic Edict, Geth's Verdict, Liliana's Triumph, Tithing Blade, Barter in Blood, Seal of Removal, Tyrant's Scorn, Aetherize, Counterspell, Mana Leak, Lose Focus, Miscalculation, and Drown in the Loch are priority tools when the opponent concentrates resources into one creature or commander. Pithing Needle matters only if an activated ability is central. Avoid sweepers unless they also answer the protected threat or prevent lethal. Creeping Tar Pit can become a slow closer after the single threat is contained.

- Removal-heavy decks: Do not expose multiple finishers into open mana or known answers when one protected threat is enough. Use Duress, Thoughtseize, counters, and end-step pressure to find a safe commitment window for Emet-Selch, Unsundered, Murktide Regent, Sailors' Bane, Grave Titan, Hullbreaker Horror, Overlord of the Floodpits, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Summon: Primal Odin, or Zero Point Ballad. Add role cards: Negate, Thoughtseize, Dauthi Voidwalker if graveyards matter, Pithing Needle if removal is tied to a public activated ability. Reduce main-deck emphasis: small creature removal when the opponent presents few creatures. If every closer is answered, report closing-power or pilot sequencing concerns rather than assuming hidden inevitability.

## Specific Matchup Notes

- General/archetype-only: exact opponents are absent, so revealed cards, commander identity, public zones, and Veles legal actions override every matchup assumption below. Use these notes as retrieval cues, not as permission to infer hidden cards or invent lines outside the engine output.

- Fast red or burn pressure: preserve life total first and use Hydroblast or Blue Elemental Blast when a visible red spell or red permanent is the real pressure point. Add role cards: Hydroblast, Blue Elemental Blast, Thoughtseize, Negate if burn spells or noncreature closers decide the game, and Toxic Deluge only when the red deck also commits enough creatures. Priority targets are lethal burn, haste pressure, and engines that make one-for-one removal fail.

- Creature aggro: trade early with Fatal Push, Eliminate, Last Gasp, Gollum's Bite, Doom Blade, Go for the Throat, Heartless Act, Shoot the Sheriff, Stab, Tyrant's Scorn, Diabolic Edict, Geth's Verdict, Liliana's Triumph, and Tithing Blade, then reset with Aetherize, Engulf the Shore, Evacuation, Languish, Crippling Fear, Barter in Blood, Toxic Deluge, or Villainous Wrath when the board demands it. Add role cards: Toxic Deluge, sometimes Feed the Swarm if a public enchantment is part of the threat package. Priority targets are creatures that compress the clock below two safe draw steps.

- Blue control or spell combo: keep mana open and make discard plus permission answer commitment spells, not harmless setup. Add role cards: Thoughtseize, Negate, Dauthi Voidwalker if graveyards matter, Pithing Needle only for a visible activated ability. Priority targets are engines, protected closers, must-counter tutors revealed by legal action context, and spells that make Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Dazzling Denial, Clash of Wills, Bring the Ending, Wash Away, Drown in the Loch, or Remand too late.

- Graveyard decks: decide whether graveyard hate helps more than it hurts your own Drown in the Loch, Murktide Regent, and Sailors' Bane. Add role cards: Nihil Spellbomb, Grafdigger's Cage, Dauthi Voidwalker, Thoughtseize, Negate. Priority targets are graveyard access points, recursion engines, and graveyard payoff spells; do not spend Nihil Spellbomb into a graveyard that is public but not strategically active.

- Permanent engines: use Feed the Swarm and Pithing Needle only when the visible permanent is central enough to justify narrow sideboard space. Add role cards: Feed the Swarm, Pithing Needle, Thoughtseize, Negate, and Toxic Deluge if the engine creates creatures. Priority targets are named activated abilities, enchantments that blank removal, and permanents that beat Grave Titan, Hullbreaker Horror, Emet-Selch, Unsundered, Murktide Regent, or Sailors' Bane on inevitability.

- Big mana and expensive commanders: pressure setup only when the public mana math shows that delaying one source changes the payoff turn. Add role cards: Thoughtseize, Negate, Pithing Needle for public activated mana or engine abilities. Priority targets are haymakers, sweepers that reset a protected closer, and engines that invalidate one-for-one removal.

## Risk Summary

- Mana risk: tapped lands and modal cards can make the deck pass with the wrong shield down. Track Island, Swamp, Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Ash Barrens, Creeping Tar Pit, Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, and Sandman's Quicksand against the exact turn cycle where Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Stern Scolding, Dazzling Denial, or Clash of Wills must remain available.

- Matchup risk: the deck is dense with creature interaction, so low-creature combo, planeswalker-like engines, graveyard engines, and enchantment engines can strand Fatal Push, Doom Blade, Go for the Throat, Heartless Act, Last Gasp, Stab, Gollum's Bite, Shoot the Sheriff, and edicts. Post-board plans must not dilute the actual answer type needed by public information.

- Draw risk: Brainstorm, Curate, Tainted Indulgence, Frantic Search, Fallaji Archaeologist, and Dreams of Laguna can smooth but should not excuse keeps without lands, colors, or early interaction under pressure. Brainstorm is especially risky when it hides two bad cards without Ash Barrens, a shuffle action, or a near-term way to change draw quality.

- Over-sideboarding risk: narrow cards are powerful only when the opponent gives them legal targets. Hydroblast, Blue Elemental Blast, Nihil Spellbomb, Grafdigger's Cage, Pithing Needle, Feed the Swarm, Dauthi Voidwalker, Negate, Thoughtseize, and Toxic Deluge should improve a visible axis instead of lowering the deck's density of mana, removal, counters, selection, and closers.

- Graveyard risk: Drown in the Loch, Murktide Regent, and Sailors' Bane depend on graveyard texture, while Nihil Spellbomb, Grafdigger's Cage, and Dauthi Voidwalker can change that texture. Verify public graveyard counts and legal action text before assuming a counter, removal spell, delve-like discount, or large closer is functional.

- Sweeper/removal risk: Languish, Crippling Fear, Barter in Blood, Aetherize, Engulf the Shore, Evacuation, Toxic Deluge, and Villainous Wrath can recover bad boards but can also erase your own stabilizer or miss the true threat. Use spot removal to bridge only when the bridge leads to a better reset or protected closer.

- Closer risk: the deck can stabilize and still fail to end quickly. Commit Emet-Selch, Unsundered, Creeping Tar Pit, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Overlord of the Floodpits, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Summon: Primal Odin, or Zero Point Ballad when protection, clock, and public interaction make waiting worse than exposure.

- Sequencing risk: tapping out for Mind Rot, Tithing Blade, Fallaji Archaeologist, Malcolm, Alluring Scoundrel, Marina Vendrell's Grimoire, or a closer can lose the only safe interaction window. Let Veles priority, stack, and mana prompts decide whether the turn is a shield-up turn or a commitment turn.

## Test Feedback Checklist

- Deciding factor: Record whether the game turned on mana development, early pressure, a resolved engine, a protected closer, a missed interaction window, or commander pressure from Emet-Selch, Unsundered. Name the exact turn where the deck stopped trading resources evenly or first converted stabilization into inevitability.

- Result classification: Classify each win or loss as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. For each loss, name one primary cause and one secondary cause; for each win, name the card, package, or tactical policy that most contributed.

- Mulligans: Check whether the opener had both colors, early interaction, and a realistic first three turns. Flag keeps that relied on Brainstorm, Curate, Tainted Indulgence, or Frantic Search to repair missing mana, missing removal, or an uncastable hand under visible pressure.

- Mana: Track whether Island, Swamp, Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Ash Barrens, Creeping Tar Pit, Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, or Sandman's Quicksand created color, tapped-land, modal-land, or shield-down tension. Record every turn where holding up Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Stern Scolding, Dazzling Denial, Clash of Wills, Bring the Ending, Wash Away, Drown in the Loch, Remove Soul, or Jwari Disruption conflicted with a sorcery-speed play.

- Velocity: Check whether Brainstorm, Curate, Tainted Indulgence, Frantic Search, Fallaji Archaeologist, and Dreams of Laguna found lands, answers, or closers on time. Mark Brainstorm uses that lacked Ash Barrens or another visible shuffle effect and did not improve the next two turns.

- Engine and closer timing: Record whether Emet-Selch, Unsundered, Thing in the Ice, Malcolm, Alluring Scoundrel, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Overlord of the Floodpits, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Summon: Primal Odin, Zero Point Ballad, or Creeping Tar Pit was committed into safety, desperation, or unnecessary exposure. Card text check required for newer or unfamiliar payoffs when exact trigger, protection, or timing text changes the evaluation.

- Removal quality: Classify each removal spell as efficient, stranded, mistimed, or saved correctly. Pay special attention to Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Shoot the Sheriff, Tyrant's Scorn, Stab, Last Gasp, Gollum's Bite, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Tithing Blade, Seal of Removal, Aetherize, Engulf the Shore, Evacuation, Languish, Crippling Fear, Barter in Blood, Villainous Wrath, and Requiting Hex.

- Countermagic quality: Record whether counters stopped commitment spells or were spent on low-impact bait. Separate tempo counters such as Remand, Miscalculation, Lose Focus, Mana Leak, Spell Pierce, and Jwari Disruption from hard or conditional answers such as Counterspell, Drown in the Loch, Bring the Ending, Remove Soul, Wash Away, Stern Scolding, Dazzling Denial, Clash of Wills, and Spell Stutter.

- Sideboard impact: After post-board games, record whether Hydroblast, Blue Elemental Blast, Thoughtseize, Nihil Spellbomb, Grafdigger's Cage, Pithing Needle, Dauthi Voidwalker, Feed the Swarm, Negate, and Toxic Deluge had visible targets and changed decisions. Flag every narrow sideboard card drawn without a legal or strategically relevant use.

- Role and mistakes: Record turns where the pilot acted as pure control when it needed to close, or tapped out as a finisher deck when it needed to preserve interaction. Flag missed land drops, missed commander-tax planning, missed priority passes, missed lethal pressure, and removal held past the last safe window.

- Stranded and performance notes: List cards stranded for color, mana value, target restriction, timing, graveyard dependency, or commander-tax pressure. Name overperformers and underperformers only from logged games, not from assumptions.

## First Tuning Questions

- Card quantities: Are the one-for-one removal cards too dense against low-creature decks, or did Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Shoot the Sheriff, Stab, Last Gasp, and Gollum's Bite still trade often enough to justify the package?

- Mana base: Did tapped or modal lands delay interaction often enough to question the balance among Island, Swamp, Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Ash Barrens, Creeping Tar Pit, Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, and Sandman's Quicksand?

- Aggro plan: Did the deck lose before Languish, Crippling Fear, Barter in Blood, Aetherize, Engulf the Shore, Evacuation, Toxic Deluge, or Villainous Wrath stabilized, and were the losses caused by speed, wrong answer type, or pilot sequencing?

- Control plan: Did discard and permission reliably protect Emet-Selch, Unsundered, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Overlord of the Floodpits, Kiora, the Rising Tide, or Marina Vendrell's Grimoire, or did the deck run out of threats after trading evenly?

- Closing power: Did stabilized games end quickly enough through Creeping Tar Pit, Emet-Selch, Unsundered, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Summon: Primal Odin, Zero Point Ballad, or Overlord of the Floodpits?

- Sideboard slots: Which of Hydroblast, Blue Elemental Blast, Thoughtseize, Nihil Spellbomb, Grafdigger's Cage, Pithing Needle, Dauthi Voidwalker, Feed the Swarm, Negate, and Toxic Deluge changed a logged game, and which remained narrow without a relevant target?

- Role conflicts: Did Mind Rot, Tithing Blade, Fallaji Archaeologist, Malcolm, Alluring Scoundrel, Marina Vendrell's Grimoire, or commander recasts consume turns where holding interaction was mandatory?

- Policy quality: Did the Tactical Policy correctly route commitment gates to model reasoning, or did it encourage unsafe automatic passes, premature closers, poor Brainstorm timing, weak graveyard hate, or removal on the wrong threat?

## Veles Tactical Policy

### Policy: Opening Hand Control Baseline
Priority: High
Decision families: mulligan
Cards: Brainstorm; Curate; Tainted Indulgence; Frantic Search; Fatal Push; Eliminate; Counterspell; Mana Leak; Island; Swamp; Command Tower; Ice Tunnel; Mistvault Bridge; Fetid Pools; Ash Barrens
Phase windows: Pregame mulligan decisions.
Runtime cues: prompt:mulligan; visible opening hand; known play/draw seat.
Use when: Decide whether the first seven or a mulligan hand can play both colors, make early land drops, and interact before the opponent's first real threat window.
Avoid when: Veles shows a forced keep/take action or the legal action list has no mulligan choice.
Instructions: Keep hands with two or more lands, both colors or Ash Barrens fixing, and at least one early interaction or selection spell. Treat one-land hands that rely on Brainstorm, Curate, Tainted Indulgence, or Frantic Search to find mana as high-risk under unknown or aggressive opposition. Prioritize early survival over expensive closers.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Early Land And Color Setup
Priority: Medium
Decision families: mana
Cards: Island; Swamp; Command Tower; Ice Tunnel; Mistvault Bridge; Fetid Pools; Ash Barrens; Creeping Tar Pit; Boggart Trawler; Hydroelectric Specimen; Jwari Disruption; Sandman's Quicksand
Phase windows: Main phases and land-play prompts.
Runtime cues: prompt:play land; action:play; visible lands in hand; available colors.
Use when: Choose the land drop that preserves blue-black access, next-turn interaction, and the least tapped-land tempo loss.
Avoid when: A no-API exact modal-land policy applies or the legal action list has only one land action.
Instructions: Establish both colors before prioritizing utility. Lead untapped blue when holding Counterspell, Spell Pierce, Stern Scolding, Lose Focus, Mana Leak, Miscalculation, Remand, or Brainstorm. Lead black when hand requires Fatal Push, Eliminate, Duress, Geth's Verdict, Go for the Throat, or Tainted Indulgence. Treat modal cards by visible legal text only; Card text check required for Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, and Sandman's Quicksand if alternate faces are unclear.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Exact Forced Land Play
Priority: Low
Decision families: mana
Cards: Island; Swamp
Phase windows: Main phases.
Runtime cues: action:play Island; action:play Swamp
Use when: The legal action list contains exactly one land-play action and no other land-play action is visible.
Avoid when: Two or more land-play actions are visible.
Instructions: Select the sole visible land-play action.
Pilot skill floor: No API.
No-API allowed: yes
Light-model allowed: yes

### Policy: Early Engine Permanent Setup
Priority: Medium
Decision families: priority; selection
Cards: Thing in the Ice; Fallaji Archaeologist; Malcolm, Alluring Scoundrel; Marina Vendrell's Grimoire; Kiora, the Rising Tide; Emet-Selch, Unsundered
Phase windows: Main phases with priority and enough mana.
Runtime cues: action:cast; visible hand; opponent board pressure; available untapped mana.
Use when: Decide whether to deploy the first creature, commander, or engine piece instead of holding interaction.
Avoid when: Opponent has lethal pressure, a must-answer permanent, or an imminent stack threat that requires current interaction.
Instructions: Deploy cheap setup when it blocks, finds resources, or threatens future inevitability without giving up a critical answer window. Delay fragile engines if the opponent can punish a tap-out and the hand already trades evenly. Card text check required for Emet-Selch, Unsundered, Marina Vendrell's Grimoire, Kiora, the Rising Tide, and Malcolm, Alluring Scoundrel before assuming trigger value.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Commander Commitment Gate
Priority: High
Decision families: priority; interaction
Cards: Emet-Selch, Unsundered; Duress; Thoughtseize; Counterspell; Mana Leak; Spell Pierce; Negate; Drown in the Loch
Phase windows: Main phases before casting commander or recasting through commander tax.
Runtime cues: action:cast Emet-Selch, Unsundered; command-zone action; visible opposing untapped mana; known hand from reveal effects.
Use when: Decide whether commander pressure or engine access is worth tapping mana now.
Avoid when: Veles offers only pass/no-action prompts or commander casting is not legal.
Instructions: Cast Emet-Selch, Unsundered when the deck can protect it, the opponent is resource-constrained, or waiting gives the opponent more time than it gives this deck. Prefer discard before commander against unknown open interaction when legal. Preserve a counter after casting if the hand contains one and mana allows.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Finisher Tap-Out Gate
Priority: High
Decision families: priority; mana
Cards: Grave Titan; Hullbreaker Horror; Murktide Regent; Sailors' Bane; Overlord of the Floodpits; Summon: Primal Odin; Zero Point Ballad; Kiora, the Rising Tide
Phase windows: Main phases and end-step flash windows when legal.
Runtime cues: action:cast Grave Titan; action:cast Hullbreaker Horror; action:cast Murktide Regent; action:cast Sailors' Bane; action:cast Overlord of the Floodpits; action:cast Summon: Primal Odin; action:cast Zero Point Ballad
Use when: Decide whether a closer should be committed now or delayed for protection.
Avoid when: The board already demands an immediate sweeper, edict, bounce spell, or counterspell this turn.
Instructions: Commit a closer when it stabilizes the board, creates a short clock, or converts a traded-down game before the opponent rebuilds. Delay expensive threats when holding up Counterspell, Mana Leak, Drown in the Loch, or Negate is the only answer to a visible high-impact line. Card text check required for newer closers before assuming resilience.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Permission Spending Gate
Priority: High
Decision families: interaction; priority
Cards: Counterspell; Mana Leak; Lose Focus; Miscalculation; Spell Pierce; Stern Scolding; Dazzling Denial; Clash of Wills; Bring the Ending; Wash Away; Drown in the Loch; Remove Soul; Jwari Disruption; Remand; Negate; Blue Elemental Blast; Hydroblast
Phase windows: Any stack priority window.
Runtime cues: prompt:priority; action:cast Counterspell; action:cast Mana Leak; action:cast Remand; stack contains opponent spell or ability.
Use when: Choose whether to counter, tempo-counter, or pass on a visible stack object.
Avoid when: The legal action list has no interaction and only pass actions.
Instructions: Spend hard counters on commitment spells, lethal threats, engines, planeswalker-like permanents if present, or removal aimed at a committed closer. Use Remand, Miscalculation, Lose Focus, Mana Leak, Spell Pierce, and Jwari Disruption for tempo when the opponent is constrained or the spell must not resolve this turn. Do not counter low-impact bait if removal or bounce already answers it cleanly.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Removal Target Triage
Priority: High
Decision families: interaction; priority
Cards: Fatal Push; Eliminate; Go for the Throat; Doom Blade; Heartless Act; Shoot the Sheriff; Tyrant's Scorn; Stab; Last Gasp; Gollum's Bite; Requiting Hex; Seal of Removal
Phase windows: Opponent combat, end step, main phase, and stack-adjacent target prompts.
Runtime cues: action:target; prompt:choose target; visible opposing creatures or permanents.
Use when: Select a removal or bounce target from multiple legal targets.
Avoid when: The action is a deterministic single-target no-API case.
Instructions: Remove lethal attackers, snowballing engines, protection pieces that block future answers, and threats that invalidate sweepers. Save narrow kill spells when a broader answer can solve the current board. Use Seal of Removal or Tyrant's Scorn as tempo when bouncing preserves life or breaks an all-in turn. Card text check required for Shoot the Sheriff, Stab, Gollum's Bite, and Requiting Hex when target restrictions are not visible.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Single Visible Removal Target
Priority: Low
Decision families: interaction
Cards: Fatal Push; Eliminate; Go for the Throat; Doom Blade; Heartless Act; Last Gasp
Phase windows: Target-choice prompts.
Runtime cues: action:target; prompt:choose target
Use when: A removal spell is already being cast and Veles shows exactly one legal target action.
Avoid when: Two or more target actions are visible.
Instructions: Select the sole visible target action.
Pilot skill floor: No API.
No-API allowed: yes
Light-model allowed: yes

### Policy: Sweeper And Reset Timing
Priority: High
Decision families: interaction; priority; combat
Cards: Languish; Crippling Fear; Barter in Blood; Villainous Wrath; Aetherize; Engulf the Shore; Evacuation; Toxic Deluge
Phase windows: Main phases, declare attackers, declare blockers, and pre-damage priority.
Runtime cues: action:cast Languish; action:cast Crippling Fear; action:cast Barter in Blood; action:cast Aetherize; action:cast Engulf the Shore; action:cast Evacuation; action:cast Toxic Deluge
Use when: Decide whether to reset creatures now, wait for more commitment, or preserve own board.
Avoid when: Opponent pressure is low and one-for-one interaction covers all visible threats.
Instructions: Fire sweepers before lethal combat, before commander damage or a board engine becomes unanswerable, or when a reset converts the game into a finisher window. Prefer instant-speed bounce after attackers are declared when it captures more tempo without risking death. Account for own Grave Titan, Emet-Selch, Unsundered, Thing in the Ice, and other visible permanents before resetting.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Discard And Hand Attack
Priority: Medium
Decision families: interaction; selection
Cards: Duress; Mind Rot; Thoughtseize
Phase windows: Main phases and discard target/choice prompts.
Runtime cues: action:cast Duress; action:cast Thoughtseize; prompt:choose card from opponent hand; revealed hand visible.
Use when: Choose whether to spend discard now and which revealed nonland card to take.
Avoid when: Opponent hand is unrevealed and no legal discard action is visible.
Instructions: Use discard before committing Emet-Selch, Unsundered or a finisher when it can clear interaction. Take the card that most disrupts the next two turns: lethal pressure, engine, counterspell, sweeper, or removal for a committed closer. Mind Rot is better when the opponent has few cards and cannot exploit graveyard discard.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Opponent Target
Priority: Low
Decision families: interaction
Cards: Duress; Thoughtseize; Geth's Verdict; Liliana's Triumph
Phase windows: Target-player prompts.
Runtime cues: action:target opponent Duress; action:target opponent Thoughtseize; action:target opponent Geth's Verdict; action:target opponent Liliana's Triumph
Use when: The legal action text names target opponent for the listed spell and no other opponent-target action for that spell is visible.
Avoid when: Multiple player targets or redirected target choices are visible.
Instructions: Select the visible target opponent action.
Pilot skill floor: No API.
No-API allowed: yes
Light-model allowed: yes

### Policy: Card Selection And Velocity
Priority: Medium
Decision families: selection; priority
Cards: Brainstorm; Curate; Tainted Indulgence; Frantic Search; Fallaji Archaeologist; Dreams of Laguna
Phase windows: Main phases, end steps, and selection-resolution prompts.
Runtime cues: action:cast Brainstorm; action:cast Curate; action:cast Tainted Indulgence; prompt:choose card; prompt:put card
Use when: Use selection to hit land drops, find interaction, set up graveyard closers, or convert excess lands.
Avoid when: Holding mana for a required counterspell or removal spell is more important than improving hand quality.
Instructions: Use Brainstorm with Ash Barrens or another visible shuffle effect when possible; without a shuffle, cast it to find immediate land, answer, or survival only. Use Frantic Search when untapping lands preserves interaction. Treat graveyard-filling as a resource for Murktide Regent, Sailors' Bane, Drown in the Loch, and other visible graveyard-dependent lines, but do not assume hidden synergies.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard Payoff Gate
Priority: Medium
Decision families: priority; selection
Cards: Murktide Regent; Sailors' Bane; Drown in the Loch; Frantic Search; Curate; Tainted Indulgence
Phase windows: Main phases and stack priority after graveyard changes.
Runtime cues: action:cast Murktide Regent; action:cast Sailors' Bane; action:cast Drown in the Loch; visible graveyards.
Use when: Decide whether the graveyard count and available mana make a payoff or conditional answer reliable now.
Avoid when: The runtime state hides graveyard contents or the legal action text does not expose cost/target legality.
Instructions: Cast graveyard-costed threats when the visible graveyard supports the cost and the resulting threat matters immediately. Use Drown in the Loch only when visible graveyard size and target legality support the action presented by Veles. Do not mill or discard useful interaction just to enlarge a graveyard unless the payoff line is legal and urgent.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Stabilization
Priority: Medium
Decision families: combat; interaction
Cards: Grave Titan; Creeping Tar Pit; Thing in the Ice; Fallaji Archaeologist; Malcolm, Alluring Scoundrel; Emet-Selch, Unsundered; Aetherize; Engulf the Shore; Evacuation
Phase windows: Declare attackers, declare blockers, precombat main phase, and postcombat main phase.
Runtime cues: prompt:declare attackers; prompt:declare blockers; visible attackers; visible blockers; action:activate Creeping Tar Pit
Use when: Decide attacks, blocks, and combat tricks under visible board pressure.
Avoid when: Exactly one forced combat action is visible and no choices exist.
Instructions: Block to preserve life total when the deck is behind and future sweepers or finishers can win later. Attack only when pressure does not expose needed blockers or shield-down mana. Use Creeping Tar Pit as a closer after stabilization, not as a reason to ignore incoming lethal pressure. Keep Aetherize and bounce resets for attack steps where they change the race or prevent lethal damage.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Pass Priority With Shields Up
Priority: Medium
Decision families: priority; interaction
Cards: Counterspell; Mana Leak; Lose Focus; Miscalculation; Spell Pierce; Stern Scolding; Dazzling Denial; Clash of Wills; Fatal Push; Go for the Throat; Aetherize; Frantic Search
Phase windows: Opponent main phase, combat steps, end step, and own turn after holding mana.
Runtime cues: action:pass; prompt:priority; stack empty; legal instant actions visible.
Use when: Decide whether to pass with interaction instead of casting a sorcery-speed spell.
Avoid when: A visible lethal attack, known must-answer permanent, or closing opportunity requires immediate action.
Instructions: Passing is correct when the hand can trade at instant speed and the opponent must act first. On the opponent end step, convert unused mana into selection or removal if the opponent gave no target worth countering and the legal action improves the next turn. Do not auto-pass through combat when Aetherize, Engulf the Shore, Evacuation, or instant removal can change lethal math.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Configuration Gate
Priority: High
Decision families: sideboard; pregame
Cards: Hydroblast; Blue Elemental Blast; Thoughtseize; Nihil Spellbomb; Grafdigger's Cage; Pithing Needle; Dauthi Voidwalker; Feed the Swarm; Negate; Toxic Deluge; Fatal Push; Doom Blade; Mind Rot; Barter in Blood; Crippling Fear; Languish
Phase windows: Between games and pregame sideboard prompts.
Runtime cues: prompt:sideboard; matchup label; opponent colors; revealed strategy from prior game.
Use when: Select a legal 10-card sideboard plan or validate generated swaps.
Avoid when: The sideboard prompt is absent or the requested sideboard card is not in the registered sideboard.
Instructions: Add Hydroblast and Blue Elemental Blast against visible red spells. Add Thoughtseize and Negate against control, combo, and planeswalker-like engines. Add Nihil Spellbomb, Grafdigger's Cage, and Dauthi Voidwalker against graveyard recursion or graveyard-cost engines. Add Pithing Needle for activated permanent threats named from public information. Add Feed the Swarm for enchantments or permanents black removal cannot answer. Add Toxic Deluge when creature density or size makes main-deck sweepers insufficient. Reduce narrow creature removal against creature-light decks and reduce slow discard or expensive sweepers against fast pressure only when replacements answer the matchup.
Pilot skill floor: Light model.
No-API allowed: no
Light-model allowed: yes
