# Strategy Specifications
## Deck Name And Archetype
- Strategy identity: Azorius Control is a Pioneer blue-white control deck built to convert legal interaction, sweepers, card selection, and planeswalker pressure into a long-game lockout rather than racing early damage. Treat the deck as a permission-and-cleanup strategy first, with `No More Lies`, `Dovin's Veto`, `Change the Equation`, `Get Lost`, `March of Otherworldly Light`, `Supreme Verdict`, `Farewell`, `The Wandering Emperor`, and `Teferi, Hero of Dominaria` defining the default posture.

- Registered format validation: Active format is Pioneer, and the supplied validation contract says the list passes format-aware validation. Runtime agents must still obey the rules engine for every legal action because this guide does not certify card text, timing permissions, replacement effects, or current ban-list state independently.

- Registered deck count validation: Main deck is exactly 60 cards and sideboard is exactly 15 cards. The main deck satisfies the active rule of at least 60 cards, and the sideboard satisfies the active rule of at most 15 cards.

- Registered archetype tags: Current tags are `control` and `control`; normalize this as a single tactical identity of `control`. The deck should be indexed as Azorius Control, Pioneer, blue-white control, interaction-heavy, sweeper-based, planeswalker-finisher, and sideboard-adaptive.

- Stock versus rogue status: Classify the shell as stock-adjacent Azorius Control with several custom or potentially new-card inclusions rather than a pure stock list. `No More Lies`, `Dovin's Veto`, `March of Otherworldly Light`, `Get Lost`, `Supreme Verdict`, `Farewell`, `The Wandering Emperor`, `Teferi, Hero of Dominaria`, `Narset, Parter of Veils`, `Rest in Peace`, and `Mystical Dispute` point toward a familiar control core, while `Consult the Star Charts`, `Emeritus of Ideation`, `Erode`, `High Noon`, `Petrified Hamlet`, `Ultima`, and `Elspeth, Storm Slayer` require card-text-aware tactical handling before the agent treats them as known stock roles.

- Card text confidence: Card text check required for `Consult the Star Charts`, `Emeritus of Ideation`, `Erode`, `High Noon`, `Petrified Hamlet`, `Ultima`, and `Elspeth, Storm Slayer` if Veles has not loaded authoritative rules text from the engine. Use these cards only through legal actions and visible prompts, and avoid assuming exact modes, triggered abilities, combat stats, or static effects from name alone.

- Mana and color identity validation: The registered lands strongly support blue-white control, with `Hallowed Fountain`, `Floodfarm Verge`, `Deserted Beach`, `Meticulous Archive`, `Island`, `Plains`, `Restless Anchorage`, `Hall of Storm Giants`, `Field of Ruin`, `Eiganjo, Seat of the Empire`, and `Otawara, Soaring City` forming the stated mana base. Mana-risk flags are early untapped white for `March of Otherworldly Light`, early untapped blue-white for `No More Lies`, double white or double blue requirements if shown by legal costs, and colorless pressure from `Field of Ruin` when holding countermagic or sweepers.

- Role concerns: The deck appears structurally capable of playing draw-go control, but it has a finite number of hard stabilizers and must not spend removal or counters on low-impact threats when visible pressure is manageable. The agent should protect life total until sweepers and planeswalkers matter, preserve card advantage when not under a short clock, and avoid tapping out into unknown public risk unless the legal action wins tempo, stabilizes the board, or commits a protected finisher.

- Opponent information status: No specific opponent deck, metagame target, or matchup label was supplied for this guide. Matchup-specific choices must therefore be conditional on visible board state, revealed cards, public graveyards/exile, sideboard stage, and legal action text rather than assumed hidden cards.

## Thesis
- Assemble inevitability before pressure: Azorius Control uses blue-white mana, cheap interaction, sweepers, card selection, and planeswalkers to trade early turns for a stable long game where `Teferi, Hero of Dominaria`, `The Wandering Emperor`, `Elspeth, Storm Slayer`, creature-lands, and late card flow can win through legal actions shown by Veles.

- Prioritize survival into dominance: keep life total, mana development, and hand density high enough that `No More Lies`, `Dovin's Veto`, `Change the Equation`, `March of Otherworldly Light`, `Get Lost`, `Supreme Verdict`, and `Farewell` can answer the opponent's highest-impact threats instead of the first legal target.

- Win by making the opponent's cards expire: force creature decks to overextend into `Supreme Verdict` or `Farewell`, force spell decks to fight through `No More Lies` and `Dovin's Veto`, then convert one protected planeswalker, `Restless Anchorage`, `Hall of Storm Giants`, `Beza, the Bounding Spring`, `Emeritus of Ideation`, or `Elspeth, Storm Slayer` into the closing plan.

- Do not play like a tempo deck: avoid spending premium interaction merely to push damage, avoid exposing planeswalkers when the visible battlefield can kill them immediately, and avoid activating creature-lands into open removal unless the clock, opponent shields, and current hand make the attack worth the risk.

- Let the rules engine lead tactical certainty: this guide never overrides legal actions, prompt text, target lists, timing windows, revealed information, or mana payment choices from Veles. Card text check required for `Consult the Star Charts`, `Emeritus of Ideation`, `Erode`, `High Noon`, `Petrified Hamlet`, `Ultima`, and `Elspeth, Storm Slayer`; use them according to visible legal text and treat all strategic claims about them as conditional.

## Role Package
- Threats: `Teferi, Hero of Dominaria`, `The Wandering Emperor`, `Elspeth, Storm Slayer`, `Beza, the Bounding Spring`, `Emeritus of Ideation`, `Restless Anchorage`, and `Hall of Storm Giants` are the main closing tools. Commit these after stabilizing, when mana remains for interaction, or when the opponent's visible pressure makes waiting worse.

- Payoffs: `Teferi, Hero of Dominaria` is the preferred long-game payoff when legal actions allow it to generate cards, answer a permanent, or protect itself; `The Wandering Emperor` is both interaction and win condition when flash timing or combat prompts support it; `Farewell` is the reset payoff when graveyards, artifacts, enchantments, or creatures have become too large for one-for-one control.

- Engines: `Narset, Parter of Veils`, `Teferi, Hero of Dominaria`, `Stock Up`, `Consult the Star Charts`, and `Meticulous Archive` supply the deck's sustained resource plan. Card text check required for `Consult the Star Charts`; treat it as velocity or selection only when Veles exposes legal draw, selection, or casting text.

- Velocity: `Stock Up`, `Consult the Star Charts`, `Narset, Parter of Veils`, `Meticulous Archive`, and cycling or channel-like land actions if exposed by Veles help find land drops, sweepers, counters, or finishers. Prefer velocity when life total is stable, the stack is empty, and no visible permanent demands immediate removal.

- Interaction: `No More Lies`, `Dovin's Veto`, `Change the Equation`, `March of Otherworldly Light`, `Get Lost`, `Supreme Verdict`, `Farewell`, `Eiganjo, Seat of the Empire`, `Otawara, Soaring City`, `Field of Ruin`, and `Erode` form the answer suite. Card text check required for `Erode`; fire it only when legal text confirms it answers the current problem.

- Protection: protect planeswalkers and life total with counterspells before tapping out, with `No More Lies` handling early stack fights, `Dovin's Veto` guarding noncreature exchanges, and `Change the Equation` used only when visible spell characteristics satisfy its legal restriction. Protect sweepers by resisting low-value removal if the opponent is likely to add more visible pressure before the next cleanup turn.

- Recursion: this registered list has no obvious dedicated recursion module from card names alone. Treat any graveyard-return, flashback, or reuse line as rules-engine-dependent, and do not assume a card can be replayed from graveyard unless Veles presents that legal action.

- Mana: `Hallowed Fountain`, `Floodfarm Verge`, `Deserted Beach`, `Meticulous Archive`, `Island`, `Plains`, `Petrified Hamlet`, `Restless Anchorage`, `Hall of Storm Giants`, `Field of Ruin`, `Eiganjo, Seat of the Empire`, and `Otawara, Soaring City` must support early blue-white interaction and later double-spell turns. Avoid early `Field of Ruin` or tapped-land sequencing that turns off `No More Lies`, `March of Otherworldly Light`, or a needed sweeper.

- Sideboard modules: `Rest in Peace` is the graveyard-pressure module, `Mystical Dispute` and the extra `Dovin's Veto` are stack-fight modules, `Hallowed Moonlight` is a conditional anti-cheat or anti-entry module when legal text matches the opponent's plan, `Kutzil's Flanker` is a flexible sideboard body or interaction piece with card text check required if modes are unclear, and extra `Beza, the Bounding Spring`, `Emeritus of Ideation`, `Elspeth, Storm Slayer`, plus `Ultima` adjust threat density, stabilization, or haymaker count according to visible matchup demands.

## Primary Win Conditions
- `Teferi, Hero of Dominaria` is the preferred inevitability plan when the battlefield is controlled and the hand can protect a five-mana tap-out. Setup requires hitting land drops, trading early with `No More Lies`, `March of Otherworldly Light`, `Get Lost`, `Supreme Verdict`, or `Farewell`, then resolving `Teferi, Hero of Dominaria` into a board where one activation can improve cards, answer a visible permanent, or keep protection available. Prioritize this path against opponents whose visible pressure is low, whose stack actions can be covered by `Dovin's Veto`, `No More Lies`, or `Change the Equation`, or whose battlefield can no longer punish a planeswalker.

- `The Wandering Emperor` is the primary stabilizing finisher when combat is the contested axis. Setup by preserving four mana and avoiding premature removal if the opponent is likely to attack into a flash-speed prompt; execution is to use the legal mode that removes or neutralizes the relevant attacker, creates a blocker, or grows a threat according to Veles action text. Prioritize this path when the opponent's pressure arrives through combat, when surprise timing protects the planeswalker, or when passing with interaction is stronger than tapping out.

- Creature-land pressure from `Restless Anchorage` and `Hall of Storm Giants` is the default closing plan after the opponent is low on visible resources. Setup by keeping land drops intact, avoiding unnecessary `Field of Ruin` activations, and using sweepers before animating lands into removal or blockers. Execute with attacks only when Veles shows legal activation and attack actions and the current board does not make the land trade away for too little; prioritize this path when planeswalkers are absent, counterspells can cover the post-combat turn, or the opponent is constrained by `High Noon` if its legal text is active.

- `Elspeth, Storm Slayer`, `Beza, the Bounding Spring`, and `Emeritus of Ideation` are threat-density win paths after stabilization, with card text check required for `Elspeth, Storm Slayer` and `Emeritus of Ideation`. Setup by forcing the opponent to spend cards into counters and sweepers, then deploy the threat that best matches legal text and visible board needs. Prioritize `Beza, the Bounding Spring` when its legal action or resulting board state improves survival while adding material, and prioritize the other two only when Veles confirms their current modes or abilities advance the win rather than exposing a fragile permanent.

## Secondary Win Conditions
- `Narset, Parter of Veils` plus card-flow spells can win indirectly by making the opponent's draw steps and exchanges inefficient. Setup by resolving `Narset, Parter of Veils` when she is not immediately dead to the visible board, then use her legal selection actions to find interaction, sweepers, or a finisher. This is not a damage plan by itself; prioritize it when extra cards matter more than board presence and when the opponent is trying to win through noncombat resources.

- `High Noon` can function as a lock or damage-adjacent fallback only when Veles exposes legal text that restricts spells or offers a relevant activated/sacrifice action. Setup it when the opponent relies on chaining spells and the Azorius hand can operate profitably at one spell per turn; execute by using instant-speed interaction on the opponent's highest-impact spell rather than spending the turn on low-impact velocity. Do not assume a damage line from `High Noon` unless the legal action text explicitly presents it.

- `Stock Up`, `Consult the Star Charts`, and `Meticulous Archive` support a value win by finding the next answer until any finisher becomes safe. Card text check required for `Consult the Star Charts`; use it as selection or card advantage only when Veles confirms the legal action. Prioritize this secondary plan when life is stable, the stack is empty, and the hand lacks the correct answer or finisher.

- Repeated small damage from `The Wandering Emperor` tokens or counters, `Beza, the Bounding Spring` material, `Emeritus of Ideation`, and creature-lands can replace a single haymaker. Setup by keeping blockers and removal aligned so the opponent must answer each small threat inefficiently. Execute patiently; do not convert a stable board into a race unless the opponent has inevitability that makes waiting worse.

## Emergency Lines
- Behind on life: spend interaction for survival before value. Use `March of Otherworldly Light`, `Get Lost`, `Eiganjo, Seat of the Empire`, `The Wandering Emperor`, `Supreme Verdict`, or `Farewell` on the threat that shortens the clock most, and delay `Teferi, Hero of Dominaria`, `Stock Up`, or `Consult the Star Charts` unless the legal action immediately finds or represents stabilization.

- Behind on board: prefer reset effects over one-for-one trades when multiple visible permanents matter. Preserve `Supreme Verdict` for creature density, use `Farewell` when the problem spans creatures, graveyards, artifacts, enchantments, or exile-relevant permanents according to legal modes, and avoid animating `Restless Anchorage` or `Hall of Storm Giants` into boards that can trade them away.

- Behind on cards: shift from pure answer trading to durable sources of advantage. Protect `Narset, Parter of Veils`, `Teferi, Hero of Dominaria`, `Stock Up`, `Meticulous Archive`, and legal `Consult the Star Charts` actions, but still counter or remove any visible threat that would make the extra cards too slow.

- Behind on mana: prioritize land drops, untapped blue-white access, and cheap interaction. Avoid speculative `Field of Ruin` use, avoid tapping creature-lands for attacks that leave no answer available, and prefer legal plays that preserve `No More Lies`, `Dovin's Veto`, `Change the Equation`, or `March of Otherworldly Light` when the opponent can punish a shield-down turn.

- Facing graveyard recursion or combo: use `Farewell`, counters, and any post-sideboard `Rest in Peace` or `Hallowed Moonlight` actions according to legal text and timing. Do not assume hidden combo pieces; respond to public graveyards, revealed cards, stack objects, and Veles prompts.

- Win conditions removed: pivot to the remaining registered threats instead of forcing a dead plan. `Restless Anchorage`, `Hall of Storm Giants`, `The Wandering Emperor`, `Beza, the Bounding Spring`, `Emeritus of Ideation`, `Elspeth, Storm Slayer`, and repeated card advantage can still close once the opponent is out of meaningful pressure.

## Resource Model
- Life is a spendable buffer only until the opponent presents a short visible clock. Preserve life with `March of Otherworldly Light`, `Get Lost`, `The Wandering Emperor`, `Supreme Verdict`, and `Farewell` when attacks or burn-like stack objects would make future card advantage too slow; accept damage when it lets you hold `No More Lies`, `Dovin's Veto`, or `Change the Equation` for a higher-impact spell.

- Hand size is the deck's main long-game resource. Convert early one-for-one answers into time, then convert `Stock Up`, `Narset, Parter of Veils`, `Teferi, Hero of Dominaria`, `Meticulous Archive`, and legal `Consult the Star Charts` actions into the next answer or finisher. Card text check required for `Consult the Star Charts`; use it only according to Veles legal text.

- Mana advantage matters more than raw speed. Hitting land drops lets Azorius pair a threat with protection or cast a draw spell while leaving interaction available, so avoid low-value `Field of Ruin` activations, creature-land attacks, or expensive main-phase spells when they expose the next turn cycle.

- Board resources are managed through asymmetry, not permanent count. Let small creatures exist if a future `Supreme Verdict` or `Farewell` will answer multiple threats, but remove single must-answer permanents when they pressure planeswalkers, invalidate sweepers, or make the opponent's next attack lethal.

- Graveyards are mostly opponent-facing resources before sideboarding. Use `Farewell` or post-sideboard `Rest in Peace`, `Hallowed Moonlight`, and conditional `Kutzil's Flanker` actions when public graveyard size, visible recursion, or stack text makes the graveyard matter; card text check required for `Kutzil's Flanker` and `Ultima` before assigning exact tactical function.

- Exile is both a removal zone and a cost-management zone. `March of Otherworldly Light` can turn extra white cards into tempo when Veles presents that legal payment, while `Farewell` and `Rest in Peace` can convert graveyard or board dependence into a denied resource. Do not exile a valuable card to pay for `March of Otherworldly Light` unless survival, tempo, or mana efficiency outweighs keeping it.

- Lands are win conditions and interaction shields. `Restless Anchorage` and `Hall of Storm Giants` become threats after stabilization, `Field of Ruin` answers important opposing lands when mana is available, and `Eiganjo, Seat of the Empire` or `Otawara, Soaring City` can act as spell-like interaction only when Veles exposes legal channel or activation text.

- Sacrifice fodder is not a primary resource for this list. Treat tokens or expendable permanents from `The Wandering Emperor`, `Beza, the Bounding Spring`, or other legal effects as blockers and planeswalker protection first; only sacrifice or cash them in if a visible legal action explicitly makes that exchange favorable or necessary.

- Tempo is preserved by passing with mana, not by emptying the hand. The deck wins many turns by representing `No More Lies`, `Dovin's Veto`, `Change the Equation`, `March of Otherworldly Light`, `The Wandering Emperor`, `Eiganjo, Seat of the Empire`, or `Otawara, Soaring City`, then acting after the opponent commits.

- Information is a resource when it changes answer priority. Use public hand reveals, stack objects, graveyards, known exile, companion or deck registration context, and previous decisions to choose between countering, sweeping, drawing, or deploying threats; never assume hidden cards beyond archetype-level risk.

- Sideboard bullets convert narrow axes into hard constraints. `Rest in Peace` fights graveyard reliance, `Mystical Dispute` and extra `Dovin's Veto` improve stack wars, `Hallowed Moonlight` pressures creature-entry or token patterns when legal text confirms it, and extra `Beza, the Bounding Spring`, `Elspeth, Storm Slayer`, or `Emeritus of Ideation` adjust threat density after the opponent reduces creature pressure.

## Mana Guide
- Keep hands that produce early blue-white interaction and reach four or five mana on time. A strong opener should cast `No More Lies`, `March of Otherworldly Light`, `Get Lost`, `High Noon`, or `Change the Equation` on schedule and have a path to `The Wandering Emperor`, `Supreme Verdict`, `Stock Up`, or `Teferi, Hero of Dominaria`; mulligan hands that rely on too many tapped lands without cheap interaction.

- Prioritize untapped white and blue access before utility. `Hallowed Fountain`, `Floodfarm Verge`, `Deserted Beach`, `Meticulous Archive`, `Petrified Hamlet`, `Island`, and `Plains` should be sequenced to keep two-mana interaction available; card text check required for exact current legality and tapped status of newer lands such as `Floodfarm Verge` and `Petrified Hamlet`.

- Sequence tapped lands when the opponent cannot punish the shield-down turn. Lead with `Meticulous Archive`, `Restless Anchorage`, `Hall of Storm Giants`, or any tapped `Deserted Beach` pattern when the hand already has the next untapped source or when the visible matchup is unlikely to force immediate interaction.

- Preserve double-white and double-blue futures. `Supreme Verdict`, `The Wandering Emperor`, and `Farewell` ask for heavy white access, while `Teferi, Hero of Dominaria`, `Stock Up`, `Narset, Parter of Veils`, `Dovin's Veto`, and `No More Lies` reward reliable blue; avoid land sequencing that strands either color unless Veles shows an urgent legal play.

- Use utility lands after core colors are stable. Activate or channel `Field of Ruin`, `Eiganjo, Seat of the Empire`, `Otawara, Soaring City`, `Restless Anchorage`, or `Hall of Storm Giants` only when the remaining mana still covers the needed counterspell, removal spell, sweeper setup, or next land drop.

- Play lands before drawing when the draw spell's legal actions do not depend on hidden land decisions and you need mana immediately. Hold the land until after `Stock Up`, `Consult the Star Charts`, `Narset, Parter of Veils`, or `Teferi, Hero of Dominaria` selection when hand size, land identity, discard cleanup, or a possible utility-land choice could change the best land drop.

- Do not spend creature-land mana casually. Tapping `Restless Anchorage` or `Hall of Storm Giants` to attack or activate can remove access to `No More Lies`, `Dovin's Veto`, `March of Otherworldly Light`, or `The Wandering Emperor`; animate only when the attack advances a safe clock or blocks a necessary threat.

- Pay for `March of Otherworldly Light` with mana by default, and exile cards only when the tempo swing is worth the card. Exiling spare white cards can be correct under lethal pressure, against a must-answer permanent, or when keeping counter mana open changes the turn; avoid exiling finishers or scarce answers without a visible reason.

## Mulligan Guide
- Strong keep: keep three lands with both colors plus `No More Lies` or `March of Otherworldly Light` and one bridge card such as `Stock Up`, `Supreme Verdict`, `The Wandering Emperor`, or `Teferi, Hero of Dominaria`. This hand answers the first real threat, hits land drops, and has a stabilizing turn-four or turn-five plan.

- Strong keep: keep two lands when they cast early interaction and the hand has at least two cheap plays among `No More Lies`, `March of Otherworldly Light`, `Get Lost`, `Change the Equation`, `Dovin's Veto`, or `High Noon`. On the draw, this is better if one card-selection spell such as `Consult the Star Charts` or `Stock Up` is castable; card text check required for exact timing and selection mode.

- Medium keep: keep four lands plus two relevant answers and one payoff when the lands include both colors. `Supreme Verdict`, `The Wandering Emperor`, `Narset, Parter of Veils`, `Beza, the Bounding Spring`, or `Teferi, Hero of Dominaria` can carry a land-heavy hand, but avoid keeping if the only early spell is narrow into an unknown opponent.

- Risky keep: keep two tapped or conditional lands only when the hand has `March of Otherworldly Light` or another legal cheap answer that can bridge the missed tempo. A hand such as tapped land, tapped land, `Field of Ruin`, `Supreme Verdict`, `Farewell`, `Teferi, Hero of Dominaria`, `Elspeth, Storm Slayer` is too slow against pressure.

- Automatic ship: mulligan zero-land, one-land without immediate card selection, five-plus-land hands without `Restless Anchorage`, `Hall of Storm Giants`, or a draw spell, and hands with only colorless or utility access. Ship hands that cannot cast a blue spell by turn two and cannot cast a white answer by turn two or three.

- Automatic ship: mulligan hands whose first relevant spell is `Teferi, Hero of Dominaria`, `Farewell`, `Elspeth, Storm Slayer`, or `Emeritus of Ideation` without early interaction. This deck can recover cards later, but it cannot assume the opponent will give free turns.

- Matchup-dependent keep: keep `High Noon` when the opponent has shown multiple-spell turns, combo pressure, or stack-chaining patterns; reduce its mulligan value against single-threat creature decks unless the rest of the hand is already functional. Keep `Narset, Parter of Veils` higher against visible draw-heavy plans and lower against board pressure.

- Play/draw adjustment: on the play, prioritize `No More Lies`, `High Noon`, and untapped two-mana interaction because forcing the opponent to act into your mana is valuable. On the draw, prioritize `March of Otherworldly Light`, `Get Lost`, `Supreme Verdict`, and cheap card selection because you must answer an established board.

- Trap hand: do not keep a hand because it has two finishers and lands if it lacks early interaction. `The Wandering Emperor`, `Teferi, Hero of Dominaria`, `Beza, the Bounding Spring`, and creature lands win only after survival is secured.

- Trap hand: do not keep all-counterspell hands against unknown opponents unless the mana is excellent and at least one answer covers resolved permanents. `No More Lies`, `Dovin's Veto`, `Change the Equation`, and `Mystical Dispute` can fail after a threat resolves, so the hand wants `March of Otherworldly Light`, `Get Lost`, `Supreme Verdict`, or a fast stabilizer.

## Turn Arc
- Turn 1: play the land that maximizes turn-two blue-white interaction. Prefer fixing from `Hallowed Fountain`, `Floodfarm Verge`, `Deserted Beach`, `Meticulous Archive`, `Island`, or `Plains`; use `Field of Ruin`, `Restless Anchorage`, or `Hall of Storm Giants` early only when color requirements are already covered.

- Turn 1 deviation: hold up or use `March of Otherworldly Light` only when Veles shows a legal target that matters immediately. Do not spend it on a low-impact permanent if the hand needs it for a larger threat or to protect planeswalkers later.

- Turn 2: pass with `No More Lies`, `Change the Equation`, `Dovin's Veto`, `March of Otherworldly Light`, or `Get Lost` whenever the opponent can present a meaningful threat. Cast `High Noon` when its text is relevant to the visible matchup or known game plan; otherwise keep mana reactive.

- Turn 2 deviation: cast `Consult the Star Charts` only when the stack is clear, the opponent's next play is unlikely to punish shields down, or the hand is missing lands or interaction. Card text check required for exact speed and selection constraints.

- Turn 3: stabilize the texture of the game rather than tapping out automatically. Use `Stock Up`, `Narset, Parter of Veils`, or another legal selection play when not under threat; hold interaction when the opponent is likely to cast the card that matters most.

- Turn 3 deviation: prepare `Supreme Verdict` by preserving life total and avoiding one-for-one removal on creatures that can be swept next turn. Break this rule when a creature threatens lethal, attacks a planeswalker that must survive, or has visible text that invalidates waiting.

- Turns 4-5: prioritize the first decisive stabilizer. `Supreme Verdict` clears creature pressure, `The Wandering Emperor` answers combat or creates board presence when legal, `Beza, the Bounding Spring` helps recover when its visible mode is valuable, and `Teferi, Hero of Dominaria` should land only when it is not immediately lost to the board.

- Turns 4-5 deviation: keep passing if the opponent is forced to act into open mana. It is often better to counter or remove their turn-four play than to tap out for `Stock Up`, `Elspeth, Storm Slayer`, `Emeritus of Ideation`, or `Teferi, Hero of Dominaria` into an unresolved threat.

- Late game: convert mana into inevitability while keeping one answer available. Attack with `Restless Anchorage` or `Hall of Storm Giants` after the opponent's board is contained, use `Field of Ruin` on important opposing lands when colors remain safe, and protect `Teferi, Hero of Dominaria`, `The Wandering Emperor`, or `Elspeth, Storm Slayer` as the primary path to closing.

- Late-game deviation: cast `Farewell` when normal answers cannot cover the visible permanent mix or graveyard/exile axis. Do not fire it merely for parity if your planeswalker, creature land clock, or hand of interaction already controls the game.

## Card Roles
- `No More Lies` is the default early permission spell because it protects turns two through four from the opponent's most important development play. Hold it for a threat, engine, planeswalker, combo piece, or card-advantage spell rather than spending it on a low-impact cantrip; its value drops as the opponent reaches spare mana, so use it while it still constrains sequencing.

- `March of Otherworldly Light` is the flexible white answer that buys time before sweepers and protects planeswalkers after stabilization. Use it on permanents that will immediately snowball, kill a planeswalker, enable a combo, or push lethal damage; avoid pitching extra white cards unless survival, tempo, or protecting `Teferi, Hero of Dominaria` justifies the card cost.

- `Get Lost` is the clean answer to resolved creatures, planeswalkers, or other legal targets when counterplay has failed. Save it for threats that cannot be profitably swept or ignored; account for the resource it may give the opponent, and prefer `Supreme Verdict` or `Farewell` when one card can answer multiple permanents.

- `Supreme Verdict` is the primary reset against creature boards and should be planned from the opening hand onward. Preserve life total until turn four, avoid wasting spot removal on creatures that can be swept, and cast it before the opponent's board converts into lethal, planeswalker pressure, or a protection window.

- `Farewell` is the emergency catch-up reset for mixed permanent types, graveyard pressure, or boards that outgrow `Supreme Verdict`. Do not cast it for a small exchange if `March of Otherworldly Light`, `Get Lost`, or normal combat-stabilization handles the board; fire it when the visible zones show that ordinary one-for-one play will not restore control.

- `The Wandering Emperor` is both interaction and a win condition, so treat four open mana as a tactical fork rather than an automatic tap-out. Use it at combat speed when Veles shows a legal combat target that matters, make a body when defending a planeswalker or building a clock is safer, and avoid exposing it to an established board without a clear stabilizing action.

- `Teferi, Hero of Dominaria` is the strongest long-game engine and should usually enter only after the stack or battlefield is contained. Cast it when you can protect it with removal, blockers, open mana, or a low opposing board; prioritize its resource-generating and answer-finding role before treating it as a finisher.

- `Stock Up` is a card-flow spell for rebuilding after early trades or finding the next land-answer-payoff link. Cast it when shields-down timing is acceptable, when the hand is missing a land or specific answer, or after forcing the opponent to use a turn inefficiently; delay it when the opponent is about to resolve a must-answer threat.

- `Consult the Star Charts` is early selection that smooths land drops and answer density, but card text check required for exact speed, selection depth, and restrictions. Use it to fix awkward hands, find interaction, or bridge into `Supreme Verdict`; do not spend the turn on it when a visible threat must be countered or removed immediately.

- `High Noon` is a matchup-shaped lock or pacing card, and card text check required for every non-static mode. Cast it early against visible multiple-spell chains, combo turns, or decks trying to compress mana into one explosive turn; board or sequence it lower against single-threat decks where your own double-spell recovery turns matter more.

- `Narset, Parter of Veils` is a pressure valve against opposing card draw and a selection tool when the board is calm. Deploy it when the opponent's draw engines are visible or likely from public information, or when finding `Supreme Verdict`, `Farewell`, `No More Lies`, or a planeswalker matters more than holding up interaction; do not tap out for it into creature pressure that will immediately remove it.

- `Dovin's Veto` is the narrow but decisive noncreature permission slot. Hold it for planeswalkers, combo spells, sweepers aimed at your creature-land or token plan, opposing card draw, and high-impact noncreature engines; avoid using it on replaceable setup unless the matchup makes that setup the real engine.

- `Change the Equation` is cheap specialized interaction whose exact scope must be checked against the legal target text Veles exposes. Use it when a legal target is central to the opponent's turn or when mana efficiency lets you double-hold interaction; do not assume it answers a spell unless the rules engine presents it as legal.

- `Erode` is a single-copy answer or utility interaction slot, and card text check required before assigning it to a permanent class. When Veles offers it as legal interaction, prefer using it on a card type or threat class that the rest of the hand cannot answer cleanly; avoid burning it when `March of Otherworldly Light`, `Get Lost`, or a counterspell already covers the same object.

- `Beza, the Bounding Spring` is a stabilizing catch-up body or value spell, but card text check required for exact conditional rewards. Cast it when behind on life, board, cards, or mana only if the visible mode offered improves the current problem; do not treat it as a generic finisher when holding up interaction or sweeping is safer.

- `Elspeth, Storm Slayer` is a late stabilizer or closer, and card text check required for exact loyalty abilities and combat implications. Cast it after the battlefield is stable enough for a planeswalker to survive, or when its visible legal ability immediately stabilizes; avoid tapping out for it while a resolved threat demands `Get Lost`, `March of Otherworldly Light`, or `Supreme Verdict`.

- `Emeritus of Ideation` is a one-copy value or threat card, and card text check required before relying on its engine role. Use it only when the current board and stack make a tap-out permanent safe, or when the visible text offers immediate value; sideboard and matchup plans may raise its value in slower mirrors.

- `Hallowed Fountain`, `Floodfarm Verge`, `Deserted Beach`, `Meticulous Archive`, `Island`, and `Plains` are the colored-mana core, so sequence them to cast blue-white interaction on turn two and double-white sweepers on turn four. Shock or expose untapped mana when the opponent can punish tapped development; choose tapped development only when the hand already covers the next relevant turn.

- `Restless Anchorage` and `Hall of Storm Giants` are late-game win conditions that convert controlled boards into pressure without spending hand resources. Do not animate into open removal or combat that loses the land unless the exchange is necessary; start attacking when you can still represent interaction or when the opponent is out of meaningful board pressure.

- `Field of Ruin` is utility interaction for opposing lands, but it must not disrupt your own color requirements. Use it after white and blue sources are secure, especially against creature lands, utility lands, or mana engines that matter from public information; avoid early activation if it delays `Supreme Verdict`, `The Wandering Emperor`, or `Teferi, Hero of Dominaria`.

- `Eiganjo, Seat of the Empire` and `Otawara, Soaring City` are lands first and spell-like channels second. Play them as lands when missing color or curve requirements; hold them only when mana is already stable and the channel mode is likely to answer a visible attacker, blocker, permanent, or tempo problem better than a normal land drop.

- `Petrified Hamlet` is part of the mana base, and card text check required for exact color and timing behavior. Treat it conservatively in opening hands until Veles confirms its available mana; do not keep a hand that depends on uncertain colored output to cast `No More Lies`, `March of Otherworldly Light`, or `Supreme Verdict` on time.

## Interaction Priorities

- Priority: Counter the spell that creates an immediate board state you cannot answer with the hand shown by Veles. Use `No More Lies`, `Dovin's Veto`, and legal `Change the Equation` targets on planeswalkers, combo engines, card-advantage engines, haste pressure, or threats that survive `Supreme Verdict`; let low-impact setup resolve when your hand already has `Get Lost`, `March of Otherworldly Light`, `Supreme Verdict`, or `Farewell` for the next relevant permanent.

- Priority: Exile or remove the permanent that changes the next combat, clock, or resource axis first. Use `March of Otherworldly Light` for cheap creatures, recursive permanents, or artifacts/enchantments when Veles presents them as legal; use `Get Lost` on larger creatures or planeswalkers that must leave now; reserve `Farewell` for boards where one-for-one answers no longer recover parity.

- Priority: Preserve sweepers when spot removal buys the same turn without losing future coverage. Against creature decks, spend `March of Otherworldly Light` or `Get Lost` only when the threat pushes you below a safe life band, kills `Narset, Parter of Veils`, `Teferi, Hero of Dominaria`, `The Wandering Emperor`, or makes `Supreme Verdict` too late; otherwise let the opponent commit more into `Supreme Verdict` or `Farewell`.

- Priority: Use `The Wandering Emperor` as interaction only when the legal exile or token line changes survival, planeswalker protection, or combat math. Do not fire it into a trivial attacker if waiting threatens a better exile window, but do not hoard it while falling under a lethal or two-turn clock.

- Priority: Use `Otawara, Soaring City` as a tempo answer for resolved permanents that counters and sweepers cannot cleanly handle on schedule. Bounce the object that unlocks a lethal prevention turn, protects a planeswalker, breaks an opposing engine for one turn, or resets a large attacker; do not bounce a permanent that can be ignored while you advance `Teferi, Hero of Dominaria` or a sweeper.

- Priority: Treat discard choices as unavailable unless the rules engine offers a legal action from another effect. This registered Azorius Control list has no main-deck discard spell, so never infer hand-attack lines from strategy alone.

- Bait: Lead with `Consult the Star Charts`, `Stock Up`, `Narset, Parter of Veils`, or a lower-impact planeswalker only when forcing the opponent to spend interaction improves a later `Teferi, Hero of Dominaria`, `The Wandering Emperor`, `Elspeth, Storm Slayer`, or `Farewell`. Do not bait by tapping out if the opponent's visible board or open combo turn demands immediate permission.

- Ignore: Decline to answer small creatures, tapped permanents, redundant mana pieces, or low-impact value spells when your life total, planeswalker loyalty, and next sweeper window remain safe. Against combo or spell-chain decks, ignore battlefield chip damage more often and protect `High Noon`, `Dovin's Veto`, `No More Lies`, and sideboard permission; against aggro, answer damage sources sooner and spend card draw later.

## Combat And Trading Rules

- Priority: Defend life total aggressively once visible attacks threaten a two-turn clock or put you near burn or creature-land range. Use `March of Otherworldly Light`, `Get Lost`, `The Wandering Emperor`, `Eiganjo, Seat of the Empire`, `Supreme Verdict`, or `Beza, the Bounding Spring` to move from dying to stable before spending mana on `Stock Up`, `Consult the Star Charts`, or planeswalker value.

- Priority: Protect engines over incidental damage when the engine will take over the next turns. Block, remove, or make tokens to preserve `Teferi, Hero of Dominaria`, `Narset, Parter of Veils`, `The Wandering Emperor`, `Elspeth, Storm Slayer`, and `Emeritus of Ideation` if their next activation or survival materially improves control; allow damage to yourself instead when the planeswalker is low-impact in the matchup or already exhausted.

- Priority: Make `The Wandering Emperor` tokens to trade when a token absorbs damage, blocks for a planeswalker, or enables a future attack without sacrificing a land. Prefer exile mode over token mode when a single attacker is the real threat; prefer token mode when the battlefield needs a body and the target creature is replaceable.

- Priority: Animate `Restless Anchorage` or `Hall of Storm Giants` only after combat risk is controlled. Attack with creature lands when the opponent is low on cards, tapped down, or under counterspell pressure; hold them back when losing the land would break your mana, expose you to a crack-back, or turn on otherwise stranded removal.

- Priority: Use `Beza, the Bounding Spring` as a stabilizing blocker when the visible board rewards a body and the legal text or current state supports a catch-up role. Do not trade it for a minor attacker if it is your only buffer against the next combat step unless the trade prevents lethal or protects a decisive planeswalker.

- Priority: Trade tokens and temporary bodies before spending premium interaction when the exchange preserves life and keeps answers for higher-impact permanents. Use a token from `The Wandering Emperor`, `Restless Anchorage`, or a stabilized `Beza, the Bounding Spring` line to absorb normal attackers; keep `Get Lost` and `March of Otherworldly Light` for threats that evade, snowball, or survive combat.

- Archetype shift: Against wide creature decks, value sweepers and life preservation above chip attacks. Against single large-threat decks, favor `Get Lost`, `March of Otherworldly Light`, `Otawara, Soaring City`, and `Eiganjo, Seat of the Empire` over early sweepers. Against control, attack with creature lands and planeswalker tokens only when you can still represent `Dovin's Veto`, `No More Lies`, or a follow-up threat.

## Selection And Tutor Rules

- Selection: Use `Consult the Star Charts` and `Stock Up` to hit land drops, find missing interaction, and rebuild after trading one-for-one. Prioritize untapped colored mana through turn four, then prioritize the answer class Veles shows you are missing: counterspell for stack threats, `March of Otherworldly Light` or `Get Lost` for resolved permanents, `Supreme Verdict` or `Farewell` for wide boards, and planeswalkers for stable empty boards.

- Selection: Treat this list as a pseudo-selection control deck, not a true tutor deck. It has no reliable main-deck card that should be assumed to search for any card by name, so never plan around finding a specific single card unless Veles has already exposed a legal selection action that names the available candidates.

- Selection: Use `Narset, Parter of Veils` as a controlled dig spell when the battlefield can protect her or when finding noncreature interaction is worth exposing her. Favor `No More Lies`, `Dovin's Veto`, `Change the Equation`, `High Noon`, `Supreme Verdict`, `Farewell`, `Stock Up`, `Consult the Star Charts`, `Teferi, Hero of Dominaria`, or `The Wandering Emperor` according to the current threat axis; do not take a slow planeswalker when the visible board requires an immediate answer.

- Selection: Sequence draw before land plays only when you still have an unspent land drop and the draw/filter effect can reveal a better land to play. Sequence land first when holding up `No More Lies`, `Dovin's Veto`, `Change the Equation`, `March of Otherworldly Light`, `Get Lost`, `The Wandering Emperor`, `Eiganjo, Seat of the Empire`, or `Otawara, Soaring City` matters more than maximizing a post-draw land choice.

- Selection: Use surveil or top-card filtering from `Meticulous Archive` only from visible rules-engine prompts. Put away redundant late lands, matchup-dead permission, or slow planeswalkers when under pressure; keep lands when missing early white/blue sources, sweepers when behind on creatures, and permission when the opponent's next visible turn is likely stack-based.

- Selection: Use `Field of Ruin` as mana disruption only when the target land matters more than your own tempo. Prioritize opposing creature lands, utility lands, or color bottlenecks that Veles shows as visible; avoid firing it before you have the basics, colors, and untapped mana needed for `Supreme Verdict`, `No More Lies`, or `The Wandering Emperor`.

- Selection: Treat `Consult the Star Charts`, `Emeritus of Ideation`, `Erode`, `Ultima`, and `Elspeth, Storm Slayer` as Card text check required for exact mode, timing, and candidate-selection details. When Veles offers legal choices from these cards, choose the option that preserves survival first, then card advantage, then win-condition pressure.

## Priority And Stack Rules

- Priority: Hold up mana when the opponent can present a must-answer spell before your next untap. Use `No More Lies`, `Dovin's Veto`, and legal `Change the Equation` targets on threats that beat your current battlefield answers, and let low-impact spells resolve when your hand already answers the resulting permanent.

- Priority: Spend instant-speed removal before damage only when the attack, trigger, or resolved permanent changes survival or planeswalker loyalty. Use `March of Otherworldly Light`, `Get Lost`, `Eiganjo, Seat of the Empire`, `Otawara, Soaring City`, or `The Wandering Emperor` in the window Veles offers; do not remove a creature precombat if waiting could catch a better attacker and the current line is safe.

- Priority: Tap out on your turn only when the resolved permanent or sweeper is worth giving up stack control. `Supreme Verdict`, `Farewell`, `Teferi, Hero of Dominaria`, `Narset, Parter of Veils`, `Elspeth, Storm Slayer`, `Emeritus of Ideation`, and `High Noon` are tap-out candidates when they stabilize, lock a spell-chain opponent, or win a control mirror; otherwise preserve mana for interaction.

- Priority: Use `High Noon` as a stack-control commitment, not a generic value play. Cast it when limiting spell volume harms the opponent more than your own draw-go plan, especially against combo or multi-spell turns; delay it when you need to cast both a setup spell and interaction in the same turn cycle.

- Priority: Let your own end-step or opponent-end-step draw resolve only after checking whether the opponent can force a response. If Veles shows open priority with relevant opposing mana and cards, keep `Dovin's Veto`, `No More Lies`, or `Change the Equation` available before spending mana on `Stock Up` or `Consult the Star Charts`.

- Priority: Use `The Wandering Emperor` at instant speed to punish declared attackers, create blockers, or pressure an end step. Prefer the legal exile line for a meaningful attacker; prefer token or counter lines only when Veles shows that the body or combat math matters more than removing the creature.

- Priority: Use optional payments and optional modes only when the visible result advances survival, denial, or inevitability. Decline optional costs that consume mana needed for `No More Lies`, `Dovin's Veto`, `March of Otherworldly Light`, `Get Lost`, or a known tax/payment prompt on the stack.

- Priority: Against graveyard or recursion strategies after sideboarding, time `Rest in Peace`, `Hallowed Moonlight`, and `Kutzil's Flanker` from legal prompts around the opponent's commitment. Cast hate before the decisive graveyard action when possible, but do not spend the window if a counterspell or sweeper answers the same turn more cleanly.

## Sideboard Map

- Sideboard role: Use the sideboard to narrow Azorius Control from broad Game 1 answers into the opponent's main axis. Bring more permission for stack mirrors and combo, more graveyard denial for recursion or delve, more life and body density for creature pressure, and more slow threats only when the opponent is light on haste, discard, or immediate board pressure.

- Beza, the Bounding Spring: Add `Beza, the Bounding Spring` against red aggro, go-wide creature decks, midrange decks that pressure life totals, and matchups where a single stabilizing body buys time for `Supreme Verdict`, `Farewell`, `Teferi, Hero of Dominaria`, or `The Wandering Emperor`. Beza is weaker against pure control, spell-combo, and decks where a four-mana creature does not answer the relevant stack or graveyard action. Role changes after sideboard: it becomes a bridge card, not a finisher; prioritize casting it when the visible board or life total needs material stabilization.

- Dovin's Veto: Add the sideboard `Dovin's Veto` against control, combo, planeswalker decks, sweepers, discard-light midrange, and any opponent whose decisive spells are noncreature. It is poor against creature-dense aggro when the dangerous threats are already resolved or mostly creatures. Role changes after sideboard: protect your planeswalkers, stop opposing card-advantage engines, and force through endgame turns where `Teferi, Hero of Dominaria`, `Elspeth, Storm Slayer`, or creature lands can win.

- Emeritus of Ideation: Card text check required for exact role. Add `Emeritus of Ideation` when the matchup is slow enough that a sideboard threat or card-advantage permanent can resolve and matter. Avoid it against fast aggro, graveyard combo, or decks that punish tapping mana on your own turn. Role changes after sideboard: treat it as a grind plan that asks whether Veles shows the battlefield stable and whether holding `No More Lies`, `Dovin's Veto`, or `Mystical Dispute` is less important than committing a threat.

- Hallowed Moonlight: Add `Hallowed Moonlight` against decks using tokens, reanimation, creature-entry shortcuts, graveyard creature returns, or search/put-onto-battlefield effects when Veles shows that the opponent's plan depends on a creature entering without being cast normally. It is weak against fair one-for-one creature decks and control mirrors without relevant creature-entry effects. Role changes after sideboard: preserve it for the decisive window instead of cycling or spending it as generic card flow unless the matchup proves the text is inactive.

- Kutzil's Flanker: Add `Kutzil's Flanker` against graveyard decks, aggressive decks where flash body timing matters, and midrange matchups where graveyard disruption plus pressure or blocking changes the race. Avoid relying on it against large-creature boards where a temporary body does not stabilize, and against control when graveyard text is irrelevant. Role changes after sideboard: it is interactive tempo first and threat second; cast it from legal flash windows when the visible graveyard or combat step makes the chosen mode matter.

- Mystical Dispute: Add `Mystical Dispute` against blue decks, control mirrors, spell combo with blue spells, and tempo decks where low-cost permission decides early stack fights. It is poor against nonblue creature decks unless Veles shows a specific blue spell or blue permanent axis worth fighting. Role changes after sideboard: it lets you protect `Narset, Parter of Veils`, `High Noon`, `Teferi, Hero of Dominaria`, and `The Wandering Emperor` while spending less mana than `No More Lies` or `Dovin's Veto`.

- Rest in Peace: Add `Rest in Peace` against graveyard recursion, delve, escape, reanimation, sacrifice recursion, flashback-style engines, and decks where public graveyards create damage, card advantage, or mana. It is weak against creature decks with no graveyard dependency and against control mirrors where it does not tax a meaningful resource. Role changes after sideboard: cast it early when it shuts down the opponent's engine, but delay it when keeping counterspell mana available is required to stop a more decisive stack threat.

- Ultima: Card text check required for exact role, timing, and targets. Add `Ultima` only in matchups where its revealed legal actions clearly answer a central threat class or create a decisive endgame swing. Avoid it when its text is unconfirmed for the matchup, when cheaper interaction already covers the visible axis, or when tapping mana exposes you to lethal pressure. Role changes after sideboard: treat it as a high-impact bullet that needs Veles-visible confirmation, not as generic filler.

- Elspeth, Storm Slayer: Card text check required for exact loyalty abilities and battlefield role. Add the sideboard `Elspeth, Storm Slayer` against slow midrange and control where an additional planeswalker can diversify threats and pressure opposing answers. Avoid it against fast decks when a four-plus-mana planeswalker does not immediately stabilize. Role changes after sideboard: it becomes an alternate finisher and board-shaping permanent, competing with `Teferi, Hero of Dominaria` and `The Wandering Emperor` for tap-out windows.

Aggro creatures and red pressure
Side in: 2 Kutzil's Flanker; 1 Hallowed Moonlight
Cut: 1 Dovin's Veto; 1 Change the Equation; 1 High Noon

- Plan rule: Use this plan when the opponent's visible wins come from attacking, burn-like pressure, or low-curve creatures rather than graveyard loops or stack combo. Keep `Supreme Verdict`, `Farewell`, `March of Otherworldly Light`, `Get Lost`, and `The Wandering Emperor` central. Reduce main-deck emphasis: narrow permission, slow card-advantage permanents, and lock pieces that do not affect the board before damage.

Graveyard recursion or graveyard combo
Side in: 4 Rest in Peace; 1 Hallowed Moonlight; 2 Kutzil's Flanker
Cut: 1 Erode; 1 High Noon; 2 Get Lost; 1 March of Otherworldly Light; 2 Supreme Verdict

- Plan rule: Use this plan when public graveyards are a resource, not just history. Prioritize `Rest in Peace` when it invalidates multiple future actions, use `Hallowed Moonlight` for the decisive creature-entry turn, and use `Kutzil's Flanker` when holding up flash interaction is better than tapping for a permanent. Reduce main-deck emphasis: expensive win conditions and removal that does not answer the graveyard engine.

Control mirror and blue stack decks
Side in: 1 Dovin's Veto; 2 Mystical Dispute; 1 Emeritus of Ideation
Cut: 2 Supreme Verdict; 1 Farewell; 1 Get Lost

- Plan rule: Use this plan when the opponent is light on creatures and the important turns are counterspell fights, planeswalker deployment, and creature-land pressure. Add role cards: cheap stack interaction, uncounterable or resilient threats when available, and extra card-advantage pressure. Reduce main-deck emphasis: sweepers and creature removal that Veles cannot point at meaningful visible permanents.

Nonblue combo or spell-chain decks
Side in: 1 Dovin's Veto; 1 Hallowed Moonlight; 1 Ultima
Cut: 1 Get Lost; 1 Supreme Verdict; 1 Erode

- Plan rule: Use this plan only when `Hallowed Moonlight` or `Ultima` has text relevant to the opponent's revealed axis; otherwise prefer role-based adjustment rather than forcing uncertain sideboard cards. `High Noon` becomes more important when the opponent wins through multiple spells in one turn, while `Dovin's Veto` should be saved for the payoff or protection spell that actually beats your current hand.

Midrange value and planeswalker fights
Side in: 1 Dovin's Veto; 1 Emeritus of Ideation; 2 Kutzil's Flanker
Cut: 1 Change the Equation; 1 High Noon; 1 Erode; 1 No More Lies

- Plan rule: Use this plan when games hinge on attrition, planeswalkers, and repeated board stabilizations. Add role cards: durable threats, life-stabilizing bodies, and hard permission for expensive noncreature spells. Reduce main-deck emphasis: narrow counters and speculative selection when the battlefield demands concrete permanents or answers.

- Archetype rule: Against creature decks with graveyard pressure, blend the aggro and graveyard plans by prioritizing `Rest in Peace`, `Kutzil's Flanker`, and `Beza, the Bounding Spring` over slow threats. Against blue graveyard decks, add `Mystical Dispute` only if Veles shows blue stack fights are frequent; otherwise spend sideboard space on graveyard denial.

- Archetype rule: Against control with creature lands, preserve `Field of Ruin`, `Restless Anchorage`, `Hall of Storm Giants`, `Otawara, Soaring City`, and some instant removal. Do not remove all ways to answer a resolved creature land just because the opponent has few normal creatures.

- Archetype rule: Against unknown opponents, avoid speculative sideboarding that overloads on `Rest in Peace`, `Hallowed Moonlight`, or `Mystical Dispute` without public evidence. Favor the main-deck spread unless Game 1 logs reveal the opponent's decisive resource axis.

## Matchup Guidance
- Aggro: Stabilize life and board before protecting card advantage. Keep hands with early white mana plus `March of Otherworldly Light`, `Get Lost`, `No More Lies`, or `Supreme Verdict`; a hand that only has `Consult the Star Charts`, `Stock Up`, and tapped lands is too slow unless Veles shows the opponent is stumbling. Preserve `The Wandering Emperor` for a combat step that exiles an attacker or creates a blocker without exposing you to lethal. Add role cards: `Beza, the Bounding Spring`, `Kutzil's Flanker`, and sometimes `Elspeth, Storm Slayer` when its legal actions affect the board. Reduce main-deck emphasis: `Narset, Parter of Veils`, `Emeritus of Ideation`, narrow permission, and `High Noon` when the opponent wins by one threat at a time.

- Burn: Treat life total as the first resource and mana efficiency as the second resource. Use `March of Otherworldly Light` and `Get Lost` on creatures that convert into repeated damage, but do not spend a premium answer on a creature that is already blanked by a visible blocker unless the clock remains lethal. `Beza, the Bounding Spring` is a priority stabilizer when legal and castable; do not delay it for speculative card advantage if visible damage can end the game. `Dovin's Veto` and `No More Lies` should fight burn spells that change lethal math, not low-impact setup spells. Add role cards: `Beza, the Bounding Spring` and `Kutzil's Flanker`. Reduce main-deck emphasis: slow planeswalker deployment without immediate life or board impact.

- Go-wide creatures: Force the opponent to commit into `Supreme Verdict` or `Farewell` instead of trading one-for-one too early. Use spot removal only on lords, engines, or attackers that make the sweeper timing fail. If Veles shows a legal `Supreme Verdict` that clears multiple attackers and your follow-up is stable, prefer taking the clean reset over holding it for a perfect turn. `The Wandering Emperor` is strongest when it bridges to a sweeper turn; avoid using it only for a small token if the opponent can widen past it. Add role cards: `Beza, the Bounding Spring`, `Kutzil's Flanker`, and graveyard cards only when the go-wide plan uses recursion. Reduce main-deck emphasis: `Narset, Parter of Veils` and slow draw that does not find the sweeper before damage matters.

- Single-threat decks: Trade resources patiently and keep hard answers for the threat that actually wins. `Get Lost`, `March of Otherworldly Light`, `Eiganjo, Seat of the Empire`, `Otawara, Soaring City`, and `The Wandering Emperor` should be sequenced so one visible creature, planeswalker, artifact, enchantment, or creature land cannot invalidate the whole hand. Do not cast `Farewell` into a one-permanent board unless that permanent is otherwise unbeatable or the exile modes matter. `Field of Ruin` should be preserved for creature lands or utility lands that represent a recurring clock. Add role cards: `Dovin's Veto`, `Mystical Dispute` for blue threats, and `Ultima` only after card text and matchup relevance are visible. Reduce main-deck emphasis: redundant sweepers when the opponent presents isolated threats.

- Tempo: Respect the first four turns and avoid tapping low for a spell that does not affect the stack or board. `No More Lies`, `Change the Equation`, `Dovin's Veto`, and `Mystical Dispute` are more valuable when they protect a key turn from cheap disruption or stop a threat before it starts attacking. Use `March of Otherworldly Light` at instant speed when it keeps mana open for a second interaction line. `Restless Anchorage` and `Hall of Storm Giants` are late-game pressure, not early stabilizers. Add role cards: `Mystical Dispute`, `Dovin's Veto`, and `Kutzil's Flanker` when flash timing matters. Reduce main-deck emphasis: expensive sorcery-speed cards that walk into open mana without immediate stabilization.

- Control mirror: Win by resolving a durable source of advantage, protecting it, and using lands as threats after both players trade resources. `Teferi, Hero of Dominaria`, `The Wandering Emperor`, `Narset, Parter of Veils`, `Elspeth, Storm Slayer`, `Emeritus of Ideation`, `Restless Anchorage`, and `Hall of Storm Giants` are the pressure package; do not expose all of them into the same answer window. `Dovin's Veto`, `No More Lies`, and `Mystical Dispute` should fight opposing planeswalkers, card-advantage engines, and counter wars over your own decisive permanent. Add role cards: `Dovin's Veto`, `Mystical Dispute`, `Emeritus of Ideation`, and `Elspeth, Storm Slayer`. Reduce main-deck emphasis: `Supreme Verdict`, `Farewell`, and creature-only removal unless visible creature lands or tokens make them live.

- Removal-heavy midrange: Make the opponent answer different permanent types and avoid relying on one creature-like finisher. Lead with interaction and card selection until a protected `Teferi, Hero of Dominaria`, `The Wandering Emperor`, `Elspeth, Storm Slayer`, `Emeritus of Ideation`, `Restless Anchorage`, or `Hall of Storm Giants` can generate repeated value. `Stock Up` and `Consult the Star Charts` should find missing land drops, sweepers, or permission rather than merely increasing hand size while the battlefield deteriorates. Add role cards: `Beza, the Bounding Spring`, `Dovin's Veto`, `Emeritus of Ideation`, and `Elspeth, Storm Slayer`. Reduce main-deck emphasis: narrow counters and `High Noon` unless it constrains their visible spell pattern.

- Big mana: Pressure their mana and counter the payoff, not the harmless setup. Use `Field of Ruin` on visible high-value lands when the timing does not prevent holding up `No More Lies` or `Dovin's Veto`. `High Noon` matters only if the opponent needs multi-spell turns; otherwise treat it as a speed bump. `Teferi, Hero of Dominaria` is a strong tap-out only when Veles shows you can survive the next payoff window. Add role cards: `Dovin's Veto`, `Mystical Dispute` if the payoff or protection is blue, and `Ultima` only with confirmed text relevance. Reduce main-deck emphasis: small creature removal and sweepers against creature-light versions.

- Combo: Identify whether the opponent wins through the stack, creature entry, graveyard, or repeated spells before spending interaction. `Dovin's Veto`, `No More Lies`, `Change the Equation`, `Mystical Dispute`, and `High Noon` should be saved for the enabling turn or payoff, not for cantrips unless the opponent is constrained on mana and the legal action clearly cuts them off. `Hallowed Moonlight` is for visible creature-entry combo turns, and `Rest in Peace` is for graveyard-dependent engines. Add role cards: `Dovin's Veto`, `Mystical Dispute`, `Hallowed Moonlight`, `Rest in Peace`, and `Ultima` only after card text check confirms relevance. Reduce main-deck emphasis: sweepers and spot removal that do not interact with the shown combo axis.

- Graveyard: Deploy graveyard denial early when public graveyards are an active resource. `Rest in Peace` is the cleanest plan when it shuts down multiple future legal actions; protect it if the opponent is likely to rebuild only through the graveyard. `Kutzil's Flanker` is better when flash timing answers a single graveyard moment while leaving counter mana available. `Hallowed Moonlight` should be held for a decisive creature-entry event when Veles shows such a window. Add role cards: `Rest in Peace`, `Kutzil's Flanker`, and `Hallowed Moonlight`. Reduce main-deck emphasis: expensive threats and removal that does not address the graveyard engine.

- Artifact/enchantment: Match the answer to the permanent type and avoid sweeping your own critical lock piece without need. `March of Otherworldly Light`, `Get Lost`, `Erode`, and `Farewell` are the main answers; use `Farewell` when multiple permanent classes or graveyards must be reset together. `Rest in Peace` can be relevant only when the artifact/enchantment plan also uses graveyard recursion. Add role cards: `Ultima` only if card text check confirms it answers the visible axis. Reduce main-deck emphasis: creature-only sweepers against low-creature builds.

- Unknown Game 1: Keep flexible hands and let Veles-visible evidence choose the role. Prioritize untapped access to white and blue, at least one early interaction spell, and a path to card advantage. Do not assume `Rest in Peace`, `Hallowed Moonlight`, `Mystical Dispute`, or `Ultima` is correct without public evidence from Game 1 actions, revealed cards, graveyards, stack fights, or permanents.

## Specific Matchup Notes

- General/archetype-only: Exact opponents are absent, so revealed cards, public graveyards, visible permanents, and stack actions override these assumptions. Use Game 1 to classify the opponent before committing narrow cards; after public evidence appears, prioritize the interaction axis Veles shows rather than the archetype label.

- Aggro and creature pressure: Stabilize life total first, then convert with planeswalkers or creature lands. Priority targets are haste threats, recursive attackers, planeswalkers that create attackers, and permanents that make `Supreme Verdict` or `Farewell` less reliable. Add role cards: `Beza, the Bounding Spring`, `Kutzil's Flanker`, and `Elspeth, Storm Slayer`. Reduce main-deck emphasis: narrow stack interaction when the opponent is mostly battlefield based.

- Tempo and blue mirrors: Keep mana open and force fights over threats that matter. Priority targets are cheap evasive clocks, protected planeswalkers, and card-advantage spells that resolve while you are tapped low. Add role cards: `Mystical Dispute`, `Dovin's Veto`, `Emeritus of Ideation`, and sometimes `Kutzil's Flanker` when flash pressure or graveyard timing is relevant. Reduce main-deck emphasis: slow sweepers against low-creature pressure.

- Control mirror: Win by landing one protected advantage source and by using `Restless Anchorage` or `Hall of Storm Giants` after resources trade. Priority targets are opposing card draw, planeswalkers, counter wars over your own `Teferi, Hero of Dominaria`, and removal pointed at your creature lands. Add role cards: `Dovin's Veto`, `Mystical Dispute`, `Emeritus of Ideation`, and `Elspeth, Storm Slayer`. Reduce main-deck emphasis: `Supreme Verdict`, `Farewell`, and creature-only answers unless the opponent shows a board plan.

- Graveyard decks: Respect public graveyards as future battlefield or stack resources. Priority targets are graveyard-enabling spells, recursive threats, and creature-entry turns that can be stopped by `Hallowed Moonlight`. Add role cards: `Rest in Peace`, `Kutzil's Flanker`, and `Hallowed Moonlight`. Reduce main-deck emphasis: expensive closers and removal that does not stop the graveyard plan.

- Combo and engine decks: Identify whether the kill uses the stack, graveyard, creature entry, or multiple spells per turn before spending interaction. Priority targets are the first irreversible engine permanent, the payoff spell, and the protected turn where the opponent spends most mana. Add role cards: `Dovin's Veto`, `Mystical Dispute`, `Hallowed Moonlight`, `Rest in Peace`, and `Ultima` only after Card text check required confirms relevance. Reduce main-deck emphasis: sweepers and spot removal that do not touch the shown axis.

- Big mana and slow permanents: Attack key lands with `Field of Ruin` only when doing so does not strand interaction for the payoff turn. Priority targets are mana engines, planeswalkers, and large noncreature permanents that outscale `The Wandering Emperor`. Add role cards: `Dovin's Veto`, `Mystical Dispute` when blue matters, and `Ultima` only after Card text check required. Reduce main-deck emphasis: small removal and sweepers against creature-light builds.

## Risk Summary

- Mana risk: Hands without early blue and white access can lose before interaction comes online. Prioritize functional sequencing with `Hallowed Fountain`, `Floodfarm Verge`, `Deserted Beach`, `Meticulous Archive`, `Island`, `Plains`, and `Petrified Hamlet`; avoid using `Field of Ruin`, `Hall of Storm Giants`, or `Restless Anchorage` in ways that delay `No More Lies`, `March of Otherworldly Light`, or `Supreme Verdict`.

- Matchup risk: The wrong half of the deck is costly. `Supreme Verdict` and `Farewell` can be clunky against stack combo, while `No More Lies`, `Change the Equation`, and `Dovin's Veto` can be weak against fast battlefield pressure.

- Draw risk: `Consult the Star Charts`, `Stock Up`, `Narset, Parter of Veils`, `Teferi, Hero of Dominaria`, `Emeritus of Ideation`, and `Elspeth, Storm Slayer` should not be used as pure hand-size padding while lethal pressure is visible. Select for land drops, sweepers, permission, or a stabilizing permanent according to the board.

- Over-sideboarding risk: Do not overload on narrow answers just because one public card appeared. `Rest in Peace`, `Hallowed Moonlight`, `Mystical Dispute`, `Kutzil's Flanker`, and `Ultima` need visible support from the opponent's plan.

- Graveyard risk: `Rest in Peace` can conflict with any future card text that uses graveyards. Card text check required for uncertain interactions before treating graveyard denial as free.

- Sweeper/removal risk: `March of Otherworldly Light`, `Get Lost`, `Erode`, `Eiganjo, Seat of the Empire`, `Otawara, Soaring City`, `Supreme Verdict`, and `Farewell` answer different problems. Do not spend exile removal on a low-impact permanent if `Farewell` is the needed reset or if a larger creature land threat is visible.

- Closer risk: `The Wandering Emperor`, `Teferi, Hero of Dominaria`, `Elspeth, Storm Slayer`, `Beza, the Bounding Spring`, `Restless Anchorage`, and `Hall of Storm Giants` win slowly and can expose you when activated or cast into open mana. Start closing only after the opponent's immediate pressure or decisive stack window is covered.

- Interaction risk: Passing with counters is strong only when the likely target matters. If the opponent presents no relevant stack threat, convert mana into `Stock Up`, `Consult the Star Charts`, a planeswalker, or a creature-land activation when legal and safe.

- Sequencing risk: `High Noon` can slow the game but may also restrict your own double-spell recovery turns. Deploy it when the opponent relies on multiple spells per turn or when your hand can operate at instant speed around the restriction.

## Test Feedback Checklist

- Deciding factor: What public game event most clearly decided the result: missed land drop, resolved threat, counter war, sweeper timing, planeswalker survival, creature-land damage, sideboard card, or a single unanswerable permanent?

- Mulligans: Did opening hands keep enough early blue and white mana to cast `No More Lies`, `March of Otherworldly Light`, `Get Lost`, `Consult the Star Charts`, or `Stock Up` on time, or did a keep rely on drawing the missing color?

- Mana: Did `Floodfarm Verge`, `Deserted Beach`, `Hallowed Fountain`, `Meticulous Archive`, `Petrified Hamlet`, `Island`, and `Plains` sequence cleanly, or did `Field of Ruin`, `Hall of Storm Giants`, `Restless Anchorage`, `Eiganjo, Seat of the Empire`, or `Otawara, Soaring City` strand a required spell?

- Velocity: Did `Consult the Star Charts` and `Stock Up` find interaction, land drops, or closers when needed, or did they consume mana while visible pressure demanded `Supreme Verdict`, `The Wandering Emperor`, `March of Otherworldly Light`, or `Get Lost`?

- Engine pressure: Did `High Noon`, `Narset, Parter of Veils`, `Teferi, Hero of Dominaria`, `Emeritus of Ideation`, or `Elspeth, Storm Slayer` materially restrict or outscale the opponent, or were they low-impact casts into the wrong board state?

- Removal: Did `March of Otherworldly Light`, `Get Lost`, `Erode`, `Supreme Verdict`, `Farewell`, `Eiganjo, Seat of the Empire`, and `Otawara, Soaring City` answer the actual axis of attack, or were premium answers spent before the decisive permanent appeared?

- Interaction: Did `No More Lies`, `Dovin's Veto`, `Change the Equation`, and sideboard `Mystical Dispute` line up with visible stack threats, or did the deck pass with countermagic while the opponent won through permanents already on board?

- Sideboard: Did `Rest in Peace`, `Hallowed Moonlight`, `Kutzil's Flanker`, `Mystical Dispute`, sideboard `Dovin's Veto`, sideboard `Emeritus of Ideation`, sideboard `Elspeth, Storm Slayer`, sideboard `Beza, the Bounding Spring`, and `Ultima` match public evidence from the opponent, or were narrow cards added without proof?

- Closing: Did `Teferi, Hero of Dominaria`, `The Wandering Emperor`, `Elspeth, Storm Slayer`, `Beza, the Bounding Spring`, `Restless Anchorage`, and `Hall of Storm Giants` close once stable, or did the pilot delay too long and give the opponent extra draw steps?

- Role: Did the pilot correctly identify when to become tap-out stabilizer, draw-go controller, prison player with `High Noon`, or creature-land finisher, or did it hold the wrong posture after public information changed?

- Mistakes: Did any loss include a preventable pass, overextension into a sweeper, incorrect counter target, missed creature-land activation, wrong land sequencing, or use of `Field of Ruin` that delayed required interaction?

- Stranded cards: Which cards sat in hand for multiple turns without legal or useful use, especially `Farewell`, `Supreme Verdict`, `High Noon`, `Change the Equation`, `Dovin's Veto`, `Rest in Peace`, `Hallowed Moonlight`, `Mystical Dispute`, or `Ultima`?

- Overperformers and underperformers: Which exact cards changed game outcomes, and which exact cards were repeatedly low impact in the match context despite being castable?

## First Tuning Questions

- Quantity question: Are 4 `Consult the Star Charts` plus 3 `Stock Up` the right velocity mix, or does the deck need fewer draw spells when early creature pressure repeatedly punishes spending mana without affecting the board?

- Countermix question: Are 4 `No More Lies`, 1 `Change the Equation`, and 1 main-deck `Dovin's Veto` enough against stack decks, or should sideboard `Dovin's Veto` and `Mystical Dispute` become more central after testing shows repeated counter-war losses?

- Removal question: Are 4 `March of Otherworldly Light`, 2 `Get Lost`, 1 `Erode`, 2 `Supreme Verdict`, and 1 `Farewell` balanced across creatures, artifacts, enchantments, planeswalkers, and exile needs, or is one answer type consistently stranded?

- Sweeper question: Does 2 `Supreme Verdict` plus 1 `Farewell` stabilize aggro often enough, or do games show that the deck needs more early battlefield recovery before planeswalkers can matter?

- Mana question: Do `Petrified Hamlet`, `Floodfarm Verge`, `Deserted Beach`, `Meticulous Archive`, and colorless utility lands support early untapped interaction reliably, or are too many hands functionally slow despite having lands?

- Creature-land question: Are 2 `Restless Anchorage` and 1 `Hall of Storm Giants` enough closing power, or do games end with control established but no timely clock?

- Closer question: Is the split of 2 `Teferi, Hero of Dominaria`, 3 `The Wandering Emperor`, 1 `Elspeth, Storm Slayer`, 1 `Beza, the Bounding Spring`, and 1 `Emeritus of Ideation` overloading expensive permanents, or does each fill a distinct winning role?

- `High Noon` question: Does `High Noon` disrupt the opponent more than it limits Azorius Control's own double-spell recovery turns, especially when holding `No More Lies` plus draw spells?

- Graveyard plan question: Are 4 `Rest in Peace` too many, correct, or too narrow based on actual graveyard dependence observed across matches?

- Anti-creature sideboard question: Do sideboard `Beza, the Bounding Spring`, `Kutzil's Flanker`, and sideboard `Elspeth, Storm Slayer` improve aggro and midrange enough, or are they competing with sweepers and spot removal for the same stabilizing role?

- Narrow-card question: Did `Hallowed Moonlight`, `Mystical Dispute`, and `Ultima` have clear public targets; if not, Card text check required for `Ultima` before treating it as a reliable sideboard slot.

- Role-conflict question: Does the deck lose more often from being too reactive against engines or too tap-out against interaction, and which cards caused that posture conflict most often?

## Veles Tactical Policy

### Policy: Opening Keep Gate
Priority: High
Decision families: mulligan
Cards: No More Lies; March of Otherworldly Light; Get Lost; Supreme Verdict; Consult the Star Charts; Stock Up
Phase windows: pregame, opening hand, mulligan bottom
Runtime cues: prompt:mulligan; visible opening hand; land count; color access; early interaction count
Use when: deciding whether the hand can interact before the opponent's first meaningful threat or develop enough lands to stabilize.
Avoid when: the hand has lands but no castable blue-white interaction, or only expensive cards without a clear first three turns.
Instructions: Keep hands with stable mana plus at least one early answer or draw spell; ship hands that rely on drawing a missing color to cast their first relevant spell. Bottom redundant expensive finishers before cheap interaction and lands.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Early Mana Setup
Priority: Medium
Decision families: mana
Cards: Floodfarm Verge; Deserted Beach; Hallowed Fountain; Meticulous Archive; Petrified Hamlet; Island; Plains; Field of Ruin; Restless Anchorage; Hall of Storm Giants
Phase windows: turns 1-4, land play decisions, precombat main
Runtime cues: prompt:play land; visible hand spells; current untapped colors; next-turn counterspell or removal need
Use when: choosing land sequencing for early blue-white availability.
Avoid when: a utility land would delay `No More Lies`, `March of Otherworldly Light`, `Get Lost`, `Consult the Star Charts`, or `Supreme Verdict`.
Instructions: Prioritize untapped blue and white for early interaction over creature-land setup. Delay `Field of Ruin`, `Restless Anchorage`, and `Hall of Storm Giants` unless colored requirements are already secured.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Tap-Out Commitment Gate
Priority: High
Decision families: priority; mana
Cards: Teferi, Hero of Dominaria; The Wandering Emperor; Elspeth, Storm Slayer; Emeritus of Ideation; Beza, the Bounding Spring; Farewell; Supreme Verdict; High Noon; Narset, Parter of Veils
Phase windows: own main phases, opponent end step, empty stack
Runtime cues: action:cast; visible pressure; open opponent mana; available permission; known stack interaction
Use when: deciding whether to spend most mana on a stabilizer, planeswalker, sweeper, or engine permanent.
Avoid when: passing with interaction answers the visible threat and tapping out exposes a higher-impact opposing follow-up.
Instructions: Tap out when the board, life total, or resource position will get worse by waiting; prefer holding mana when the opponent's next public line is more dangerous than the current board.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Permission Spending Gate
Priority: High
Decision families: interaction; priority
Cards: No More Lies; Dovin's Veto; Change the Equation; Mystical Dispute
Phase windows: any stack decision, opponent main phases, counter wars
Runtime cues: prompt:priority; action:counter; visible spell on stack; available mana; hand interaction
Use when: a visible stack spell threatens lethal pressure, irreversible resource advantage, a protected engine, or a card type your hand cannot answer later.
Avoid when: the spell is low impact against current board and mana is needed for removal, sweeper, or a stronger stack fight.
Instructions: Spend permission on threats that invalidate your hand, not merely on the first castable spell. Preserve `Dovin's Veto` and `Mystical Dispute` for noncreature or blue stack fights when public context supports that role.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Spot Removal Target Gate
Priority: High
Decision families: interaction
Cards: March of Otherworldly Light; Get Lost; Erode; Eiganjo, Seat of the Empire; Otawara, Soaring City
Phase windows: opponent combat, opponent end step, own main phase, stack follow-up prompts
Runtime cues: action:target; visible permanents; lethal clock; planeswalker loyalty; ward or tax prompts
Use when: choosing which visible permanent to answer with single-target removal or bounce.
Avoid when: a sweeper is available and the target does not change lethal math, lock pieces, or planeswalker survival.
Instructions: Kill or bounce the permanent that changes the next turn cycle most: lethal attacker, must-answer engine, planeswalker pressure, or protected permanent. Account for clues, taxes, and replacement effects only from engine-visible prompts.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Sweeper Timing Gate
Priority: High
Decision families: interaction; priority
Cards: Supreme Verdict; Farewell
Phase windows: own main phase, survival turns, post-combat if legal
Runtime cues: action:cast Supreme Verdict; action:cast Farewell; visible battlefield; life total; opposing board count
Use when: the visible creature board will outpace spot removal or threatens planeswalkers and life total before another safe turn.
Avoid when: one spot answer preserves the sweeper for a wider board or when your own board is the main path to winning.
Instructions: Fire `Supreme Verdict` for creature compression and `Farewell` for broader permanent or graveyard resets when public zones justify the extra mana. Do not delay a sweeper solely to gain one more card if the current attack pattern can decide the game.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Draw-Spell Window
Priority: Medium
Decision families: selection; priority; mana
Cards: Consult the Star Charts; Stock Up
Phase windows: own main phase, opponent end step, low-pressure turns
Runtime cues: action:cast Consult the Star Charts; action:cast Stock Up; visible pressure; open mana after cast
Use when: interaction is not required immediately and the hand needs land drops, answers, or a closer.
Avoid when: casting the draw spell leaves no mana for a visible lethal or high-impact opposing line.
Instructions: Prefer instant-speed or safer draw windows after the opponent commits. Use draw spells to find specific missing roles, and choose cards that match the public problem rather than the most powerful abstract card.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: High Noon Lock Gate
Priority: Medium
Decision families: priority; interaction
Cards: High Noon
Phase windows: own main phase, before opponent engine turns, post-sideboard games
Runtime cues: action:cast High Noon; spell-count patterns; hand with instant-speed actions
Use when: the opponent's public plan depends on chaining multiple spells and your hand can operate with one spell per turn.
Avoid when: your recovery requires double-spelling draw plus removal or removal plus planeswalker.
Instructions: Treat `High Noon` as a prison commitment, not filler. Cast it when it compresses the opponent's turn more than yours and when your remaining interaction can be sequenced under the restriction.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Planeswalker Protection And Activation
Priority: Medium
Decision families: priority; combat; selection
Cards: Teferi, Hero of Dominaria; The Wandering Emperor; Narset, Parter of Veils; Elspeth, Storm Slayer
Phase windows: own main phase, opponent combat, planeswalker activation prompts
Runtime cues: prompt:choose ability; visible attackers; loyalty totals; legal activation list
Use when: choosing whether a planeswalker should remove pressure, make blockers, draw cards, or advance a clock.
Avoid when: a loyalty-plus line dies to visible attackers and a defensive activation would preserve the planeswalker.
Instructions: Stabilize first, then accrue cards. Use `The Wandering Emperor` tactically around combat, use `Teferi, Hero of Dominaria` to regain resources when protected, and treat `Narset, Parter of Veils` as selection plus draw-denial pressure.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Creature-Land Finish Gate
Priority: Medium
Decision families: combat; mana; priority
Cards: Restless Anchorage; Hall of Storm Giants
Phase windows: opponent end step, own combat, late game with spare mana
Runtime cues: action:activate Restless Anchorage; action:activate Hall of Storm Giants; action:attack; visible blockers; available mana
Use when: control is established or the opponent must be pressured before topdecks recover.
Avoid when: activation consumes mana needed for countermagic, removal, or a sweeper against visible danger.
Instructions: Turn the corner with creature lands when the opponent has low visible punishment and your interaction remains live. Do not attack into obvious bad blocks unless the damage race or planeswalker pressure requires it.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Survival Window
Priority: High
Decision families: combat; interaction
Cards: The Wandering Emperor; March of Otherworldly Light; Get Lost; Beza, the Bounding Spring; Kutzil's Flanker
Phase windows: declare attackers, declare blockers, before combat damage, opponent end step
Runtime cues: prompt:declare blockers; action:cast; visible attackers; lethal damage math
Use when: the visible attack threatens lethal, planeswalker loss, or a major tempo swing.
Avoid when: preserving life by a small amount costs the only answer to a larger public threat.
Instructions: Use instant-speed removal and flash-style stabilizers to change combat math after attackers are known. Protect life total when it buys a full turn cycle; protect planeswalkers when they are the active route to stabilization.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard Hate Commitment
Priority: Medium
Decision families: sideboard; priority; interaction
Cards: Rest in Peace; Kutzil's Flanker; Farewell
Phase windows: sideboarded games, own main phase, response windows if legal
Runtime cues: action:cast Rest in Peace; visible graveyards; opponent card types in graveyard; public recursion evidence
Use when: public information shows graveyard access, recursion, delve-style resource use, or graveyard-size payoffs.
Avoid when: no public graveyard dependency exists and the hand needs live removal, permission, or pressure.
Instructions: Commit `Rest in Peace` early when it turns off the opponent's visible axis. Use `Kutzil's Flanker` as interaction or body only according to engine-visible legal modes; Card text check required for exact modal details.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Plan Selection
Priority: High
Decision families: sideboard
Cards: Rest in Peace; Mystical Dispute; Dovin's Veto; Hallowed Moonlight; Kutzil's Flanker; Beza, the Bounding Spring; Elspeth, Storm Slayer; Emeritus of Ideation; Ultima
Phase windows: between games, sideboard submission
Runtime cues: prompt:sideboard; game result; revealed cards; public archetype evidence; exact legal plan list
Use when: selecting a legal post-board plan from available validated swaps.
Avoid when: a narrow card lacks public evidence or Card text check required prevents confident role assignment.
Instructions: Choose sideboard cards by the opponent's proven axis: graveyard, stack, creature pressure, tokens/cheat effects, or long-game mirrors. `Ultima` requires Card text check required before prioritizing it over known-role cards.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Hallowed Moonlight Timing
Priority: Medium
Decision families: interaction; priority
Cards: Hallowed Moonlight
Phase windows: opponent turn, stack response windows, sideboarded games
Runtime cues: action:cast Hallowed Moonlight; visible stack spell or ability; opponent public plan
Use when: a visible spell or ability is expected by rules text or public context to put creatures onto the battlefield without normal casting.
Avoid when: the opponent is only casting ordinary creature spells or the effect is not engine-confirmed.
Instructions: Hold `Hallowed Moonlight` for the specific window that stops the incoming creature event. Do not cycle or spend it for generic velocity unless the matchup evidence shows it has no legal target role.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Emergency Resource Conversion
Priority: Medium
Decision families: mana; selection; interaction
Cards: March of Otherworldly Light; Otawara, Soaring City; Eiganjo, Seat of the Empire; Field of Ruin
Phase windows: any legal activation or alternate-cost prompt, crisis turns
Runtime cues: prompt:pay costs; action:channel; action:activate Field of Ruin; visible permanent; card-in-hand count
Use when: converting cards or lands into survival materially changes the next combat or stack exchange.
Avoid when: the emergency action trades away a key color source or answer without changing the public threat.
Instructions: Exile spare cards to `March of Otherworldly Light` only when the target matters more than the card. Use channel lands and `Field of Ruin` as interaction after confirming colored mana for the next required spell remains available.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes
