# Strategy Specifications
## Deck Name And Archetype

- Name: 5c Enigmatic Incarnation is a Pioneer five-color enchantment-midrange toolbox deck built around converting enchantments into high-impact creatures while using blink-style and enter-the-battlefield value cards to stabilize, pull ahead, and eventually dominate the board.

- Format validation: The active format is Pioneer, the registered main deck contains exactly 60 cards, the registered sideboard contains exactly 15 cards, and the supplied format-aware validation result passes under the current Veles validation contract.

- Tag validation: The normalized archetype and mechanic tags are midrange and blink; the duplicate source tag entry `midrange,blink` should be treated as the same two tactical tags rather than a third independent role.

- Stock status: Treat this as a hybrid or tuned rogue 5c Enigmatic Incarnation configuration rather than a proven stock list unless runtime metadata later identifies a known published build; the agent should follow this guide and the registered card inventory over generic Pioneer Enigmatic assumptions.

- Core identity: The deck is not a pure control deck, not a fast combo deck, and not a creature-curve beatdown deck; its default plan is to buy time with Leyline Binding, Seam Rip, March of Otherworldly Light, High Noon, and Dovin's Veto, then snowball with Enigmatic Incarnation, Up the Beanstalk, Overlord of the Hauntwoods, Overlord of the Floodpits, Pinnacle Starcage, Zur, Eternal Schemer, Dream Trawler, Atraxa, Grand Unifier, Angel of Serenity, and Summon: Leviathan.

- Engine concern: Enigmatic Incarnation is the named centerpiece, but the deck must not sacrifice important enchantments automatically; each activation depends on visible board pressure, available creature targets, whether the enchantment has already produced enough value, and whether committing a tutor line exposes the deck to removal, graveyard pressure, or tempo loss.

- Mana concern: The deck is powerful but color-demanding, with Breeding Pool, Floodfarm Verge, Fabled Passage, Forest, Hallowed Fountain, Hushwood Verge, Island, Plains, Raugrin Triome, Temple Garden, Willowrush Verge, Zagoth Triome, and Spara's Headquarters forming the registered mana base; early decisions must prioritize castable colors for Up the Beanstalk, Enigmatic Incarnation, Leyline Binding, Overlord of the Hauntwoods, and interaction rather than greedily maximizing future options.

- Role concern: The agent should identify whether the current game calls for stabilizing, engine setup, protection, or closing; the same hand can play as removal-heavy control against pressure, enchantment-engine midrange against fair decks, or disruption-protected inevitability against slower decks.

- Legality concern: Veles must obey legal actions and rules-engine output at runtime; the guide can rank priorities but cannot assume an Enigmatic Incarnation trigger exists, a creature target is legal, a spell can be cast, or a permanent can be sacrificed unless Forge exposes that legal action.

- Hidden-information concern: The guide must not infer exact opposing hand contents, library cards, sideboard configuration, or removal availability unless those cards are revealed through public or player-visible state; use archetype-level risk management only when the opponent's exact resources are unknown.

- Opponent-info status: No specific opponent deck, matchup record, metagame list, or testing concern was supplied for this batch, so strategic defaults should remain broad Pioneer-facing heuristics until later matchup sections provide opponent-specific plans.

- Registered-card precision: This guide should use exact names from the supplied list, including Summon: Leviathan, Seam Rip, Pinnacle Starcage, Overlord of the Floodpits, Overlord of the Hauntwoods, Zur, Eternal Schemer, Atraxa, Grand Unifier, Dream Trawler, Angel of Serenity, Skyclave Apparition, Glasspool Mimic, Dovin's Veto, High Noon, Leyline Binding, March of Otherworldly Light, Up the Beanstalk, Agent of Treachery, Archon of Emeria, Clarion Conqueror, Elesh Norn, Mother of Machines, Rest in Peace, Ruric Thar, the Unbowed, and Thought Distortion.

- Quality gate: If a later policy relies on exact Oracle text for unfamiliar cards such as Seam Rip, Pinnacle Starcage, Summon: Leviathan, Floodfarm Verge, Hushwood Verge, or Willowrush Verge, that policy should state Card text check required and keep the tactical instruction conditional until the rules engine confirms legal actions and effects.

## Thesis

- Assemble a protected enchantment engine before trying to dominate; the deck's highest-value games start with stable colors, a castable enchantment base, and enough interaction to reach Enigmatic Incarnation, Up the Beanstalk, Overlord of the Hauntwoods, Overlord of the Floodpits, Pinnacle Starcage, or Leyline Binding without falling behind on board.

- Win by converting enchantments and mana into oversized battlefield swings; Enigmatic Incarnation turns expendable or already-used enchantments into single-copy creatures, while Up the Beanstalk, Overlord of the Hauntwoods, Overlord of the Floodpits, Atraxa, Grand Unifier, Dream Trawler, Angel of Serenity, Zur, Eternal Schemer, Summon: Leviathan, and Pinnacle Starcage provide the cards, bodies, and inevitability that make one-for-one games favorable.

- Stabilize before maximizing value against pressure; prioritize Leyline Binding, March of Otherworldly Light, Seam Rip, Skyclave Apparition, High Noon, and life-total preservation over speculative engine lines when visible creatures or combat math threaten a short clock.

- Protect key turns against interaction by choosing the right commitment window; Dovin's Veto and High Noon can buy time or constrain opposing stack sequences, but the agent must still respect visible mana, known public information, and legal actions rather than assuming the opponent cannot answer Enigmatic Incarnation or a large creature.

- Do not play this deck as fast combo; Enigmatic Incarnation is a repeatable tutor engine, not a deterministic kill, and the agent should avoid sacrificing important enchantments just because a trigger is available when the current board asks for interaction, blockers, mana development, or restraint.

- Do not play this deck as pure draw-go control; the registered list has only Dovin's Veto as a hard permission card in the main deck, so long games are won by permanents, enchantment value, and creature payoffs rather than holding up counters indefinitely.

- Prioritize exact runtime legality over guide assumptions; if Forge offers a line involving Seam Rip, Pinnacle Starcage, Summon: Leviathan, Floodfarm Verge, Hushwood Verge, Willowrush Verge, or any unfamiliar ability, follow the exposed legal action text and treat exact tactical use as Card text check required unless the visible prompt proves the effect.

## Role Package

- Threats: Atraxa, Grand Unifier, Dream Trawler, Angel of Serenity, Zur, Eternal Schemer, Overlord of the Floodpits, Overlord of the Hauntwoods, Summon: Leviathan, and sideboard Ruric Thar, the Unbowed or Agent of Treachery are the cards that end games or force the opponent to answer immediately; deploy them when the board is stable enough that the threat matters more than holding up interaction.

- Payoffs: Enigmatic Incarnation is the primary payoff because it converts enchantments into creature access, Up the Beanstalk rewards high-mana-value plays, Leyline Binding can be both interaction and engine material after it has answered the right permanent, and Pinnacle Starcage is a payoff or stabilizer only under confirmed card text and legal actions.

- Engines: Enigmatic Incarnation, Up the Beanstalk, Overlord of the Hauntwoods, Overlord of the Floodpits, Zur, Eternal Schemer, and Pinnacle Starcage form the recurring advantage package; sequence these after mana is reliable and before emptying the hand into low-impact plays.

- Velocity: Up the Beanstalk, Overlord of the Floodpits, Atraxa, Grand Unifier, Fabled Passage, and the triome-heavy mana base help find resources, but the deck should not spend early turns on velocity when Leyline Binding, March of Otherworldly Light, Seam Rip, or Skyclave Apparition is needed to survive.

- Interaction: Leyline Binding is the premium flexible answer, March of Otherworldly Light handles urgent exile-style spots when legal, Seam Rip is conditional until card text is verified, Skyclave Apparition answers appropriate permanents when exposed by Forge, High Noon constrains spell volume, and Dovin's Veto protects key turns or stops decisive noncreature spells.

- Protection: Dovin's Veto protects Enigmatic Incarnation, a large threat, or a stabilizing interaction turn; High Noon protects against multi-spell turns; Dream Trawler may be hard to remove depending on exact legal actions, but the agent must not assume protection text unless Forge exposes it.

- Recursion: The main deck has no broad graveyard-recursion engine; Angel of Serenity may interact with graveyards or creatures depending on legal prompts, so treat it as conditional recovery or removal with Card text check required for exact target handling.

- Mana: Breeding Pool, Floodfarm Verge, Fabled Passage, Forest, Hallowed Fountain, Hushwood Verge, Island, Plains, Raugrin Triome, Temple Garden, Willowrush Verge, Zagoth Triome, and Spara's Headquarters must support five colors while still casting early green-white enchantments and interaction; keep hands that cast development plus defense, not hands that merely contain powerful uncastable payoffs.

- Sideboard modules: Dovin's Veto and Thought Distortion reinforce stack control; Rest in Peace attacks graveyard plans; March of Otherworldly Light adds removal density; Archon of Emeria, Clarion Conqueror, Elesh Norn, Mother of Machines, Ruric Thar, the Unbowed, Agent of Treachery, and extra Pinnacle Starcage change the toolbox profile for specific matchups without changing the core goal of stabilizing into enchantment-driven inevitability.

## Primary Win Conditions

- Enigmatic Incarnation toolbox is the main win path; set up by casting expendable enchantments such as Up the Beanstalk, Leyline Binding after it has answered the right permanent, Overlord of the Hauntwoods, Overlord of the Floodpits, High Noon, or Pinnacle Starcage, then use legal Enigmatic Incarnation triggers to find the creature that stabilizes or ends the game. Prioritize this path when mana is stable, the opponent is not presenting an immediate lethal clock, and the sacrificed enchantment has already generated value or is less important than the searched creature.

- Atraxa, Grand Unifier is the highest ceiling creature finish; use Enigmatic Incarnation or hard-cast lines only when visible mana and board state support resolving a large threat without dying on the crack-back. Execute by letting Atraxa, Grand Unifier refill resources and become the primary combat body; protect the turn with Dovin's Veto when the opponent's decisive answer is a legal noncreature stack action. Prioritize Atraxa, Grand Unifier when behind on cards, when a long game is likely, or when the opponent has exhausted visible pressure.

- Dream Trawler is the resilient combat closer when the board is mostly stable; choose it over pure card-advantage lines when life total, evasion, or a single large attacker matters more than another setup permanent. Disruption to respect includes exile effects, sacrifice effects, and race pressure; do not assume protection text unless Forge exposes legal actions or prompts that confirm it.

- Angel of Serenity is the swing finisher when creatures or graveyard-linked targets are the issue; Card text check required for exact target legality, but treat legal prompts involving opposing creatures, your creatures, or graveyards as a high-impact stabilization path. Prioritize Angel of Serenity when the opponent's battlefield is the main obstacle and a single large body plus legal target choices can reverse combat.

- Zur, Eternal Schemer turns the enchantment engine into a battlefield engine; deploy or tutor Zur, Eternal Schemer when multiple enchantments are already present and the opponent is pressured by enchantment permanents becoming relevant bodies or lifelink threats if Forge confirms legal actions. Prioritize Zur, Eternal Schemer when Enigmatic Incarnation is active, the board is not demanding immediate removal, and Leyline Binding, Up the Beanstalk, High Noon, Overlord of the Hauntwoods, Overlord of the Floodpits, or Pinnacle Starcage can convert from passive value into pressure.

- Overlord pressure is the default fair-game kill; Overlord of the Hauntwoods and Overlord of the Floodpits bridge setup into combat while feeding Up the Beanstalk and Enigmatic Incarnation. Prioritize this path when the hand has multiple enchantment bodies, mana is developing, and the opponent is vulnerable to large repeated attacks rather than a single searched finisher.

## Secondary Win Conditions

- Up the Beanstalk attrition wins games where both players trade resources; use it early when not under severe pressure, then chain high-mana-value legal plays from Overlord of the Hauntwoods, Overlord of the Floodpits, Leyline Binding, Atraxa, Grand Unifier, Dream Trawler, Angel of Serenity, Summon: Leviathan, or Pinnacle Starcage if Forge confirms triggers and card draw. Prioritize this line against removal-heavy opponents where drawing more live permanents beats rushing a single threat.

- Leyline Binding plus tempo pressure wins games by removing the opponent's best permanent while your enchantment creatures and singletons attack; choose this line when Leyline Binding answers a visible threat and keeping it on battlefield is more valuable than sacrificing it immediately to Enigmatic Incarnation. If the exiled permanent is still strategically important, avoid sacrificing Leyline Binding unless the searched creature clearly matters more.

- High Noon constriction can buy enough turns for one threat to dominate; use High Noon when the opponent's visible plan depends on multiple spells in a turn, then convert the slowed game into Overlord of the Hauntwoods, Overlord of the Floodpits, Dream Trawler, or Enigmatic Incarnation pressure. This is not a standalone lock win unless the board already favors you.

- Pinnacle Starcage can be a backup payoff or stabilizer only through confirmed legal actions; Card text check required before relying on exact mode, token, damage, or recursion assumptions. Prioritize it as a secondary engine when Forge presents it as a high-impact legal play and the current hand lacks Enigmatic Incarnation or Up the Beanstalk follow-through.

- Summon: Leviathan is a fallback top-end pressure line with Card text check required; use it when the visible legal action creates a large enough board impact to matter immediately. Prefer it over slow setup when life totals, board stalls, or opponent planeswalker-style pressure require a decisive body now.

- Skyclave Apparition and Glasspool Mimic create small but important fallback pressure; use Skyclave Apparition to remove a legal permanent when that unlocks attacks or buys time, and use Glasspool Mimic only when the copied visible creature advances stabilization or pressure under confirmed legal actions. These are support wins, not primary plans.

## Emergency Lines

- When behind on life, spend resources to survive before maximizing engines; prioritize Leyline Binding, March of Otherworldly Light, Seam Rip if Forge confirms relevant removal text, Skyclave Apparition, and legal blockers over speculative Enigmatic Incarnation value. A slower Atraxa, Grand Unifier plan is correct only if the current turn cycle is survivable.

- When behind on board, convert enchantments into the creature that changes combat immediately; Dream Trawler, Angel of Serenity, Skyclave Apparition, Overlord of the Hauntwoods, or Overlord of the Floodpits should be selected according to visible legal options and board pressure. Do not sacrifice a stabilizing Leyline Binding if returning the exiled permanent makes the board worse than the searched creature improves it.

- When behind on cards, lean into Up the Beanstalk and Atraxa, Grand Unifier rather than trading down; preserve Enigmatic Incarnation if it can create repeated searches, and use Dovin's Veto on opposing noncreature actions that would erase the engine or end the game. Avoid spending March of Otherworldly Light or Seam Rip on low-impact targets unless life total or tempo requires it.

- When behind on mana or colors, prioritize lands, Fabled Passage, triome sequencing, and Overlord of the Hauntwoods development over expensive singletons; do not keep or pursue hands that require perfect five-color draws before interacting. If legal actions offer only tapped lands or setup, choose the line that casts Leyline Binding, Up the Beanstalk, Enigmatic Incarnation, or early removal soonest.

- When Enigmatic Incarnation is removed, become a high-value midrange deck; win through Overlord of the Hauntwoods, Overlord of the Floodpits, Up the Beanstalk, Leyline Binding, Dream Trawler, Atraxa, Grand Unifier, and Angel of Serenity instead of waiting for another engine. When major finishers are removed, use remaining enchantment bodies, Zur, Eternal Schemer, Summon: Leviathan, and Pinnacle Starcage only through confirmed legal actions to rebuild pressure.

- When facing graveyard recursion or combo pressure, shift from value to interruption; main-deck Dovin's Veto, High Noon, Leyline Binding, March of Otherworldly Light, Seam Rip, and Skyclave Apparition are the emergency tools available before sideboard cards. Choose the line that stops the visible decisive action, even if it delays your preferred win condition.

## Resource Model

- Life is a spendable setup resource until the opponent presents a short visible clock; use shock lands such as Breeding Pool, Hallowed Fountain, Temple Garden, and triome sequencing to unlock Leyline Binding, Up the Beanstalk, Enigmatic Incarnation, and Overlord of the Hauntwoods on time. Stop paying life aggressively when the next turn cycle requires blockers, Leyline Binding, March of Otherworldly Light, Seam Rip, or Skyclave Apparition to prevent lethal pressure.

- Cards in hand are fuel for layered engines, not one-for-one parity; prioritize hands and lines that deploy Up the Beanstalk, Enigmatic Incarnation, Overlord of the Hauntwoods, Overlord of the Floodpits, or Leyline Binding before spending singleton finishers. Preserve Atraxa, Grand Unifier, Dream Trawler, Angel of Serenity, Summon: Leviathan, and Zur, Eternal Schemer until their legal cast, search, or battlefield role is clear.

- Mana is the deck's main bottleneck because early turns must assemble five colors while still interacting; favor lines that create access to white and green first, then blue, black, and red as needed for Leyline Binding cost reduction and late singleton access. Treat Fabled Passage and triomes as infrastructure unless a visible threat forces untapped interaction.

- Board presence converts enchantments into time; Overlord of the Hauntwoods, Overlord of the Floodpits, High Noon, Leyline Binding, Up the Beanstalk, Pinnacle Starcage, and Enigmatic Incarnation all matter as permanents before they matter as future value. Sacrifice an enchantment to Enigmatic Incarnation only when the searched creature improves the board more than the sacrificed permanent's current text or exiled-object containment.

- Graveyard resources are mostly incidental in the main deck; do not assume recursion from the graveyard unless Forge exposes a legal action. After sideboarding, Rest in Peace is a proactive graveyard bullet that may also constrain any graveyard-reliant lines from both players, so deploy it when the opponent's public graveyard plan matters more than your own incidental graveyard value.

- Exile is a control zone, not free material; Leyline Binding and March of Otherworldly Light can move threats there, but releasing a Leyline Binding target by sacrificing it can undo your stabilization. Track every exiled opposing permanent before using Enigmatic Incarnation on Leyline Binding.

- Sacrifice fodder is premium because Enigmatic Incarnation needs enchantments that have already generated value or no longer matter; prefer sacrificing redundant Up the Beanstalk, spent High Noon when its restriction no longer helps, or an enchantment creature whose replacement creature changes the game. Avoid sacrificing the only engine, only removal enchantment, or only blocker unless survival or a decisive tutor line demands it.

- Tempo is gained by binding the opponent's best permanent while developing a large enchantment body; do not spend early turns on slow value if visible creatures or combo pressure require removal. High Noon can buy tempo against multi-spell turns, while Dovin's Veto protects the engine or stops a decisive noncreature action.

- Information comes from visible legal actions, public zones, and revealed cards only; never infer exact hidden cards from archetype alone. Use sideboard bullets such as Dovin's Veto, Rest in Peace, Archon of Emeria, Clarion Conqueror, Elesh Norn, Mother of Machines, Thought Distortion, Ruric Thar, the Unbowed, Agent of Treachery, March of Otherworldly Light, and Pinnacle Starcage according to observed matchup pressure and confirmed card text.

## Mana Guide

- Keep hands that cast an early engine or answer with credible colors; a strong opener normally needs two or more lands, access to green or white, and a path to Up the Beanstalk, Enigmatic Incarnation, Leyline Binding, Overlord of the Hauntwoods, March of Otherworldly Light, Seam Rip, or Dovin's Veto. Mulligan hands with only tapped lands and no early legal play against pressure, or hands that cannot produce white/green by turn three without perfect draws.

- Sequence tapped lands before urgent turns; Raugrin Triome, Zagoth Triome, and Spara's Headquarters are best early when they increase domain and future color coverage without costing a needed interaction window. Use Breeding Pool, Hallowed Fountain, and Temple Garden untapped only when the current or next turn requires a spell on curve.

- Fetch with Fabled Passage for missing colors before cosmetic basics; choose Forest, Plains, or Island according to the legal spells in hand and the colors already covered by triomes and shock lands. Prioritize green for Overlord of the Hauntwoods and Enigmatic Incarnation, white for Leyline Binding, March of Otherworldly Light, Skyclave Apparition, and sideboard bullets, and blue for Up the Beanstalk support, Dovin's Veto, Overlord of the Floodpits, and Dream Trawler.

- Treat the Verge lands as conditional fixing with Card text check required; play Floodfarm Verge, Hushwood Verge, and Willowrush Verge when they visibly improve current color access under Forge's mana-source output. Do not assume they produce every needed color unless the rules engine presents that mana option.

- Cast Leyline Binding with domain in mind; every distinct land type can reduce its practical cost if Forge confirms the cost, so triomes and shock lands often matter more than untapped basics. When Leyline Binding is the only answer to a visible threat, choose the land that enables it soonest.

- Play lands before draw effects when the land choice unlocks a known spell this turn; this includes enabling Leyline Binding, Dovin's Veto, March of Otherworldly Light, Enigmatic Incarnation, or an Overlord action already visible in hand. Hold the land until after draw or selection only when the current turn has no landfall-like need, no immediate color bottleneck, and new information could change which land should be played.

- Preserve future five-color access when choosing between equivalent lands; Atraxa, Grand Unifier, Zur, Eternal Schemer, Dream Trawler, Angel of Serenity, Summon: Leviathan, Agent of Treachery, Thought Distortion, Ruric Thar, the Unbowed, and Elesh Norn, Mother of Machines all punish careless color sequencing. If exact costs are uncertain, rely on Forge's legal actions and prefer the land line that maximizes distinct colors without missing current interaction.

- Spend floating or optional mana conservatively around stack fights; keep Dovin's Veto, March of Otherworldly Light, and Leyline Binding mana available when the opponent can act before your engine resolves. Tap lands so that post-spell priority still preserves the most relevant visible interaction color.

## Mulligan Guide

- Strong keep: Keep two-to-four-land hands with green or white access plus at least one early stabilizer or engine, such as Up the Beanstalk with Overlord of the Hauntwoods, Enigmatic Incarnation with any expendable enchantment, or Leyline Binding with credible domain development. These hands can spend turn one fixing, turn two interacting or drawing, and turn three-to-four building toward Enigmatic Incarnation without relying on a perfect topdeck.

- Strong keep: Keep hands with Raugrin Triome, Zagoth Triome, or Spara's Headquarters plus a shock land or Verge land when they unlock early Leyline Binding, Up the Beanstalk, Overlord of the Hauntwoods, or Enigmatic Incarnation. The hand is better when it also contains March of Otherworldly Light, Dovin's Veto, High Noon, or Seam Rip for the opponent's first meaningful action.

- Medium keep: Keep slower hands with three lands, Leyline Binding, High Noon, and a top-end card when the opponent is unknown or likely non-aggressive. These hands need the first draw steps to find Up the Beanstalk, Overlord of the Hauntwoods, or Enigmatic Incarnation, so downgrade them on the draw against fast creature pressure.

- Risky keep: Keep one-land hands only when the land plus visible legal actions create real development, such as an untapped source into Up the Beanstalk or a tapped triome with multiple two-mana plays if a second land arrives. Ship one-land hands with Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, Summon: Leviathan, Zur, Eternal Schemer, and no immediate spell.

- Automatic ship: Mulligan zero-land, one-land no-action, six-or-seven-land, and color-locked hands that cannot cast white or green spells by turn three. Also ship hands whose only early cards are top-end creatures and whose removal depends on missing domain or missing white mana.

- Matchup-dependent keep: Keep High Noon and Dovin's Veto hands more aggressively against spell-chain, control, or combo-looking opponents, but treat them as incomplete against creature swarms unless backed by Leyline Binding, March of Otherworldly Light, Seam Rip, or Overlord of the Hauntwoods. Keep Rest in Peace only after sideboarding when public matchup knowledge or visible graveyard reliance justifies it.

- Play/draw adjustment: On the play, a tapped-land start into Up the Beanstalk or Enigmatic Incarnation is acceptable when the hand has turn-three stabilization. On the draw, require earlier interaction, a blocker line, or a low-cost Leyline Binding because the opponent gets the first pressure window.

- Trap hand: Do not keep a hand because it contains Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, or Summon: Leviathan if it lacks the lands, engine, or survival tools to reach those cards. Do not keep Enigmatic Incarnation alone when every possible sacrifice would release a critical Leyline Binding target or remove the only defensive permanent.

## Turn Arc

- Turn 1: Prefer land infrastructure over action unless Forge presents an urgent legal play. Lead with Raugrin Triome, Zagoth Triome, Spara's Headquarters, Fabled Passage, or a Verge land when it improves future Leyline Binding, Up the Beanstalk, Enigmatic Incarnation, and Overlord of the Hauntwoods access; shock untapped only to cast or hold March of Otherworldly Light, Dovin's Veto, or another visible legal interaction.

- Turn 2: Prefer Up the Beanstalk or High Noon when the board is not threatening, because both create enchantment material and shape later turns. Deviate to Leyline Binding, March of Otherworldly Light, or Seam Rip when a visible permanent or attack step will punish slow setup; use Dovin's Veto only for a decisive noncreature spell or to protect a high-value next-turn engine.

- Turn 3: Prefer Enigmatic Incarnation when you already have a safe enchantment curve and are not dying to the battlefield. Prefer Overlord of the Hauntwoods when Forge exposes an efficient legal cast or alternate-cast line that stabilizes mana or board, especially with Up the Beanstalk already present; prefer Skyclave Apparition or Leyline Binding when the opponent's permanent is the immediate problem.

- Turn 3 deviation: Do not tap out for Enigmatic Incarnation into visible pressure if the only available sacrifice is the Leyline Binding containing the opponent's best permanent. Do not cast Zur, Eternal Schemer merely because legal if the current board needs removal, a blocker, or mana smoothing first.

- Turns 4-5: Convert enchantment setup into board control. Use Enigmatic Incarnation at the end step only when the searched creature improves the next turn: Skyclave Apparition for a removable permanent, Zur, Eternal Schemer for enchantment pressure, Overlord of the Floodpits or Overlord of the Hauntwoods for value and board presence, Dream Trawler for stabilization, or a larger singleton when Forge confirms legality and the sacrifice is acceptable.

- Turns 4-5 deviation: Prioritize survival over engine growth against wide or fast boards. Hold Dovin's Veto for sweepers, planeswalkers, combo pieces, or removal aimed at Enigmatic Incarnation when the engine is your best route; spend Leyline Binding and March of Otherworldly Light before taking a large attack that would force desperate blocks.

- Late game: Win by chaining high-impact permanents while preserving the controlling enchantments that still matter. Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, Summon: Leviathan, and Zur, Eternal Schemer are late-game commitments; choose them only when Forge shows legal actions and the visible board rewards that role.

- Late-game deviation: Treat Pinnacle Starcage, Overlord of the Floodpits, Seam Rip, and Summon: Leviathan as Card text check required if the exact choice depends on unresolved text. When uncertain, prefer the legal action that stabilizes visible life total, removes the highest-impact public permanent, preserves Enigmatic Incarnation, or maintains interaction for the opponent's next decisive spell.

## Card Roles

- Enigmatic Incarnation: Treat Enigmatic Incarnation as the deck's main conversion engine, not as a random value enchantment. Cast it when you can survive the next turn cycle and have an expendable enchantment, then use Forge's legal end-step trigger choices to upgrade spent setup, redundant lock pieces, or replaceable removal into the creature that answers the visible board.

- Enigmatic Incarnation mistake: Do not sacrifice Leyline Binding when it is containing the opponent's best public permanent unless the tutor result clearly stabilizes better than releasing that permanent. Do not sacrifice the only Up the Beanstalk if your hand depends on drawing through expensive spells, and do not sacrifice High Noon in matchups where the one-spell limit is currently restraining the opponent more than you.

- Up the Beanstalk: Use Up the Beanstalk as early card velocity and as low-cost enchantment material for Enigmatic Incarnation. Prioritize it on quiet boards, especially before casting Overlord of the Hauntwoods, Leyline Binding, Overlord of the Floodpits, Angel of Serenity, Atraxa, Grand Unifier, Dream Trawler, or Summon: Leviathan when Forge confirms a draw trigger or legal high-mana-value spell line.

- Up the Beanstalk mistake: Do not spend the whole early turn on Up the Beanstalk if visible pressure requires Leyline Binding, March of Otherworldly Light, Seam Rip, Skyclave Apparition, or a blocker first. Against fast creature decks, Up the Beanstalk is excellent only when it does not cost a large attack step.

- Leyline Binding: Use Leyline Binding as the cleanest broad answer to public permanents and as a premium enchantment for later Enigmatic Incarnation decisions. Develop domain with Raugrin Triome, Zagoth Triome, Spara's Headquarters, Temple Garden, Breeding Pool, Hallowed Fountain, Forest, Plains, and Island so Forge exposes cheaper Leyline Binding actions earlier.

- Leyline Binding mistake: Preserve Leyline Binding when the exiled permanent is still the decisive visible threat. Sacrificing Leyline Binding to Enigmatic Incarnation is strongest when the removed card is no longer decisive, when the tutor target wins or stabilizes immediately, or when another answer is available for the released permanent.

- Overlord of the Hauntwoods: Use Overlord of the Hauntwoods as the deck's key bridge from setup to inevitability. Card text check required for exact token and trigger handling, but tactically treat it as a high-priority expensive enchantment creature that can enable Up the Beanstalk, provide Enigmatic Incarnation material, improve mana development, and pressure the board when Forge exposes the legal line.

- Overlord of the Hauntwoods timing: Cast or use any alternate-cost line for Overlord of the Hauntwoods when you need a durable engine piece, future mana, or a high-mana-value trigger. Hold it when the turn must answer a lethal or snowballing permanent with Leyline Binding, March of Otherworldly Light, Seam Rip, or Skyclave Apparition.

- Overlord of the Floodpits: Use Overlord of the Floodpits as a conditional card-selection, tempo, or board-development piece only when Forge exposes the exact legal text and choices. Card text check required; prefer it when the visible board rewards digging, stabilizing, or creating another enchantment creature for Enigmatic Incarnation over committing a singleton finisher.

- Seam Rip: Use Seam Rip as conditional interaction or tempo according to Forge's legal action text. Card text check required; in decisions, treat it as a main-deck four-of that likely belongs in early survival and midgame board-control sequencing, but do not assume targets, costs, or zones beyond what the rules engine exposes.

- High Noon: Use High Noon to slow spell-chain opponents, protect your tap-out turns, and create a cheap enchantment body for Enigmatic Incarnation after it has done enough work. Keep it longer when the opponent is constrained by one spell per turn; cash it in only when your own multiple-spell turn or tutor chain matters more.

- High Noon mistake: Do not let High Noon trap your own recovery turn if you need both removal and development in the same turn. Against creature pressure, High Noon is secondary unless it directly prevents a visible multi-spell punish or buys enough time for Overlord of the Hauntwoods, Leyline Binding, or Dream Trawler.

- Pinnacle Starcage: Treat Pinnacle Starcage as a conditional stabilizer or value permanent until Oracle text is confirmed. Card text check required; use Forge's legal actions to determine whether it is interaction, protection, or advantage, and prefer it when its visible effect addresses the current board rather than as a blind curve play.

- Dovin's Veto: Hold Dovin's Veto for noncreature spells that would beat your engine, break your lock, remove a decisive permanent, or execute the opponent's plan. Spend it more aggressively when protecting Enigmatic Incarnation, Zur, Eternal Schemer, Dream Trawler, Atraxa, Grand Unifier, or a critical Leyline Binding from a public stack threat.

- March of Otherworldly Light: Use March of Otherworldly Light as flexible early and instant-speed removal, especially when a visible permanent threatens life total, Enigmatic Incarnation setup, or High Noon leverage. Be careful with exiling white cards or spending too much mana if the same turn may need Dovin's Veto or a Leyline Binding tax line.

- Skyclave Apparition: Use Skyclave Apparition as a creature-tutor answer from Enigmatic Incarnation or as a castable stabilizer when the opponent's public permanent falls in its legal range. Prefer it over releasing Leyline Binding when it answers a different threat while keeping the bound permanent contained.

- Zur, Eternal Schemer: Use Zur, Eternal Schemer when the board is stable enough for enchantment pressure and when animated enchantments or lifelink bodies can shift racing math. Do not run Zur, Eternal Schemer into a board that still needs immediate removal unless Forge's legal line shows that Zur directly stabilizes.

- Glasspool Mimic: Use Glasspool Mimic as a flexible copy of your best visible creature when copying is legal and meaningful, especially Skyclave Apparition, Overlord of the Hauntwoods, Overlord of the Floodpits, Dream Trawler, Angel of Serenity, or Atraxa, Grand Unifier when the board rewards that role. Use Glasspool Shore only when mana development is more important than future copy value.

- Dream Trawler: Use Dream Trawler as the main stabilizing finisher when life total, card flow, and a resilient evasive body matter. It is strongest after you have traded resources and weakest when you must answer a specific noncombat permanent before attacks matter.

- Atraxa, Grand Unifier: Use Atraxa, Grand Unifier as the biggest refuel and stabilization payoff when Forge exposes a legal cast or Enigmatic Incarnation line. Commit Atraxa, Grand Unifier when you can survive to receive the value and when immediate battlefield impact, lifelink, and hand reload are better than a narrower answer.

- Angel of Serenity: Use Angel of Serenity as a late stabilizer or reset tool only when Forge confirms legal targets and the visible board rewards its effect. Card text check required for exact target handling; do not choose targets from hidden information or assume recursion unless shown by the engine.

- Summon: Leviathan: Treat Summon: Leviathan as a top-end enchantment or payoff whose exact tactical role depends on verified text. Card text check required; prioritize it only when Forge shows that the legal action materially stabilizes, pressures, or improves Enigmatic Incarnation lines more than holding interaction.

- Land package: Use Raugrin Triome, Zagoth Triome, Spara's Headquarters, Breeding Pool, Temple Garden, Hallowed Fountain, Floodfarm Verge, Hushwood Verge, Willowrush Verge, Forest, Plains, Island, and Fabled Passage to build domain and reliable green-white access first. Sequence tapped lands early when life and tempo allow, fetch basics when life total or public disruption makes shock lands risky, and preserve enough untapped mana for Leyline Binding, March of Otherworldly Light, Dovin's Veto, or Seam Rip when the opponent can act decisively.

## Interaction Priorities

- Answer engine-breaking permanents first with Leyline Binding, March of Otherworldly Light, Seam Rip, or Skyclave Apparition when Forge exposes a legal target. Prioritize permanents that stop Enigmatic Incarnation, remove Up the Beanstalk value before it replaces itself, make combat lethal next turn, or invalidate Overlord of the Hauntwoods stabilization.

- Counter noncreature haymakers and engine answers with Dovin's Veto before routine card draw or low-impact setup. Protect Enigmatic Incarnation, Zur, Eternal Schemer, Dream Trawler, Atraxa, Grand Unifier, Angel of Serenity, Leyline Binding, or a decisive High Noon turn when the stack threat would undo the board you are building.

- Exile threats with Leyline Binding when the target is a nonland permanent that must leave immediately and releasing it later is unlikely to matter before the game pivots. Avoid sacrificing Leyline Binding to Enigmatic Incarnation if the bound permanent is still the opponent's best public resource or would create lethal pressure when returned.

- Spend March of Otherworldly Light early when a visible creature, artifact, or enchantment threatens the life total or blocks the path to an Enigmatic Incarnation turn. Do not overpay or exile key white resources when the same turn needs Dovin's Veto, Leyline Binding, or multiple colors for follow-up development.

- Use Skyclave Apparition as targeted cleanup when its legal range matches a permanent Leyline Binding should not release. Prefer tutoring or casting Skyclave Apparition when it answers a second public problem while preserving an existing Leyline Binding lock.

- Treat Seam Rip as conditional interaction only from Forge text. Card text check required; if Forge presents bounce, removal, or tempo choices, prefer using it on the public permanent or spell that changes the next combat step, blocks Enigmatic Incarnation setup, or forces a bad tap-out.

- Bait interaction with Up the Beanstalk, High Noon, Pinnacle Starcage, Overlord of the Floodpits, or a noncritical Overlord of the Hauntwoods before committing Enigmatic Incarnation when the opponent is representing public stack interaction. Do not bait when the visible board requires the real answer now.

- Ignore low-impact creatures when life total is above roughly 10, no strong attack is visible, and Enigmatic Incarnation or Up the Beanstalk will outscale them. Shift to immediate removal below roughly 8 life, when multiple attackers create a two-turn clock, or when a creature enables sacrifice, convoke-style pressure, graveyard pressure, or combat math that beats Dream Trawler stabilization.

- Against aggro, remove attackers and damage amplifiers before value permanents unless High Noon visibly stops a multi-spell turn. Against control or combo, hold Dovin's Veto for payoff noncreature spells and use Leyline Binding or Enigmatic Incarnation pressure to make them act first.

## Combat And Trading Rules

- Preserve the engine before taking speculative attacks. Keep Enigmatic Incarnation material, Up the Beanstalk value, and Leyline Binding containment intact unless combat damage, a lifelink swing, or a tutor step clearly changes the game faster than the permanent would.

- Attack with Dream Trawler when lifelink or evasive pressure stabilizes the race and the postcombat board still survives the crack-back. Hold it back only when blocking is required to avoid lethal or when a visible effect makes attacking expose an otherwise protected finisher.

- Attack with Atraxa, Grand Unifier when vigilance or lifelink combat is legal and the opponent cannot profitably punish the attack with visible blockers or public tricks. Treat Atraxa, Grand Unifier as both a clock and a stabilizer; do not trade it for medium creatures unless the life swing or board reset is required to survive.

- Use Zur, Eternal Schemer to convert enchantments into pressure only after removal priorities are handled. Animated Leyline Binding, Up the Beanstalk, High Noon, Enigmatic Incarnation, Pinnacle Starcage, Summon: Leviathan, Overlord of the Hauntwoods, or Overlord of the Floodpits can change races, but do not expose an enchantment whose static or containment role is currently more valuable than its body.

- Block aggressively below roughly 8 life or against a visible two-turn clock. Trade expendable enchantment creatures, tokens, or lower-impact bodies for attackers when the next turn unlocks Dream Trawler, Atraxa, Grand Unifier, Angel of Serenity, Overlord of the Hauntwoods, or Enigmatic Incarnation stabilization.

- Avoid trading unique payoff creatures into replaceable attackers when life total is safe. Dream Trawler, Atraxa, Grand Unifier, Angel of Serenity, Zur, Eternal Schemer, and a copied payoff from Glasspool Mimic should usually pressure or stabilize over multiple turns rather than become a one-for-one trade.

- Use Overlord of the Hauntwoods and Overlord of the Floodpits as combat pieces only according to visible legal text. Card text check required for exact stats, abilities, and alternate forms; treat them as valuable engine bodies first and blockers second unless the board demands survival.

- Treat Glasspool Mimic as a combat multiplier when copying a visible creature creates a second stabilizer, blocker, or evasive clock. Do not expose Glasspool Mimic in combat if its copied role is needed for Enigmatic Incarnation, Skyclave Apparition-style utility, or late-game pressure.

- Sacrifice High Noon or other enchantments only when the visible combat or stack result is worth losing the restriction or material. High Noon can be cashed in if Forge exposes a lethal or stabilizing action, but keeping the one-spell constraint is often stronger against opponents trying to double-spell through your tap-out turns.

- Against aggro, life total preservation beats value attacks until a lifelink finisher is active. Against control, force damage with resilient threats and enchantment pressure while holding Dovin's Veto for the answer that matters. Against combo, prioritize clock plus High Noon pressure and avoid slow attacks that leave the opponent an extra draw step without adding disruption.

## Selection And Tutor Rules

- Use Enigmatic Incarnation as the deck's real tutor engine, not as generic value. At the beginning of the end step, sacrifice an expendable enchantment only when the creature found from the legal mana-value band improves the visible board more than the sacrificed enchantment's current role.

- Preserve Leyline Binding when it is containing the opponent's best nonland permanent. Sacrificing it to Enigmatic Incarnation can release that permanent, so make the tutor only when the resulting creature prevents the released card from mattering or when the bound permanent is no longer important.

- Turn Up the Beanstalk into a tutor payment when its card replacement has already happened and the game needs a creature more than another draw trigger. Keep it when multiple visible or likely five-mana-value casts will draw cards and the board is not forcing an immediate Enigmatic Incarnation conversion.

- Treat High Noon as both disruption and expendable enchantment material. Keep High Noon against visible multi-spell, combo, or control turns; sacrifice it only when the creature found will close the game, stabilize combat, or protect the current board better than the one-spell constraint.

- Use Overlord of the Hauntwoods and Overlord of the Floodpits as enchantment bodies and selection pieces only through Forge-visible text. Card text check required; if their legal actions create mana, lands, cards, or filtering, prioritize choices that enable domain, cast Enigmatic Incarnation, or bridge into Atraxa, Grand Unifier, Dream Trawler, Angel of Serenity, or Zur, Eternal Schemer.

- Let Atraxa, Grand Unifier refill according to Forge's revealed candidates rather than a fixed script. Prioritize a mix that covers immediate survival first, then Enigmatic Incarnation material, Leyline Binding or March of Otherworldly Light interaction, Up the Beanstalk value, a land if the next turn otherwise misses development, and a finisher only when the hand already functions.

- Sequence land drops before selection when they unlock domain, Leyline Binding discounts, or Dovin's Veto protection this turn. Delay Fabled Passage only when a shuffle after a known top-card effect is actually exposed by Forge or when the current mana is already sufficient and waiting improves color certainty.

- Use Glasspool Mimic as a selected-copy payoff only when Forge shows a creature copy that advances the current plan. Copy Dream Trawler, Atraxa, Grand Unifier, Angel of Serenity, Skyclave Apparition, Zur, Eternal Schemer, or an Overlord only when the copied role is better than developing mana or holding the card for a later board.

- Treat Pinnacle Starcage, Seam Rip, and Summon: Leviathan as text-dependent selection cards. Card text check required; when Forge offers choices, pick the option that solves the current public bottleneck: mana access, board containment, card flow, lethal pressure, or survival.

## Priority And Stack Rules

- Hold priority for Dovin's Veto when the opponent casts a noncreature spell that answers Enigmatic Incarnation, removes a finisher, wins through High Noon, clears Leyline Binding, or creates a decisive advantage. Let low-impact draw, setup, or bait spells resolve when the visible board is stable and Dovin's Veto must protect the engine.

- Cast Leyline Binding at instant speed when a nonland permanent must be removed before combat damage, before an activated or triggered payoff matters, or before the opponent untaps with protection. Avoid firing it into obvious low-value targets if the current hand lacks a second answer to the real threat.

- Use March of Otherworldly Light in response to creatures, artifacts, or enchantments that would immediately change combat, combo, or engine legality. Keep enough mana for Dovin's Veto or Leyline Binding when both are legal and the stack threat is not the highest-priority problem.

- Respect Up the Beanstalk triggers and Enigmatic Incarnation end-step timing as resource windows. Resolve draw and visible trigger choices before committing a sacrifice when the new card could change which enchantment should be cashed in or whether the tutor is needed at all.

- Treat Enigmatic Incarnation's sacrifice as optional. Decline when every available sacrifice releases a dangerous Leyline Binding target, breaks a needed High Noon lock, removes the only Up the Beanstalk engine, or finds no creature that changes the public board.

- Protect Zur, Eternal Schemer, Dream Trawler, Atraxa, Grand Unifier, Angel of Serenity, and a critical Overlord from stack interaction when they are the stabilizing plan. If the opponent's response is removable by Dovin's Veto or another legal instant, use the cheapest answer that keeps the main line intact.

- Use Dream Trawler priority windows according to Forge-visible legal actions. Card text check required for exact protection/discard/tap choices; spend those actions only against removal, lethal combat, or a race-changing block, not for cosmetic pressure.

- Fire High Noon abilities or sacrifice modes only when Forge shows a concrete legal action that wins, stabilizes, or prevents the opponent's next multi-spell turn from mattering. Do not cash it in merely because mana is unused.

- Respond before combat damage when March of Otherworldly Light, Leyline Binding, Seam Rip, or an Overlord action can remove an attacker, clear a blocker, or preserve a lifelink stabilizer. Pass priority through harmless steps when no legal action changes damage, stack outcome, or engine survival.

- Let graveyard or exile timing be governed by public information. Rest in Peace is sideboard-only, so in game one do not assume graveyard shutdown exists; after sideboarding, deploy or protect Rest in Peace only when the opponent's visible graveyard plan matters more than developing Enigmatic Incarnation.

## Sideboard Map

- Dovin's Veto increases the deck's ability to force Enigmatic Incarnation, protect Zur, Eternal Schemer or a large creature, and stop sweepers, planeswalkers, combo pieces, and opposing permission. Bring the sideboard copies against control, Lotus-style combo, spell-heavy midrange, and any opponent whose most important turns are noncreature stack turns; reduce its priority against creature decks where the decisive cards are battlefield bodies and combat steps.

- Archon of Emeria is a rule-setting creature for spell-chain decks and greedy mana opponents. Add it when the opponent needs multiple spells in one turn, relies on nonbasic-heavy sequencing, or must combine setup plus payoff; it loses value when the opponent is already playing one threat per turn and the body does not stabilize combat.

- Clarion Conqueror is a text-dependent hate creature. Card text check required; use it only when Forge-visible card text or known matchup notes show that its restriction attacks the opponent's engine, and avoid it when it is merely a small creature without a relevant lock.

- Elesh Norn, Mother of Machines upgrades the blink/toolbox plan when triggered abilities decide the game. Add it against creature or artifact decks built around enters-the-battlefield value, and against slower midrange where doubling Atraxa, Grand Unifier, Skyclave Apparition, Angel of Serenity, Overlord of the Hauntwoods, or Overlord of the Floodpits triggers is likely to dominate; reduce priority when the opponent is racing with cheap pressure or stack interaction before five mana.

- March of Otherworldly Light adds flexible cheap interaction for creature, artifact, and enchantment pressure. Add the sideboard copies against aggressive creature decks, artifact engines, aura-style threats, and hate permanents that block Enigmatic Incarnation; reduce priority against draw-go control and spell combo where exiling a permanent is not the main fight.

- Rest in Peace is the graveyard shutdown package. Add it against graveyard recursion, delve, reanimation, escape, sacrifice loops, and any opponent whose public graveyard is part of its mana or threat engine; it is low value against clean battlefield aggro, control with few graveyard dependencies, or games where your own Enigmatic Incarnation clock must advance faster than a static hate enchantment.

- Thought Distortion is the top-end anti-control breaker. Add it against blue control, heavy discard, and noncreature combo when reaching six mana is plausible and resolving one spell can empty the opponent's interaction; it is low value against low-curve aggro and board-centric decks that can kill before six mana.

- Pinnacle Starcage is a text-dependent sideboard enchantment and possible Enigmatic Incarnation material. Card text check required; add copies only when its Forge-visible text answers the opponent's axis, improves the lock, or creates a better sacrifice chain than the main-deck enchantments, and avoid it when it does not affect the current matchup before the opponent's decisive turn.

- Ruric Thar, the Unbowed punishes spell-heavy opponents and gives Enigmatic Incarnation a hard-hitting creature target. Add it against noncreature combo, control, and decks that must cast several noncreature spells to win; it is poor against creature swarms, removal-light aggro that can race, or matchups where the mana and tutor band cannot reliably support it.

- Agent of Treachery is the go-big theft target for mirrors, ramp, and permanent-centric midrange. Add it when games reach high mana, the opponent presents single decisive permanents, or Enigmatic Incarnation chains can find it; it is low value against fast aggro, graveyard combo, or control games where a seven-mana creature is unlikely to resolve without prior protection.

Control or noncreature combo plan
Side in: 3 Dovin's Veto; 1 Thought Distortion; 1 Ruric Thar, the Unbowed; 1 Archon of Emeria
Cut: 1 March of Otherworldly Light; 1 Skyclave Apparition; 1 Angel of Serenity; 1 Summon: Leviathan; 2 Seam Rip

- Plan rule: Keep Enigmatic Incarnation, High Noon, Up the Beanstalk, and enough Leyline Binding to answer resolved permanents. The added cards shift the deck from removal-heavy midrange into protected engine plus stack pressure, with Dovin's Veto guarding the first decisive enchantment and Thought Distortion or Ruric Thar, the Unbowed serving as the high-end breaker.

Graveyard engine plan
Side in: 2 Rest in Peace; 2 March of Otherworldly Light; 1 Archon of Emeria
Cut: 1 Dovin's Veto; 1 Dream Trawler; 1 Summon: Leviathan; 2 High Noon

- Plan rule: Deploy Rest in Peace early when the opponent's graveyard is already a resource or their archetype depends on it, then use Enigmatic Incarnation only when sacrificing the hate card is no longer necessary. March of Otherworldly Light covers graveyard-adjacent permanents and cheap threats while Archon of Emeria slows combo turns that try to rebuild after the graveyard is constrained.

Creature aggro plan
Side in: 2 March of Otherworldly Light; 1 Elesh Norn, Mother of Machines; 1 Agent of Treachery
Cut: 1 Dovin's Veto; 1 High Noon; 1 Summon: Leviathan; 1 Seam Rip

- Plan rule: Prioritize survival, life total, and board containment over slow stack cards. March of Otherworldly Light buys time, Elesh Norn, Mother of Machines can turn stabilizing enters-the-battlefield creatures into a dominant board, and Agent of Treachery is only for creature matchups that go long enough for Enigmatic Incarnation or natural mana to matter.

Enigmatic mirror or permanent midrange plan
Side in: 1 Agent of Treachery; 1 Elesh Norn, Mother of Machines; 2 Pinnacle Starcage; 2 March of Otherworldly Light
Cut: 1 Dovin's Veto; 2 High Noon; 1 Summon: Leviathan; 2 Seam Rip

- Plan rule: Fight over engines and high-impact permanents instead of small tempo. Agent of Treachery and Elesh Norn, Mother of Machines raise the ceiling of tutor chains, March of Otherworldly Light answers opposing hate or engines, and Pinnacle Starcage should be used only if its checked card text is relevant to the permanent battle.

- Add role cards: Against spell-chain combo, prefer Dovin's Veto, Archon of Emeria, Thought Distortion, and Ruric Thar, the Unbowed. Reduce main-deck emphasis: Expensive battlefield-only finishers and narrow creature removal when the opponent's key objects are spells.

- Add role cards: Against graveyard decks, prefer Rest in Peace and March of Otherworldly Light. Reduce main-deck emphasis: Slow finishers and redundant lock pieces that do not interact with the graveyard or the first lethal setup turn.

- Add role cards: Against creature pressure, prefer March of Otherworldly Light and any checked permanent that directly affects combat. Reduce main-deck emphasis: Dovin's Veto, slow top-end, and lock pieces that do not reduce damage.

- Add role cards: Against permanent-heavy midrange, prefer Agent of Treachery, Elesh Norn, Mother of Machines, March of Otherworldly Light, and checked Pinnacle Starcage. Reduce main-deck emphasis: High Noon when the opponent is not relying on multiple spells per turn.

## Matchup Guidance

- Aggro: Keep hands that cast early enchantments and interaction, because this deck stabilizes by turning life total into time for Enigmatic Incarnation and large enters-the-battlefield creatures. Prioritize Leyline Binding, March of Otherworldly Light, Seam Rip, Overlord of the Hauntwoods, and cheap Up the Beanstalk setup only when the mana is already functional. Add role cards: March of Otherworldly Light and, when games become board-centric, Elesh Norn, Mother of Machines. Reduce main-deck emphasis: Dovin's Veto, High Noon, and slow threats that do not affect the battlefield before the opponent's next attack.

- Control: Lead with mana development and redundant enchantments, then force the opponent to answer Up the Beanstalk, Enigmatic Incarnation, Overlord of the Hauntwoods, or Zur, Eternal Schemer across multiple turns. Do not spend Dovin's Veto on low-impact filtering if a visible window to protect Enigmatic Incarnation, Thought Distortion, Ruric Thar, the Unbowed, Atraxa, Grand Unifier, or Dream Trawler is approaching. Add role cards: Dovin's Veto, Thought Distortion, Ruric Thar, the Unbowed, and sometimes Archon of Emeria. Reduce main-deck emphasis: March of Otherworldly Light, Skyclave Apparition, Angel of Serenity, and other battlefield answers when the opponent is mostly fighting on the stack.

- Combo: Treat High Noon and Archon of Emeria as time-buying lock pieces, not as win conditions by themselves. Use Dovin's Veto for the first decisive noncreature spell, preserve Leyline Binding for resolved combo permanents, and commit Enigmatic Incarnation only when the engine advances pressure or finds a disruptive creature before the opponent's next likely setup turn. Add role cards: Dovin's Veto, Archon of Emeria, Thought Distortion, Ruric Thar, the Unbowed, Rest in Peace when the graveyard is part of the combo, and Clarion Conqueror if its text applies to the visible combo axis. Reduce main-deck emphasis: expensive creature removal and top-end creatures that do not disrupt the combo turn.

- Tempo: Respect open mana and visible flash-speed pressure; make land drops, cast uncounterable or low-risk setup when possible, and avoid walking the only Enigmatic Incarnation into a clear tempo exchange unless waiting loses the race. Leyline Binding and March of Otherworldly Light should answer threats that are actually closing the game, while Up the Beanstalk helps recover from one-for-one interaction. Add role cards: Dovin's Veto and March of Otherworldly Light. Reduce main-deck emphasis: Thought Distortion only when six mana is unrealistic, and slow seven-mana creatures when the opponent can keep mana open while attacking.

- Midrange: Force the game into repeated two-for-one exchanges with Up the Beanstalk, Overlord of the Hauntwoods, Overlord of the Floodpits, Enigmatic Incarnation, and Atraxa, Grand Unifier. Use Leyline Binding on threats or engines that will snowball, not on expendable creatures unless life total demands it. Add role cards: Elesh Norn, Mother of Machines, Agent of Treachery, March of Otherworldly Light, and Pinnacle Starcage only after card text check confirms relevance. Reduce main-deck emphasis: High Noon when the opponent plays one large spell per turn and Dovin's Veto when few targets are visible.

- Big mana: Apply pressure with Overlord of the Hauntwoods, Zur, Eternal Schemer, Dream Trawler, or Enigmatic Incarnation chains before the opponent's mana advantage produces larger permanents. Save Leyline Binding and Agent of Treachery for the first permanent that dominates combat, mana, or card flow; do not spend them on minor ramp artifacts or creatures unless the rules engine shows they are the only route to a lethal turn. Add role cards: Agent of Treachery, Dovin's Veto, Thought Distortion, Ruric Thar, the Unbowed, and March of Otherworldly Light when their mana pieces are permanents. Reduce main-deck emphasis: small removal and High Noon if it does not slow the visible ramp plan.

- Graveyard: Deploy Rest in Peace before the opponent converts the graveyard into mana, cards, creatures, or lethal damage, and avoid sacrificing Rest in Peace to Enigmatic Incarnation while it is still constraining the opponent's main engine. Use March of Otherworldly Light and Leyline Binding on graveyard enablers or payoffs that remain relevant through Rest in Peace. Add role cards: Rest in Peace, March of Otherworldly Light, Archon of Emeria, and Dovin's Veto against spell-based graveyard turns. Reduce main-deck emphasis: High Noon when the opponent wins through single recursive threats, Dream Trawler, and Summon: Leviathan.

- Artifact/enchantment: Identify whether the opponent's artifact or enchantment is an engine, a threat, or a hate piece against Enigmatic Incarnation. Spend Leyline Binding, March of Otherworldly Light, Skyclave Apparition, or Seam Rip on permanents that block your engine or create immediate inevitability, and use Enigmatic Incarnation chains to find Skyclave Apparition only when the target is visible and worth the sacrifice. Add role cards: March of Otherworldly Light, Agent of Treachery for large permanent mirrors, and Pinnacle Starcage only after card text check. Reduce main-deck emphasis: Dovin's Veto if the opponent is already permanent-dense and low on stack fights.

- Go-wide: Preserve life total first, because single large blockers do not solve a wide board without removal or a stabilizing chain. Prioritize early Leyline Binding, March of Otherworldly Light, Seam Rip, and Overlord of the Hauntwoods lines that create blockers or mana while keeping Enigmatic Incarnation available for Angel of Serenity or other visible stabilizers. Add role cards: March of Otherworldly Light and Elesh Norn, Mother of Machines if enters-the-battlefield stabilization matters. Reduce main-deck emphasis: Dovin's Veto, Thought Distortion, and High Noon unless the opponent's go-wide plan depends on multiple spells in one turn.

- Single-threat: Answer the one threat cleanly instead of racing it without pressure. Leyline Binding is the premium answer, March of Otherworldly Light handles many cheap permanents, Skyclave Apparition can be found or cast when the mana supports it, and Agent of Treachery becomes decisive when the threat is expensive and the game has slowed. Add role cards: March of Otherworldly Light, Agent of Treachery, and Dovin's Veto when the threat is protected by noncreature spells. Reduce main-deck emphasis: wide-board stabilizers and High Noon if the opponent's plan is one protected permanent.

- Burn: Treat life total as the primary resource and do not shock lands unless the current action materially prevents more damage or establishes a fast stabilizer. Dream Trawler is a major stabilizing threat if its text is represented correctly by the engine, while Leyline Binding and March of Otherworldly Light should remove repeatable damage sources before one-shot burn. Add role cards: March of Otherworldly Light and Dovin's Veto for high-impact burn or anti-life-gain spells. Reduce main-deck emphasis: Thought Distortion, Agent of Treachery, and slow Enigmatic Incarnation chains that do not change the next damage step.

- Removal-heavy decks: Make the opponent answer enchantments, sagas, and cast triggers instead of relying on one creature to survive. Up the Beanstalk, Enigmatic Incarnation, Overlord of the Hauntwoods, Overlord of the Floodpits, and Leyline Binding all create value even through creature removal, while Atraxa, Grand Unifier and Dream Trawler are better when deployed with protection or after the opponent spends removal. Add role cards: Dovin's Veto, Elesh Norn, Mother of Machines, Agent of Treachery, and Thought Distortion when the opponent is spell-heavy. Reduce main-deck emphasis: March of Otherworldly Light when few opposing permanents matter and High Noon when it does not constrain their removal pattern.

## Specific Matchup Notes

- General/archetype-only: Revealed cards override these assumptions, and the agent must follow legal actions, visible board state, and rules-engine output before applying matchup heuristics. Use these notes only to weight choices among legal lines, not to infer hidden cards or guaranteed outcomes.

- Spell-combo note: Prioritize slowing the decisive turn over maximizing slow value; High Noon, Archon of Emeria, Dovin's Veto, Thought Distortion, and Ruric Thar, the Unbowed are the likely role cards when the opponent shows a spell-chain plan. Priority targets are visible enablers, protection spells on the stack, and payoff permanents that convert one turn into a win. Reduce main-deck emphasis on March of Otherworldly Light and Leyline Binding only when the opponent presents few permanents worth answering.

- Graveyard note: Treat Rest in Peace as a protected engine-hate permanent once the opponent reveals graveyard recursion, delve, escape, reanimation, or graveyard-count payoffs. Priority targets are graveyard enablers that function before Rest in Peace resolves and non-graveyard permanents that still win through it. Avoid feeding Rest in Peace to Enigmatic Incarnation while the opponent's visible plan remains graveyard-dependent.

- Creature-pressure note: Stabilize before tutoring for luxury value; Leyline Binding, March of Otherworldly Light, Seam Rip, Overlord of the Hauntwoods, Skyclave Apparition, Angel of Serenity, Dream Trawler, and Summon: Leviathan are the key visible-board tools. Priority targets are haste, evasion, lord effects, recursive attackers, and permanents that turn small attackers into lethal pressure. Add role cards: March of Otherworldly Light and Elesh Norn, Mother of Machines when creature entries or board stabilization matter.

- Control note: Make enchantments carry the exchange; Up the Beanstalk, Enigmatic Incarnation, Overlord of the Hauntwoods, Overlord of the Floodpits, and Leyline Binding force answers without depending on a single creature surviving. Priority targets are planeswalkers, draw engines, and stack interaction aimed at Enigmatic Incarnation or a decisive top-end creature. Add role cards: Dovin's Veto, Thought Distortion, Agent of Treachery, and possibly Ruric Thar, the Unbowed when the mana and matchup clock support them.

- Permanent-heavy midrange note: Win by converting enchantments into larger creatures and answering the permanent that matters most. Priority targets are engines, large blockers that halt Zur, Eternal Schemer or Dream Trawler pressure, and hate pieces that shut off Enigmatic Incarnation. Agent of Treachery and Elesh Norn, Mother of Machines are likely role cards; Pinnacle Starcage needs Card text check required before the agent treats it as a hate piece, stabilizer, or value card.

- Mana-disruption note: Fetch and shock decisions should preserve access to all five colors while respecting life total; Breeding Pool, Temple Garden, Raugrin Triome, Zagoth Triome, Spara's Headquarters, Hallowed Fountain, Forest, Plains, Island, and Fabled Passage decisions are matchup-relevant. Prioritize green and white early for Overlord of the Hauntwoods, Enigmatic Incarnation, Leyline Binding, and March of Otherworldly Light, then secure blue for Dovin's Veto, Overlord of the Floodpits, Dream Trawler, and Atraxa, Grand Unifier lines.

## Risk Summary

- Mana risk: The deck can lose to its own colors if early lands enter tapped or if life total cannot support shock sequencing. Do not keep a hand that has powerful spells but no credible path to green-white enchantment setup, Leyline Binding discounts, or the blue needed for Dovin's Veto and late threats.

- Matchup risk: Wrong-role sideboarding can dilute the Enigmatic Incarnation core. Add role cards only when revealed cards justify them, and reduce main-deck emphasis without removing too much enchantment density, early interaction, or castable pressure.

- Draw risk: Hands with only top-end creatures such as Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, or Agent of Treachery can stall without Enigmatic Incarnation or ramp-like Overlord of the Hauntwoods development. Mulligan or sequence toward functional mana and early enchantments before valuing expensive closers.

- Over-sideboarding risk: Bringing in many narrow cards can leave Enigmatic Incarnation without good sacrifice material or leave Up the Beanstalk underpowered. Maintain enough enchantments, interaction, and threats to operate when hate cards are irrelevant.

- Graveyard risk: Rest in Peace can also reduce the value of any friendly graveyard-dependent line if one appears through engine text. Respect the actual rules-engine text and never assume a graveyard lock is one-sided unless visible output proves it.

- Sweeper/removal risk: Creature-heavy finishing lines fold to sweepers if the deck sacrifices too many enchantments for board presence. Against removal-heavy opponents, prefer value enchantments and stagger Zur, Eternal Schemer, Dream Trawler, Atraxa, Grand Unifier, and Angel of Serenity.

- Closer risk: Dream Trawler, Summon: Leviathan, Atraxa, Grand Unifier, and Agent of Treachery are powerful but slow. Commit them when they stabilize, force a decisive exchange, or exploit an already secured board, not merely because mana is available.

- Interaction risk: Dovin's Veto and March of Otherworldly Light require disciplined timing. Hold Dovin's Veto for stack actions that change the game, and spend March of Otherworldly Light only when exile matters or the target's damage/engine output exceeds the cost.

- Sequencing risk: Enigmatic Incarnation asks for end-step planning before main-phase plays. Cast or preserve the enchantment that creates the desired mana-value chain, avoid sacrificing the only active hate piece, and check whether Up the Beanstalk triggers or Leyline Binding discounts change the better line.

## Test Feedback Checklist

- Deciding factor: Record whether each game was decided by Enigmatic Incarnation converting enchantments, Up the Beanstalk drawing cards, Overlord of the Hauntwoods stabilizing mana and board, Leyline Binding or March of Otherworldly Light answering a key permanent, or a top-end closer resolving too late.

- Mulligans: Log whether opening hands had green-white development, at least one meaningful early enchantment, and a credible path to blue for Dovin's Veto, Overlord of the Floodpits, Dream Trawler, or Atraxa, Grand Unifier. Flag keeps that contained only expensive cards such as Angel of Serenity, Atraxa, Grand Unifier, Dream Trawler, or Summon: Leviathan without functional setup.

- Mana: Check whether Breeding Pool, Temple Garden, Raugrin Triome, Zagoth Triome, Spara's Headquarters, Hallowed Fountain, Fabled Passage, Forest, Plains, Island, Floodfarm Verge, Hushwood Verge, and Willowrush Verge sequencing let the deck cast Leyline Binding, Enigmatic Incarnation, Seam Rip, Up the Beanstalk, and High Noon on time. Note every loss where tapped lands or shock-land life loss changed the playable line.

- Velocity: Track whether Seam Rip, Up the Beanstalk, Overlord of the Floodpits, and Atraxa, Grand Unifier actually converted time into cards, selection, or stable resources. Mark games where the deck spent early turns cycling or drawing while visible pressure required removal or blockers.

- Engine: Record whether Enigmatic Incarnation had safe sacrifice material and whether the chosen chain produced the needed role: Skyclave Apparition or Angel of Serenity for stabilization, Zur, Eternal Schemer or Dream Trawler for pressure, Atraxa, Grand Unifier for refuel, or Agent of Treachery after sideboard for permanent-heavy games.

- Removal: Review every Leyline Binding, March of Otherworldly Light, Skyclave Apparition, Angel of Serenity, and post-board March of Otherworldly Light decision. Ask whether the target was the visible card most likely to change the next turn cycle, not merely the first legal target.

- Sideboard: Confirm that Dovin's Veto, Rest in Peace, Archon of Emeria, Clarion Conqueror, Elesh Norn, Mother of Machines, Thought Distortion, Ruric Thar, the Unbowed, Agent of Treachery, March of Otherworldly Light, and Pinnacle Starcage were brought in only for visible or strongly expected roles. Pinnacle Starcage requires Card text check required before performance claims.

- Closing: Note whether Zur, Eternal Schemer, Dream Trawler, Summon: Leviathan, Atraxa, Grand Unifier, Angel of Serenity, or Agent of Treachery ended the game after stabilization or clogged the hand before stabilization. Separate games lost from no closer from games lost because the closer was cast into an unfavorable board.

- Role and mistakes: After each match, ask whether the pilot correctly identified itself as stabilizer, engine deck, tap-out threat deck, or stack-protection deck. Flag passes with available Dovin's Veto, attacks that exposed needed blockers, and Enigmatic Incarnation sacrifices that consumed the only active hate or draw engine.

- Stranded cards and performers: List stranded cards by exact name and cause: color missing, mana value too high, matchup too narrow, or rules text uncertain. Identify overperformers and underperformers among Enigmatic Incarnation, Overlord of the Hauntwoods, Leyline Binding, Seam Rip, Up the Beanstalk, High Noon, Pinnacle Starcage, and the sideboard role cards.

## First Tuning Questions

- Card quantities: If Enigmatic Incarnation is not found often enough, is four copies still correct but needs more selection, or are Seam Rip and Overlord of the Floodpits underperforming as velocity tools? If Up the Beanstalk draws too few cards, check whether the high-mana-value package is being cast, sacrificed, or stranded.

- Mana base: If losses come from color failure, should the land mix change toward earlier green-white-blue access for Overlord of the Hauntwoods, Enigmatic Incarnation, Leyline Binding, Dovin's Veto, and Seam Rip? If losses come from life total pressure, ask whether shock sequencing, triome count, or slow Verge draws are too costly against aggressive decks.

- Aggro plan: If creature-pressure matchups remain poor, should main-deck March of Otherworldly Light, Skyclave Apparition, High Noon, or Pinnacle Starcage quantities change, or should sideboard space move toward additional March of Otherworldly Light and Elesh Norn, Mother of Machines effects?

- Control plan: If control matchups go long but still fail to close, should Dovin's Veto, Thought Distortion, Ruric Thar, the Unbowed, Agent of Treachery, Dream Trawler, or Atraxa, Grand Unifier roles be adjusted? Ask whether High Noon helps constrain the opponent or accidentally constrains this deck's catch-up turns.

- Closer mix: If top-end creatures are stranded, consider whether Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, Summon: Leviathan, and Agent of Treachery create too many expensive draws. If games stabilize but do not end, ask whether Zur, Eternal Schemer and Dream Trawler need more protection or whether Enigmatic Incarnation chains are choosing insufficient pressure.

- Sideboard slots: If Rest in Peace, Clarion Conqueror, Archon of Emeria, Pinnacle Starcage, or Ruric Thar, the Unbowed are rarely used or low impact, test whether those slots should become broader interaction or matchup-specific closers. Keep exact sideboard-plan legality separate from this tuning question.

- Role conflicts: If the deck loses after drawing both hate and engine cards, identify whether Rest in Peace, High Noon, Archon of Emeria, or Enigmatic Incarnation created conflicting incentives. Tune only after logs show whether the conflict is card choice, sequencing, or matchup selection.

## Veles Tactical Policy

### Policy: Opening Engine Keep Gate
Priority: High
Decision families: mulligan
Cards: Enigmatic Incarnation; Overlord of the Hauntwoods; Up the Beanstalk; Leyline Binding; Seam Rip; High Noon
Phase windows: opening hand; mulligan
Runtime cues: prompt:mulligan; opening_hand
Use when: decide whether the hand has lands, early colored access, and at least one engine, interaction, or velocity plan.
Avoid when: hand contains only expensive top-end or lacks castable plays before turn three.
Instructions: Keep hands that can develop green-white mana, cast Overlord of the Hauntwoods or Enigmatic Incarnation on curve, or interact with Leyline Binding while building toward the engine. Mulligan hands with Atraxa, Grand Unifier, Angel of Serenity, Dream Trawler, or Summon: Leviathan as the only plan.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: First Enchantment Setup
Priority: Medium
Decision families: mana; priority
Cards: Overlord of the Hauntwoods; Up the Beanstalk; High Noon; Leyline Binding; Enigmatic Incarnation
Phase windows: turns 1-4 main phases
Runtime cues: action:cast; available_mana; hand
Use when: multiple early enchantment or interaction actions are legal.
Avoid when: visible pressure requires immediate removal or a legal action prevents lethal damage.
Instructions: Prioritize the first permanent that enables later Enigmatic Incarnation chains without falling behind. Overlord of the Hauntwoods is preferred when mana fixing or a future body matters; Up the Beanstalk is preferred when the next spells will trigger it; High Noon is preferred only when limiting spells per turn hurts the opponent more than this deck.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Land And Color Sequencing
Priority: Medium
Decision families: mana
Cards: Breeding Pool; Temple Garden; Raugrin Triome; Zagoth Triome; Spara's Headquarters; Hallowed Fountain; Fabled Passage; Forest; Plains; Island; Floodfarm Verge; Hushwood Verge; Willowrush Verge
Phase windows: land choice; main phases
Runtime cues: action:play land; land_options; available_mana
Use when: choosing which visible land to play or fetch.
Avoid when: a single legal land action exists.
Instructions: Build green-white first for Overlord of the Hauntwoods, Enigmatic Incarnation, and Leyline Binding, then secure blue for Dovin's Veto, Overlord of the Floodpits, Dream Trawler, and Atraxa, Grand Unifier. Preserve life against fast boards unless shock access unlocks a needed interaction spell this turn.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Exact Mana Payment After Line Selection
Priority: Low
Decision families: mana
Cards: none
Phase windows: spell payment; ability payment
Runtime cues: action:pay mana
Use when: exactly one legal payment action text satisfies the already selected spell or ability and leaves no alternative visible source allocation.
Avoid when: multiple legal payments differ by colors, tapped sources, life payment, or future spell access.
Instructions: Choose the legal payment action that matches the selected action text. Route any payment that changes future Dovin's Veto, Leyline Binding, March of Otherworldly Light, or Enigmatic Incarnation access to light-model reasoning.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Enigmatic Incarnation Commitment Gate
Priority: High
Decision families: priority; selection
Cards: Enigmatic Incarnation; Up the Beanstalk; High Noon; Leyline Binding; Overlord of the Hauntwoods; Overlord of the Floodpits; Pinnacle Starcage
Phase windows: main phases; end step trigger
Runtime cues: action:cast Enigmatic Incarnation; prompt:sacrifice enchantment
Use when: deciding whether to cast Enigmatic Incarnation or sacrifice an enchantment to its trigger.
Avoid when: the only sacrifice candidate is the sole card preventing immediate loss or the searched creature role is unclear.
Instructions: Commit when the visible board rewards converting an enchantment into a specific creature role: Skyclave Apparition for a problem permanent, Zur, Eternal Schemer or Dream Trawler for pressure, Angel of Serenity for stabilization, Atraxa, Grand Unifier for refuel, or Agent of Treachery after sideboard. Do not sacrifice High Noon, Rest in Peace, or Leyline Binding automatically when that permanent is the active lock or answer.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Enigmatic Search Target Selection
Priority: Medium
Decision families: selection
Cards: Enigmatic Incarnation; Skyclave Apparition; Zur, Eternal Schemer; Dream Trawler; Atraxa, Grand Unifier; Angel of Serenity; Agent of Treachery; Archon of Emeria; Clarion Conqueror; Elesh Norn, Mother of Machines; Ruric Thar, the Unbowed
Phase windows: end step trigger; search prompt
Runtime cues: action:select; source:Enigmatic Incarnation
Use when: a legal Enigmatic Incarnation search or put-onto-battlefield choice is presented.
Avoid when: legal action labels do not reveal candidate identity or mana-value relationship.
Instructions: Choose the creature whose visible role addresses the next turn cycle. Stabilize first, then refuel, then close. Sideboard bullets are valid only when their exact text is known or the engine exposes enough effect context; write Card text check required for Clarion Conqueror and Pinnacle Starcage-related assumptions.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Removal Target Gate
Priority: High
Decision families: interaction; priority
Cards: Leyline Binding; March of Otherworldly Light; Skyclave Apparition; Angel of Serenity
Phase windows: opponent main phase; combat; end step; own main phase
Runtime cues: action:target; removal_action
Use when: choosing whether to spend removal or choose a removal target.
Avoid when: the target is low-impact and no immediate damage, combo, engine, or planeswalker-like pressure is visible.
Instructions: Spend removal on the permanent that most changes survival, engine access, or the opponent's next turn. Prefer Leyline Binding for broad permanent coverage, March of Otherworldly Light when mana and exile costs are acceptable, Skyclave Apparition when a body plus answer matters, and Angel of Serenity when the game has reached top-end stabilization.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Permission Commitment Gate
Priority: High
Decision families: interaction; priority
Cards: Dovin's Veto
Phase windows: stack interaction; opponent main phase; counter windows
Runtime cues: action:cast Dovin's Veto; stack
Use when: Dovin's Veto is legal against a visible noncreature spell.
Avoid when: the spell does not materially affect the board, hand, engine, or lethal race.
Instructions: Counter spells that answer Enigmatic Incarnation, stop a resolved closer, create a decisive card-advantage swing, or enable opponent lethal. Let low-impact spells resolve when holding Dovin's Veto protects a stronger engine or sideboard threat next turn.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: High Noon Prison Timing
Priority: Medium
Decision families: priority; interaction
Cards: High Noon; Archon of Emeria; Dovin's Veto; Thought Distortion; Ruric Thar, the Unbowed
Phase windows: main phases; sideboard games
Runtime cues: action:cast High Noon; action:cast Archon of Emeria
Use when: a spell-limiting permanent is legal and both players' likely next turns matter.
Avoid when: this deck needs multiple spells this turn to stabilize or unload stranded cards.
Instructions: Cast High Noon or Archon of Emeria when the opponent relies on chaining spells and this deck can play one high-impact spell per turn. Delay when the hand needs Leyline Binding plus engine, removal plus threat, or counterspell plus setup in the same turn.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Up The Beanstalk Value Gate
Priority: Medium
Decision families: priority; selection
Cards: Up the Beanstalk; Leyline Binding; Overlord of the Hauntwoods; Overlord of the Floodpits; Atraxa, Grand Unifier; Angel of Serenity; Dream Trawler
Phase windows: main phases; trigger resolution
Runtime cues: action:cast Up the Beanstalk; trigger:Up the Beanstalk
Use when: Up the Beanstalk or its draw trigger is legal or pending.
Avoid when: spending mana on Up the Beanstalk leaves a visible lethal attack or must-answer permanent unchecked.
Instructions: Deploy Up the Beanstalk before high-mana-value spells when the turn can spare tempo. Treat Leyline Binding and Overlord actions as both interaction/setup and card-flow enablers when the engine shows a draw trigger.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Top-End Tap-Out Gate
Priority: Medium
Decision families: priority; combat
Cards: Atraxa, Grand Unifier; Dream Trawler; Angel of Serenity; Summon: Leviathan; Zur, Eternal Schemer; Ruric Thar, the Unbowed; Agent of Treachery
Phase windows: main phases; post-combat main
Runtime cues: action:cast; available_mana
Use when: a top-end threat or sideboard finisher is legal.
Avoid when: tapping out exposes immediate lethal or leaves a visible stack threat unanswered.
Instructions: Tap out for the threat that changes the board immediately when behind, refuels when stable, or closes quickly when ahead. Card text check required for Summon: Leviathan and Ruric Thar, the Unbowed assumptions; use engine-visible legal text over memory.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Stabilization
Priority: Medium
Decision families: combat
Cards: Overlord of the Hauntwoods; Overlord of the Floodpits; Dream Trawler; Zur, Eternal Schemer; Atraxa, Grand Unifier; Angel of Serenity; Skyclave Apparition
Phase windows: declare attackers; declare blockers; combat tricks
Runtime cues: action:attack; action:block; combat_state
Use when: attack or block choices affect life total, engine pieces, or lethal clocks.
Avoid when: exactly one legal no-attack or no-block action is forced by the engine.
Instructions: Preserve blockers when life total is pressured and the engine will win later. Attack only when the creature is not needed to survive the next attack or when closing prevents the opponent from rebuilding through this deck's slower enchantment plan.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic No-Attack Under Single Legal Action
Priority: Low
Decision families: combat
Cards: none
Phase windows: declare attackers
Runtime cues: action:no attackers
Use when: the only legal combat action text is no attackers or equivalent pass-attacks action.
Avoid when: any legal action declares one or more attackers.
Instructions: Submit the no-attack legal action when no attack declaration alternative is present.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Selection And Filtering Gate
Priority: Medium
Decision families: selection
Cards: Seam Rip; Overlord of the Floodpits; Atraxa, Grand Unifier; Fabled Passage
Phase windows: main phases; search prompts; draw or selection triggers
Runtime cues: action:choose; action:select; action:search
Use when: the engine asks for card selection, library search, or visible pile choice.
Avoid when: the prompt is a deterministic land search with exactly one legal named card.
Instructions: Choose cards that solve the current bottleneck: land or color when developing, interaction when under pressure, Enigmatic Incarnation or Up the Beanstalk when stable, and closer only after mana and survival are secured. Card text check required for Seam Rip and Overlord of the Floodpits if the prompt does not expose exact choices.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Fabled Passage Basic Selection
Priority: Low
Decision families: mana; selection
Cards: Fabled Passage; Forest; Plains; Island
Phase windows: search prompt
Runtime cues: action:select Forest; action:select Plains; action:select Island
Use when: a previous light-model decision has selected the needed basic land name and the matching legal action text is visible.
Avoid when: the needed color has not been selected or multiple future colors are contested.
Instructions: Submit the legal action matching the selected basic land name. Prefer light-model routing when deciding between Forest, Plains, and Island.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Sideboard Role Selection
Priority: High
Decision families: sideboard
Cards: Dovin's Veto; Archon of Emeria; Clarion Conqueror; Elesh Norn, Mother of Machines; March of Otherworldly Light; Rest in Peace; Thought Distortion; Pinnacle Starcage; Ruric Thar, the Unbowed; Agent of Treachery
Phase windows: between games
Runtime cues: prompt:sideboard; match_context
Use when: choosing a post-board plan against a known opponent archetype or revealed strategy.
Avoid when: sideboard action would violate registered 75 validation.
Instructions: Add Dovin's Veto and Thought Distortion against stack-based or control plans, Rest in Peace against graveyard reliance, March of Otherworldly Light against permanent pressure, Archon of Emeria or High Noon-style constraints against spell chaining, and Agent of Treachery for permanent-heavy games. Card text check required for Clarion Conqueror and Pinnacle Starcage before assigning narrow roles.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Rest In Peace Commitment Gate
Priority: Medium
Decision families: priority; sideboard
Cards: Rest in Peace; Enigmatic Incarnation; High Noon; Up the Beanstalk
Phase windows: main phases; post-board games
Runtime cues: action:cast Rest in Peace
Use when: Rest in Peace is legal and opponent graveyard use is visible or strongly expected from matchup context.
Avoid when: graveyard pressure is absent and the turn requires engine setup or removal.
Instructions: Cast Rest in Peace early when it shuts off a visible graveyard plan. Do not sacrifice it to Enigmatic Incarnation while it is the active reason the opponent cannot execute.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Pass Priority With Interaction Available
Priority: Medium
Decision families: priority; interaction
Cards: Dovin's Veto; March of Otherworldly Light; Leyline Binding
Phase windows: any priority window
Runtime cues: action:pass; legal_actions_include_interaction
Use when: passing is legal while interaction is also legal.
Avoid when: visible stack object, attacker, or permanent threatens lethal, engine collapse, or immediate card loss.
Instructions: Pass only after checking whether interaction should be held for a higher-impact target. Against empty stack and no urgent board threat, preserve mana for Dovin's Veto or instant-speed removal rather than spending it on marginal actions.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes
