# Strategy Specifications
## Deck Name And Archetype
Gretchen pEDH is a Pauper Commander strategy built around commander access to Gretchen Titchwillow, with a 100-card singleton main deck and a 10-card Veles sideboard. Format-aware validation passes under the supplied contract: the main deck is exactly 100 cards, the sideboard is exactly 10 cards, and all nonbasic, nonland, and non-basic-land entries are singleton. Basic land repetition is intentional and legal here, with 13 Forest and 17 Island supporting a blue-green base.

- Identity: Pilot the deck as a Simic combo-control list whose commander converts excess mana into cards and land deployment pressure, while the maindeck assembles enchanted-land mana engines, untap effects, protection, and deterministic or semi-deterministic payoff routes.
- Tags: Use `combo`, `control`, and `tribal` as current metadata tags, but treat `combo` and `control` as the live tactical roles; the `tribal` tag is secondary unless visible legal actions from Vedalken Aethermage, Step Through, or other revealed cards make creature-type selection relevant.
- Stock status: Treat this as a rogue or hybrid pEDH build rather than a stock archetype. Do not assume common cEDH, Pauper, or Commander staples are present unless named in the registered list; Arcane Signet is present, but cards such as Sol Ring, Lightning Greaves, Expedition Map, or Swiftfoot Boots are absent and must not be inferred.
- Primary shell: The deck’s visible engines are Gretchen Titchwillow, Utopia Sprawl, Wild Growth, Fertile Ground, Overgrowth, Dawn's Reflection, Market Festival, Sheltered Aerie, Glittering Frost, Grafted Growth, Blighted Burgeoning, Arbor Elf, Voyaging Satyr, Krosan Restorer, Stone-Seeder Hierophant, Vizier of Tumbling Sands, Dream's Grip, Twiddle, Tidal Bore, Hidden Strings, Vitalize, Cerulean Wisps, Dramatic Reversal, Cloud of Faeries, Frantic Search, Peregrine Drake, Freed from the Real, Galvanic Alchemist, Pili-Pala, Viridian Longbow, and Wildheart Invoker.
- Control shell: The interactive package is real but narrow, so decisions must be tied to visible threats and stack context. Counterspell, Arcane Denial, Miscalculation, Negate, Spell Pierce, Daze, Foil, Dispel, Turn Aside, Tamiyo's Safekeeping, Echoing Truth, Snap, Resculpt, Imprisoned in the Moon, and Emerald Charm should be treated as limited defensive resources, not generic permission abundance.
- Mana concern: The mana base is mostly Forest and Island plus Command Tower, Opal Palace, Simic Growth Chamber, Mystic Sanctuary, and Darksteel Citadel, so blue-green development is strong but color sequencing still matters. Runtime pilots must check whether Utopia Sprawl, Wild Growth, Fertile Ground, Urban Utopia, Careful Cultivation, and other aura mana pieces have legal targets before assuming ramp lines are available.
- Role concern: The deck can play control, but it is not a pure draw-go deck; it must eventually commit a mana engine, a commander draw loop, Viridian Longbow pressure, Wildheart Invoker mana conversion, or a large untap chain. Avoid spending early selection only to find generic interaction when the visible hand lacks an engine or mana multiplier.
- Legality concern: All strategic instructions are subordinate to Veles legal actions and Forge-visible rules output. Do not assume that an untap line, aura target, High Tide turn, transmute line, or infinite-mana pattern is legal unless the runtime action list exposes the necessary cast, activate, target, payment, and resolution choices.
- Card-text uncertainty: Card text check required for uncommon or highly context-sensitive lines involving Evanescent Intellect, Sheltered Aerie, Blighted Burgeoning, Nature's Embrace, Oboro Breezecaller, and any pEDH-specific commander legality edge case. Use these cards only through legal action text and visible board facts until their exact Oracle text is confirmed.
- Sideboard status: The registered sideboard is Hydroblast, Blue Elemental Blast, Annul, Return to Nature, Weather the Storm, Scattershot Archer, Spore Frog, Relic of Progenitus, Gleeful Sabotage, and Serene Heart. Sideboard plans must use only these names for cards brought in and only registered main-deck names for cards removed.
- Opponent info status: No specific opposing decklist, commander, colors, or metagame sample is supplied for this guide. Matchup rules must therefore be archetype-facing and visible-state-driven, with any opponent-only card examples kept outside policy `Cards:` fields or prefixed as `opponent:` when policy syntax later requires examples.

## Thesis
Gretchen pEDH assembles a blue-green mana engine first, then converts untaps and enchanted lands into commander draw, repeated action, and a compact payoff finish. The deck wants an early land-aura or mana-rock foundation, a permanent untapper such as Arbor Elf, Voyaging Satyr, Stone-Seeder Hierophant, Krosan Restorer, Vizier of Tumbling Sands, Galvanic Alchemist, or Pili-Pala, and enough protection or stack discipline to force the engine through visible interaction.

The primary win pattern is to make one land or creature produce more mana than the untap cost, repeat that loop when legal, then spend the resulting mana on Gretchen Titchwillow, Wildheart Invoker, Viridian Longbow, or overwhelming spell velocity. Freed from the Real, Galvanic Alchemist, Dramatic Reversal, Vitalize, Hidden Strings, Dream's Grip, Twiddle, Tidal Bore, Cerulean Wisps, Cloud of Faeries, Frantic Search, and Peregrine Drake are not interchangeable cantrips; treat them as engine pieces whose value depends on what they untap, how much mana the targets produce, and whether the next legal prompt can continue the chain.

The deck is not trying to win by normal creature combat unless the board already makes that plan safer than committing a combo piece. Llanowar Visionary, Cloud of Faeries, Peregrine Drake, Drift of Phantasms, Vedalken Aethermage, Oboro Breezecaller, Stone-Seeder Hierophant, Krosan Restorer, and Wildheart Invoker can block or pressure, but combat is usually a stabilizing bridge to mana dominance rather than the central plan.

Prioritize mana quality, protected engine setup, and card selection over low-impact interaction when the visible hand lacks a path to excess mana. Preserve Counterspell, Negate, Dispel, Spell Pierce, Miscalculation, Arcane Denial, Daze, Foil, Turn Aside, and Tamiyo's Safekeeping for threats that stop the engine, remove the commander at a decisive point, or end the game before the combo can be assembled.

## Role Package
- Threats: Gretchen Titchwillow is the default long-game threat because commander access turns spare mana into cards and land deployment pressure; protect Gretchen when the hand can immediately use the activated ability or when recasting through commander tax would break the next turn. Wildheart Invoker is the clean mana-sink finisher when excess mana is visible, while Viridian Longbow turns repeated untaps into damage if a legal equip and untap loop is exposed.

- Payoffs: Use Gretchen Titchwillow, Wildheart Invoker, Viridian Longbow, Evanescent Intellect, and large chained draw-selection turns as the payoff module. Card text check required for Evanescent Intellect; use it only when legal action text confirms the activation, target, and milling line is relevant.

- Engines: Build around enchanted mana sources plus untappers. Utopia Sprawl, Wild Growth, Fertile Ground, Overgrowth, Dawn's Reflection, Market Festival, Sheltered Aerie, Glittering Frost, Grafted Growth, Blighted Burgeoning, Nature's Embrace, Urban Utopia, and Careful Cultivation increase mana density; Arbor Elf, Voyaging Satyr, Stone-Seeder Hierophant, Krosan Restorer, Vizier of Tumbling Sands, Galvanic Alchemist, Pili-Pala, Oboro Breezecaller, Cloud of Faeries, Peregrine Drake, Dramatic Reversal, Vitalize, Hidden Strings, Dream's Grip, Twiddle, Tidal Bore, Cerulean Wisps, Emerald Charm, and Frantic Search convert that density into tempo or combo turns. Card text check required for Sheltered Aerie, Blighted Burgeoning, Nature's Embrace, and Oboro Breezecaller before assuming a specific loop.

- Velocity: Ponder, Brainstorm, Impulse, Deep Analysis, Lórien Revealed, Tolarian Winds, Frantic Search, Merchant Scroll, Drift of Phantasms, Step Through, Vedalken Aethermage, and Crop Rotation find lands, untappers, interaction, or payoff access. Use tutor and transmute-style actions only from visible legal options; do not assume the library contains a reachable target unless the rules engine presents it.

- Interaction: Counterspell, Arcane Denial, Miscalculation, Negate, Spell Pierce, Daze, Foil, Dispel, Echoing Truth, Snap, Resculpt, Imprisoned in the Moon, and Emerald Charm form the control package. Spend bounce or removal on commanders, hate permanents, lethal attackers, or blockers that prevent a deterministic finish; avoid trading interaction for low-pressure permanents while the engine is incomplete.

- Protection: Turn Aside, Tamiyo's Safekeeping, Dispel, Daze, Foil, Spell Pierce, Negate, Counterspell, and Arcane Denial defend engine commitments. Hold protection when passing with a fragile enchanted land, Freed from the Real target, Viridian Longbow carrier, or commander activation turn matters more than using all mana.

- Recursion: Mystic Sanctuary is the explicit recursion card and should be sequenced to rebuy decisive instants or sorceries when its legal entry condition is satisfied. Deep Analysis also supplies graveyard card advantage if legal flashback-style actions appear; do not assume graveyard access before Veles exposes it.

- Mana: Command Tower, Opal Palace, Simic Growth Chamber, Mystic Sanctuary, Darksteel Citadel, Forest, Island, Arcane Signet, High Tide, Crop Rotation, and the aura package define the mana plan. Prefer early development that creates a high-output untap target over scattered mana that cannot be multiplied.

- Sideboard modules: Hydroblast and Blue Elemental Blast answer red pressure or red interaction; Annul, Return to Nature, Gleeful Sabotage, and Serene Heart fight artifacts and enchantments; Weather the Storm and Spore Frog buy time against damage races; Scattershot Archer pressures small flyers; Relic of Progenitus contests graveyards. Bring these in only through explicit sideboard plans and visible matchup needs.

## Primary Win Conditions
- Mana-loop finish: Prioritize an enchanted high-output land plus a repeatable untapper when the hand or battlefield contains Utopia Sprawl, Wild Growth, Fertile Ground, Overgrowth, Dawn's Reflection, Market Festival, Sheltered Aerie, Glittering Frost, Grafted Growth, Blighted Burgeoning, Nature's Embrace, or Urban Utopia alongside Arbor Elf, Voyaging Satyr, Stone-Seeder Hierophant, Krosan Restorer, Vizier of Tumbling Sands, Galvanic Alchemist, Pili-Pala, or Freed from the Real. Execute only from legal actions that show the relevant untap and mana choices; protect the commitment with Counterspell, Negate, Dispel, Spell Pierce, Miscalculation, Daze, Foil, Turn Aside, or Tamiyo's Safekeeping when visible opposing mana or stack pressure can break the loop.

- Commander-conversion finish: Use Gretchen Titchwillow as the primary excess-mana outlet once a loop or large burst turn is online. Convert surplus mana into repeated draw and land deployment when legal, then keep digging until Wildheart Invoker, Viridian Longbow, Evanescent Intellect, additional untap effects, or enough protection appears. Prioritize this path in slower games, after removal has been taxed, or when Gretchen is already present and commander tax will not punish a failed attempt.

- Wildheart Invoker finish: Treat Wildheart Invoker as the clean creature-combat payoff when the board can generate very large mana and a legal activation is shown. Use it over slower card-draw chaining when opponents are low enough, blockers are manageable, or the deck needs to end before graveyard hate, artifact hate, enchantment hate, or commander removal catches up. Do not attack into obvious lethal crackback unless the activation produces a decisive race swing.

- Viridian Longbow finish: Assemble Viridian Longbow with a creature that can repeatedly untap only when legal equip, tap, and untap actions are visible. Pili-Pala, Freed from the Real, Galvanic Alchemist, Krosan Restorer, Vizier of Tumbling Sands, Cerulean Wisps, Vitalize, Dramatic Reversal, Twiddle, Dream's Grip, Tidal Bore, Emerald Charm, Hidden Strings, Cloud of Faeries, Frantic Search, or Peregrine Drake can contribute, but verify the exact target and mana-positive sequence through Veles prompts. Prioritize this path through stalled combat or against life totals that make one large Wildheart Invoker attack unreliable.

- High Tide burst finish: Use High Tide with Island-heavy battlefields, Cloud of Faeries, Frantic Search, Peregrine Drake, Snap, Twiddle, Dream's Grip, Tidal Bore, Hidden Strings, Cerulean Wisps, and Gretchen Titchwillow to create a single decisive turn. Prioritize this when multiple Islands are visible, the hand has card flow, and interaction can protect the first important spell; avoid firing High Tide as a small ritual unless it unlocks a protected commander activation, a lethal payoff, or survival interaction.

## Secondary Win Conditions
- Value-control fallback: Win by commander advantage when the table prevents deterministic loops. Cast Gretchen Titchwillow when the next turns can use the activated ability, then use Ponder, Brainstorm, Impulse, Deep Analysis, Lórien Revealed, Tolarian Winds, Merchant Scroll, Drift of Phantasms, Step Through, Vedalken Aethermage, and Crop Rotation to find lands, untappers, protection, or payoffs. Preserve Mystic Sanctuary for a decisive instant or sorcery only when its legal entry condition and target are shown.

- Tempo pressure fallback: Use Cloud of Faeries, Llanowar Visionary, Drift of Phantasms, Vedalken Aethermage, Peregrine Drake, Krosan Restorer, Stone-Seeder Hierophant, Oboro Breezecaller, Pili-Pala, and Wildheart Invoker as pressure only when attacking does not expose an essential engine piece. Combat is a bridge to mana dominance, not the default plan; trade creatures mainly to preserve life, commander access, or time for a protected engine turn.

- Permanent-answer fallback: Use Echoing Truth, Snap, Resculpt, Imprisoned in the Moon, Counterspell, Arcane Denial, Miscalculation, Negate, Spell Pierce, Daze, Foil, Dispel, Turn Aside, and Tamiyo's Safekeeping to keep opponents from establishing a faster lock or lethal board. Spend answers on cards that stop mana auras, kill the untapper, disable Gretchen Titchwillow, remove Viridian Longbow, or end the game before the next setup turn.

- Evanescent Intellect fallback: Card text check required for Evanescent Intellect. Use it only when the rules engine exposes legal action text that confirms the activation, target, and win relevance; do not assume it mills, enchants a specific type, or creates a deterministic kill unless Veles shows those actions.

## Emergency Lines
- Behind on life: Shift from combo greed to survival. Block with expendable creatures, spend Echoing Truth, Snap, Resculpt, or Imprisoned in the Moon on the highest visible damage source, and keep Weather the Storm or Spore Frog plans for sideboarded games where they are registered post-board and legally available.

- Behind on board: Stabilize before committing fragile auras to a land that can be answered at high tempo cost. Use Drift of Phantasms, Llanowar Visionary, Peregrine Drake, or spare utility creatures as blockers, then rebuild around the first protected mana-positive untap sequence.

- Behind on cards: Prioritize Gretchen Titchwillow activation, Deep Analysis, Ponder, Brainstorm, Impulse, Lórien Revealed, Tolarian Winds, and Frantic Search over speculative attacks. Do not discard protection or a unique payoff unless the legal selection choice is necessary to hit land, survive, or assemble a known line.

- Behind on mana: Sequence land drops, Arcane Signet, land auras, Careful Cultivation, High Tide, and untap effects toward one multiplied source instead of spreading low-output mana. Protect Simic Growth Chamber and enchanted Forest or Island lines from avoidable tempo loss.

- Removed win condition: If Wildheart Invoker or Viridian Longbow is gone, pivot to Gretchen Titchwillow card advantage and engine recursion through Mystic Sanctuary where legal. If Gretchen is taxed out, prioritize low-cost selection and interaction until a burst turn can pay commander tax and still continue.

## Resource Model
- Life: Treat life as the buffer that buys one more protected engine turn. Take small damage to preserve Arbor Elf, Voyaging Satyr, Stone-Seeder Hierophant, Krosan Restorer, Pili-Pala, Oboro Breezecaller, Gretchen Titchwillow, or a protected enchanted land, but block or answer pressure once the visible clock can beat a setup-plus-combo turn.

- Hand: Convert cards into either mana multiplication, untap density, protection, or a payoff. Keep Ponder, Brainstorm, Impulse, Lórien Revealed, Deep Analysis, Frantic Search, Tolarian Winds, Merchant Scroll, Step Through, Drift of Phantasms, and Vedalken Aethermage pointed at the missing category rather than generic card volume.

- Mana: Treat one overproducing land as the central resource when it is enchanted by Wild Growth, Utopia Sprawl, Fertile Ground, Overgrowth, Dawn's Reflection, Market Festival, Sheltered Aerie, Glittering Frost, Grafted Growth, Blighted Burgeoning, Nature's Embrace, Urban Utopia, or Careful Cultivation. The deck wins when untap effects convert that permanent into repeated net mana, then Gretchen Titchwillow turns surplus mana into cards and extra lands.

- Board: Protect the battlefield pieces that convert mana, not every creature. Cloud of Faeries, Peregrine Drake, Vizier of Tumbling Sands, Galvanic Alchemist, Dramatic Reversal, Vitalize, Twiddle, Dream's Grip, Tidal Bore, Emerald Charm, Hidden Strings, Frantic Search, and Snap are strongest when they untap a multiplied source or reset enough Islands after High Tide.

- Graveyard: Use the graveyard as a delayed resource for Deep Analysis and Mystic Sanctuary only when legal actions expose that line. Do not assume recursion beyond what the rules engine shows, and value graveyard cards mainly as known resources for future selection or Sanctuary targets.

- Exile: Track exile as mostly lost material unless Veles shows a legal play permission or replacement effect. If a payoff such as Wildheart Invoker, Viridian Longbow, or Freed from the Real is exiled, shift toward Gretchen Titchwillow value and remaining mana-loop routes.

- Lands: Value lands above normal because Gretchen Titchwillow can put extras onto the battlefield and Crop Rotation can convert one land into a specific visible utility land. Treat Simic Growth Chamber as tempo-sensitive: it can increase land count and replay value, but bouncing the wrong land can delay protection or colors.

- Sacrifice fodder: Treat sacrifice costs as scarce, not incidental. Crop Rotation spends a land, and post-board Spore Frog may spend itself only when a legal action confirms the prevention line; do not sacrifice a key enchanted land, Mystic Sanctuary, Simic Growth Chamber, or the only source of a color without a clear payoff.

- Tempo and information: Spend tempo on selection when not under lethal pressure, and spend interaction when the opponent threatens the engine, commander access, or a faster kill. Use known public information and revealed cards only; never infer hidden removal or countermagic certainty beyond visible mana, prior actions, and matchup context.

- Sideboard bullets: Treat Hydroblast, Blue Elemental Blast, Annul, Return to Nature, Weather the Storm, Scattershot Archer, Spore Frog, Relic of Progenitus, Gleeful Sabotage, and Serene Heart as narrow resources that must answer the matchup problem they were registered for. Do not deploy a bullet early if holding it preserves the combo turn or survival window.

## Mana Guide
- Color base: Prioritize early green for Arbor Elf, Wild Growth, Utopia Sprawl, Fertile Ground, Overgrowth, Voyaging Satyr, Krosan Restorer, land auras, and Gretchen Titchwillow access, while maintaining blue for Ponder, Brainstorm, Impulse, Counterspell, Arcane Denial, Negate, Dispel, Spell Pierce, Miscalculation, High Tide, and untap spells. Keep hands that produce both colors or have credible selection into the missing color.

- Keep rules: Keep two-to-four land hands with at least one green source, one blue source or blue selection, and either acceleration, card selection, or protection. Mulligan one-land hands unless the land plus Ponder, Brainstorm, or another legal draw path makes the second land highly likely; mulligan colorless-heavy hands with only Darksteel Citadel, Opal Palace, or Arcane Signet if they cannot cast early setup.

- Land sequencing: Lead with untapped colored lands before utility lands when early spells matter. Use Command Tower as the cleanest color fixer, play basic Forest before Arbor Elf or land-aura starts, play Island-heavy sequences when High Tide or blue interaction is central, and delay Simic Growth Chamber until bouncing a land does not strand Counterspell, Dispel, Spell Pierce, or Tamiyo's Safekeeping.

- Aura placement: Put Wild Growth, Utopia Sprawl, Fertile Ground, Overgrowth, Dawn's Reflection, Market Festival, Sheltered Aerie, Glittering Frost, Grafted Growth, Blighted Burgeoning, Nature's Embrace, Urban Utopia, or Careful Cultivation on lands that maximize legal untap text and minimize blowout risk. Prefer a Forest for Arbor Elf lines, prefer Islands when High Tide and blue untaps are the turn plan, and avoid stacking everything onto a land exposed to visible land bounce or destruction unless the commitment turn is now.

- Utility lands: Treat Mystic Sanctuary as a spell-regrowth land only when Veles shows its entry condition and target; otherwise it is a tapped blue source with opportunity cost. Treat Opal Palace as fixing and commander support only when colored requirements are already stable, and treat Darksteel Citadel as a durable but colorless source that should not block early color development.

- Play land before or after draw: Play a land before draw when it is needed to cast Ponder, Brainstorm, Impulse, Merchant Scroll, Counterspell, or a protection spell this turn. Draw or select before the land drop when Ponder, Brainstorm, Impulse, Lórien Revealed, Gretchen Titchwillow, Frantic Search, or Tolarian Winds can materially change whether the correct land is Forest, Island, Simic Growth Chamber, Mystic Sanctuary, or a utility source.

- Payment discipline: Spend generic mana from Arcane Signet, Darksteel Citadel, or excess enchanted-land output before consuming the only colored source needed for protection. Hold blue open when passing with Counterspell, Arcane Denial, Negate, Dispel, Spell Pierce, Miscalculation, Daze, Foil, Turn Aside, or Tamiyo's Safekeeping matters more than one extra setup permanent.

## Mulligan Guide
- Strong keep: Keep Forest, Island, Wild Growth, Ponder, Counterspell, Voyaging Satyr, and Gretchen Titchwillow because it has both colors, turn-one selection or acceleration, a land worth untapping, commander access, and interaction. Lead green acceleration unless visible pressure or open mana makes holding Counterspell more valuable.

- Strong keep: Keep Command Tower, Forest, Utopia Sprawl, Arbor Elf, Impulse, Freed from the Real, and Tamiyo's Safekeeping because it presents the deck's clean setup pattern: accelerated enchanted land, untapper, payoff aura, and protection. Do not commit Freed from the Real until Veles shows the target is legal and the board state supports a combo attempt.

- Medium keep: Keep three lands, Arcane Signet, Gretchen Titchwillow, Deep Analysis, and Echoing Truth when the lands produce both colors. This hand is slower but functional, and it can play commander value while saving Echoing Truth for a tempo reset or emergency answer.

- Medium keep: Keep Island, Forest, Simic Growth Chamber, Brainstorm, Fertile Ground, Merchant Scroll, and Miscalculation if the first two lands cast the early spells. Delay Simic Growth Chamber unless bouncing a land preserves blue interaction or enables a future Gretchen Titchwillow activation.

- Risky keep: Keep one land only when it is an untapped blue or green source with Ponder, Brainstorm, or Impulse and at least one cheap follow-up if the second land appears. Ship one-land hands with no selection, and ship hands where the only land is Darksteel Citadel or Opal Palace.

- Automatic ship: Mulligan hands with no lands, hands with only colorless mana and no immediate Arcane Signet line, hands with five or more expensive setup cards and no early colored mana, and hands that contain payoff pieces such as Viridian Longbow, Wildheart Invoker, or Peregrine Drake without mana development or selection.

- Matchup-dependent keep: Keep interaction-heavy hands with Counterspell, Arcane Denial, Negate, Dispel, Spell Pierce, Daze, Foil, or Turn Aside against fast combo or removal-heavy opponents if the mana casts them on time. Against creature pressure, require a path to mana, Gretchen Titchwillow, Echoing Truth, Snap, Resculpt, Imprisoned in the Moon, or a credible blocker.

- Play/draw adjustment: On the play, prefer acceleration hands with Arbor Elf, Wild Growth, Utopia Sprawl, Fertile Ground, or Arcane Signet because early tempo compounds into commander activations. On the draw, accept slightly more reactive hands if they have both colors and card selection, but do not keep a hand that only answers spells while failing to build mana.

- Trap hand: Do not keep High Tide, Cloud of Faeries, Frantic Search, Peregrine Drake, Hidden Strings, and two non-Island lands as a fake combo hand. High Tide hands need enough Islands, legal untap sequencing, and a card-flow plan before they are real.

- Trap hand: Do not keep Freed from the Real, Galvanic Alchemist, Viridian Longbow, Wildheart Invoker, and lands without a mana creature, enchanted land, or selection. The deck wins by assembling mana plus untap infrastructure, not by holding isolated payoffs.

## Turn Arc
- Turn 1: Prefer untapped Forest into Arbor Elf, Wild Growth, or Utopia Sprawl when available, because these starts create the highest future mana. Prefer Island into Ponder or Brainstorm when the hand needs a land, a color, or a missing engine category; avoid Brainstorm before a shuffle or selection reason unless the hand is otherwise stranded.

- Turn 1 deviation: Play Command Tower when it is the only clean color fixer. Play Mystic Sanctuary as a tapped land only when no early spell is being lost, and avoid Darksteel Citadel starts unless the hand already has Arcane Signet or colored lands queued.

- Turn 2: Cast Gretchen Titchwillow when colors are stable and the opponent is not presenting a must-answer threat. Otherwise develop Fertile Ground, Urban Utopia, Careful Cultivation, Arcane Signet, Voyaging Satyr, Llanowar Visionary if legal, or hold Counterspell, Arcane Denial, Miscalculation, Spell Pierce, Dispel, Daze, Turn Aside, or Tamiyo's Safekeeping when protecting the engine matters.

- Turn 2 deviation: Use Impulse, Merchant Scroll, Step Through, Vedalken Aethermage, or Drift of Phantasms only when Veles shows the legal selection mode and the hand lacks a required category. Search for the missing category rather than for generic card advantage.

- Turn 3: Build one overproducing permanent plus one untap path before committing payoff pieces. Strong lines include enchanted Forest with Arbor Elf, enchanted land with Voyaging Satyr, or High Tide setup with multiple Islands and blue untap spells; hold Freed from the Real or Galvanic Alchemist until the target and protection window are acceptable.

- Turn 3 deviation: Spend Echoing Truth, Snap, Resculpt, Imprisoned in the Moon, Counterspell, Arcane Denial, Negate, or Dispel over setup when the visible threat attacks the commander, the multiplied land, or the next-turn combo window. Do not tap out for Dawn's Reflection, Overgrowth, Market Festival, Sheltered Aerie, Glittering Frost, Grafted Growth, Blighted Burgeoning, or Nature's Embrace if losing the land would collapse the game and waiting preserves interaction.

- Turns 4-5: Attempt a commitment turn only when mana, untappers, payoff, and protection line up through legal actions. Convert extra mana through Gretchen Titchwillow, Frantic Search, Deep Analysis, Lórien Revealed, Tolarian Winds, Impulse, or Ponder when the combo is incomplete; move toward Wildheart Invoker, Viridian Longbow, or repeated commander value when the opponent has disrupted the primary loop.

- Turns 4-5 deviation: Use Crop Rotation cautiously because it sacrifices a land. Take the line only when the resulting land materially improves mana, Mystic Sanctuary access, Simic Growth Chamber sequencing, or survival, and never sacrifice the key enchanted land unless the legal payoff is immediate.

- Late game: Prioritize protected engine turns over low-impact spending. Rebuild around Gretchen Titchwillow activations, Mystic Sanctuary targets when legal, Deep Analysis from graveyard when legal, and remaining untap packages; hold countermagic for disruption that stops the active engine or wins the game for the opponent.

- Late-game finish: Use Wildheart Invoker, Viridian Longbow, Evanescent Intellect, or large combat only when Veles shows legal actions and the mana engine can support the line. If the board is hostile, stabilize first with Echoing Truth, Snap, Resculpt, Imprisoned in the Moon, blockers, or countermagic before spending mana on a slow kill.

## Card Roles
- Commander role: Gretchen Titchwillow is the default mana sink, stabilizer, and combo-bridge card, not a card to expose casually into open removal. Cast Gretchen Titchwillow when the hand can keep making land drops or hold protection, then use activations to convert excess mana into cards and lands until a deterministic untap payoff is available.

- Enchanted-land package: Wild Growth, Utopia Sprawl, Fertile Ground, Overgrowth, Dawn's Reflection, Market Festival, Sheltered Aerie, Glittering Frost, Grafted Growth, Blighted Burgeoning, Nature's Embrace, Urban Utopia, and Careful Cultivation turn a single land into the deck's main engine. Prefer enchanting Forest when Arbor Elf is available, prefer stable untapper targets when Voyaging Satyr or Stone-Seeder Hierophant is available, and avoid stacking multiple auras onto one land when the opponent has visible land interaction unless that land immediately enables a protected combo turn. Card text check required for the exact mana and secondary clauses on Sheltered Aerie, Glittering Frost, Grafted Growth, Blighted Burgeoning, Nature's Embrace, and Careful Cultivation before treating them as interchangeable.

- Creature untappers: Arbor Elf, Voyaging Satyr, Krosan Restorer, Vizier of Tumbling Sands, Stone-Seeder Hierophant, Galvanic Alchemist, and Oboro Breezecaller are engine pieces before they are attackers. Protect the untapper that pairs with the largest enchanted land, and do not deploy Galvanic Alchemist or Freed from the Real into removal unless the target can generate immediate repeated mana or the protection window is covered.

- Spell untappers: Twiddle, Dream's Grip, Tidal Bore, Emerald Charm, Cerulean Wisps, Vitalize, Dramatic Reversal, Hidden Strings, Snap, Frantic Search, Cloud of Faeries, Peregrine Drake, High Tide, and Vizier of Tumbling Sands create the burst turns. Use them after tapping the relevant permanent or lands, count floating mana before each cast, and prefer lines that leave blue mana for Counterspell, Dispel, Turn Aside, or Tamiyo's Safekeeping when the engine is fragile. Card text check required for modal or targeting details on Dream's Grip, Emerald Charm, and Hidden Strings before using no-API automation.

- Infinite or near-infinite commitments: Freed from the Real, Galvanic Alchemist, Pili-Pala, Viridian Longbow, Wildheart Invoker, Evanescent Intellect, and Gretchen Titchwillow are payoff or conversion pieces, not early setup by themselves. Treat Freed from the Real plus a mana-positive creature or land-untapper as a go-now gate; treat Viridian Longbow as a kill piece only when Veles shows legal equip or activation lines and enough untaps; treat Wildheart Invoker as the cleanest mana-to-lethal combat outlet when the board can attack or survive the turn. Card text check required for Evanescent Intellect before relying on it as a deterministic library kill.

- Card selection: Ponder, Brainstorm, Impulse, Frantic Search, Tolarian Winds, Lórien Revealed, Deep Analysis, Llanowar Visionary, and Gretchen Titchwillow find the missing category rather than generic value. Use Ponder and Impulse to locate lands, protection, an aura, or an untapper; save Brainstorm for shuffle or known-card improvement when possible; use Tolarian Winds only when the hand is stalled or overloaded with redundant pieces; use Deep Analysis when life and tempo allow. Card text check required for Lórien Revealed if cycling, islandcycling, or spell mode matters to the runtime line.

- Tutor and transmute package: Merchant Scroll, Drift of Phantasms, Step Through, Vedalken Aethermage, and Crop Rotation are category tutors. Merchant Scroll should usually find the exact instant needed for the current gate, such as Counterspell, Dispel, Snap, Frantic Search, High Tide, Impulse, or Echoing Truth if legal. Drift of Phantasms, Step Through, and Vedalken Aethermage require card text checks before locking target classes; use them to complete the engine only when Veles exposes a legal search action. Crop Rotation is a high-risk land sacrifice that should get Mystic Sanctuary, Simic Growth Chamber, Command Tower, or a required basic only when the resulting land changes the turn.

- Protection suite: Counterspell, Arcane Denial, Negate, Dispel, Spell Pierce, Miscalculation, Daze, Foil, Turn Aside, and Tamiyo's Safekeeping defend the engine, commander, and commitment turn. Spend narrow counters first when the target matches, preserve hard counters for removal or stack interaction that stops the combo, and do not pitch cards to Foil unless the protected line is worth the card loss. Daze and Spell Pierce are strongest before opponents have excess mana; they become trap holds if the deck needs proactive development.

- Removal and bounce: Echoing Truth, Snap, Resculpt, and Imprisoned in the Moon buy time, remove blockers, answer hate pieces, or protect a combo turn by clearing one obstacle. Snap is especially valuable when it untaps lands and preserves tempo; Echoing Truth should be held for tokens, stacked problem permanents, or emergency commander protection if legal; Resculpt and Imprisoned in the Moon should answer permanents that stop the engine or threaten a fast kill, not low-impact creatures.

- Mana artifacts and fixer lands: Arcane Signet, Command Tower, Opal Palace, Simic Growth Chamber, Darksteel Citadel, Mystic Sanctuary, Island, and Forest define whether a hand functions. Arcane Signet fixes early turns but is not an untap engine by itself; Simic Growth Chamber supports land-drop value but can punish loose sequencing; Mystic Sanctuary is a late-game spell recovery tool when its condition is legal; Darksteel Citadel is mostly colorless and should not be treated as a keep enabler without other colored sources.

- Combat bodies: Cloud of Faeries, Peregrine Drake, Llanowar Visionary, Drift of Phantasms, Wildheart Invoker, Krosan Restorer, Voyaging Satyr, Stone-Seeder Hierophant, Arbor Elf, Pili-Pala, and Gretchen Titchwillow block only when survival or commander safety outweighs engine utility. Avoid trading an untapper for damage prevention unless the clock demands it; use Drift of Phantasms as a defensive body when its tutor role is unnecessary or unavailable.

- Mistake avoidance: Do not cast payoff-only cards before the mana engine exists, do not tap the last blue source before a protected commitment, and do not over-enchant a land when the visible opponent plan can punish a single permanent. Do not spend selection on attractive value cards when the missing category is mana, untap, protection, or a win outlet. Do not assume any loop is legal until Veles shows the exact activation, target, and payment actions.

## Interaction Priorities
- Priority: Stop effects that break the mana engine before stopping normal pressure. Counter, protect against, or bounce effects aimed at the enchanted land, the paired untapper, Gretchen Titchwillow, Freed from the Real, Galvanic Alchemist, Pili-Pala, Viridian Longbow, or Wildheart Invoker when that permanent is part of the current kill or draw engine.

- Counter first: Use Turn Aside or Tamiyo's Safekeeping on targeted removal when the target is a committed engine permanent; use Dispel, Spell Pierce, Miscalculation, Arcane Denial, Negate, or Counterspell on stack interaction that stops a combo turn, a lethal attack, or an essential protection spell. Spend Daze early only when the opponent cannot easily pay; do not hold Daze as protection after the table has spare mana unless Veles shows a legal tempo line that still matters.

- Counter later: Let low-impact creatures, slow value spells, and nonlethal board development resolve when your hand needs mana aura, untapper, or payoff assembly. Save hard permission for removal, counterspells, edicts that hit the only untapper, prison pieces that shut off activated abilities, or effects that remove the commander during a commitment turn.

- Bounce first: Use Echoing Truth or Snap on hate permanents, lethal attackers, blockers preventing a Wildheart Invoker kill, or a permanent that stops the engine from operating. Snap is preferred when untapping lands changes the turn; Echoing Truth is preferred against repeated token names or multiple same-name permanents. Card text check required before using Echoing Truth as protection for your own permanent.

- Exile or lock first: Use Resculpt or Imprisoned in the Moon on a permanent that will beat the current engine if left in play, not on the first medium creature. Prioritize commanders, activated-ability hate, evasive lethal threats, or a permanent that prevents targeting, untapping, casting, or attacking. Treat Resculpt as a tempo-negative answer if the resulting body matters; use it when the answered permanent is worse than the replacement.

- Discard decisions: This deck has no registered main-deck hand-discard attack, so do not invent discard disruption. For self-discard from Foil, Tolarian Winds, or similar legal prompts, discard redundant lands, excess auras without an untapper, dead narrow counters, or duplicate category pieces before discarding the only payoff, only protection spell, only blue source, or only untapper. Card text check required for exact additional costs before automating Foil decisions.

- Bait cards: Use Arcane Signet, Llanowar Visionary, Ponder, Impulse, Urban Utopia, or a noncritical aura to draw out soft interaction before exposing Freed from the Real, Galvanic Alchemist, Stone-Seeder Hierophant, Pili-Pala, Viridian Longbow, or a large enchanted-land commitment. Do not bait with the only functional untapper when the hand cannot rebuild.

- Ignore list: Ignore small chip damage, tapped low-power blockers, and value permanents that do not shorten the clock or interfere with mana, targeting, activated abilities, graveyards, or the stack. Against fast creature decks, the ignore threshold drops sharply; spend bounce or blockers when visible attacks threaten to force a defensive combo turn before protection is ready.

- Archetype shift: Against control, preserve protection and force action on the opponent's end step when legal. Against aggro, trade tempo for life and buy one more untap step. Against artifact or enchantment engines, prioritize the permanent that disables your engine or creates inevitability; exact sideboard answers belong in Sideboard Map.

## Combat And Trading Rules
- Attack rule: Treat most creatures as engine material before damage sources. Arbor Elf, Voyaging Satyr, Stone-Seeder Hierophant, Krosan Restorer, Vizier of Tumbling Sands, Pili-Pala, Galvanic Alchemist, Oboro Breezecaller, Cloud of Faeries, and Peregrine Drake should attack only when damage is free, a Wildheart Invoker pump line is active, or the game will end before their mana role matters.

- Block rule: Preserve the best untapper unless life total, commander safety, or lethal pressure demands a trade. Chump with low-future-value bodies before sacrificing an active untapper paired with Overgrowth, Dawn's Reflection, Market Festival, Fertile Ground, Wild Growth, Utopia Sprawl, Sheltered Aerie, Glittering Frost, Grafted Growth, Blighted Burgeoning, Nature's Embrace, or Careful Cultivation.

- Defensive bodies: Use Drift of Phantasms and Llanowar Visionary as blockers more freely after their tutor or card-flow role is no longer needed. Use Gretchen Titchwillow as a blocker only when commander recast cost and lost activation access are less important than survival; do not trade the commander for small damage while a draw or land-drop engine remains relevant.

- Trade threshold: Above a comfortable life total, decline trades that reduce combo density; below a short-clock threshold, block to preserve one or two more draw steps even if a creature has engine text. When the opponent can present lethal next combat, Veles should value survival over future engine quality unless a visible legal line wins this turn.

- Protection in combat: Use Tamiyo's Safekeeping, Turn Aside, counters, or bounce during combat only when the protected creature is part of the current engine, blocks lethal damage, or enables a decisive follow-up. Do not spend protection to save a replaceable blocker if the same spell is needed to force through Freed from the Real, Galvanic Alchemist, or Viridian Longbow.

- Wildheart Invoker plan: When large mana is already available, combat can become the payoff. Before attacking, check visible blockers, removal mana, and whether keeping an untapper untapped produces more damage after blocks. Do not send essential mana creatures into trades before confirming the pump action, target, and post-combat survival line are legal.

- Viridian Longbow plan: Treat equipped pingers as combo outlets, not normal attackers. If Viridian Longbow plus repeated untaps is visible, avoid combat lines that tap or expose the equipped creature unless the attack itself wins. Card text check required for exact equip and damage activation details before deterministic execution.

- Archetype adjustment: Against aggro, block earlier and use Echoing Truth, Snap, Resculpt, or Imprisoned in the Moon to prevent lethal tempo swings. Against control, avoid unnecessary attacks into open removal when the creature is a combo piece. Against creature-light combo, attack with spare bodies only when it does not reduce mana, protection, or tutor access.

## Selection And Tutor Rules
- Selection before commitment: Use Ponder, Brainstorm, Impulse, Frantic Search, Gretchen Titchwillow, Deep Analysis, and Lórien Revealed to find missing categories before committing the fragile engine. Prioritize, in order, a functional land or color source, a land aura or mana doubler, an untapper, protection, then a payoff such as Viridian Longbow or Wildheart Invoker.

- Land-drop timing: Cast Ponder, Brainstorm, Impulse, or cycle-type selection before playing a land when the land choice can change. Play the land first when mana is required to hold up Spell Pierce, Dispel, Daze, Miscalculation, Counterspell, Turn Aside, or Tamiyo's Safekeeping after the selection spell.

- Brainstorm discipline: Use Brainstorm strongest with a legal shuffle or library-changing effect from Crop Rotation, Merchant Scroll, Drift of Phantasms, Vedalken Aethermage, Step Through, or Lórien Revealed. Without a shuffle effect, put back expensive redundant pieces, extra lands after the current land drop is secured, or combo pieces that are not castable soon.

- Ponder discipline: Keep a Ponder pile when it contains immediate mana plus an engine category. Shuffle when the visible pile has only reactive spells, redundant auras without an untapper, payoffs without mana, or lands that do not fix current colors.

- Impulse discipline: Take the card that completes the nearest legal engine, not the most powerful abstract card. If the board already has an enchanted land, take Voyaging Satyr, Arbor Elf, Krosan Restorer, Stone-Seeder Hierophant, Vizier of Tumbling Sands, Galvanic Alchemist, or Freed from the Real over generic value.

- Transmute and wizard search: Use Drift of Phantasms, Vedalken Aethermage, and Step Through as role tutors when legal. Search for the missing deterministic category: Freed from the Real or Galvanic Alchemist when an eligible creature and mana source are ready; Stone-Seeder Hierophant, Vizier of Tumbling Sands, or other untapper when the land aura plan is assembled; protection only when the engine is already in hand and the opponent represents interaction. Card text check required for each transmute or wizardcycling candidate set before automation.

- Merchant Scroll targets: Use Merchant Scroll to get protection or interaction when a combo turn is approaching, especially Counterspell, Dispel, Negate, Arcane Denial, Snap, Echoing Truth, or Dramatic Reversal if legal and tactically relevant. Do not tutor a reactive spell over a missing engine piece unless the visible clock or known interaction makes protection mandatory.

- Crop Rotation targets: Use Crop Rotation for Mystic Sanctuary when a spell in graveyard is worth rebuilding around and the required Island condition is legal. Use it for Simic Growth Chamber, Command Tower, Opal Palace, Darksteel Citadel, Forest, or Island only when the visible mana problem or landfall-like untap plan justifies sacrificing a land. Card text check required before assuming Mystic Sanctuary can place the chosen card on top.

- Wheel and flashback discipline: Use Tolarian Winds only when the hand is clogged with redundant mana, dead interaction, or uncastable payoffs and the deck needs a fresh engine mix. Use Deep Analysis when life and tempo allow card volume; delay it when holding up permission or protecting an engine matters more.

## Priority And Stack Rules
- Priority default: Pass priority when no legal action improves mana, protection, selection, board safety, or combo progress. Do not fire Twiddle, Dream's Grip, Tidal Bore, Emerald Charm, Cerulean Wisps, Vitalize, Dramatic Reversal, Hidden Strings, or Snap just because they are legal; hold untap effects for mana-positive turns, protection from tap effects, or a declared combo line.

- Commitment windows: Start a major engine turn only after checking visible opposing mana, known revealed cards, current clock, protection in hand, and whether waiting gives a better protected line. High Tide, Frantic Search, Peregrine Drake, Cloud of Faeries, Freed from the Real, Galvanic Alchemist, and Viridian Longbow are commitment cards; once exposed, use priority to protect the line instead of drifting into value plays.

- Counterspell hierarchy: Counter removal or stack interaction that breaks the active engine before countering ordinary threats. Use Dispel, Spell Pierce, Daze, Miscalculation, Negate, Counterspell, Arcane Denial, and Foil according to visible legality and payment windows; preserve hard permission when a soft counter is unlikely to work.

- Protection hierarchy: Use Turn Aside or Tamiyo's Safekeeping when a targeted effect threatens Gretchen Titchwillow, an enchanted land, a critical untapper, Viridian Longbow carrier, or a payoff creature during a commitment turn. Do not protect a replaceable body if the same protection is needed for the current combo or survival line.

- Bounce and removal timing: Use Echoing Truth, Snap, Resculpt, and Imprisoned in the Moon at the latest safe window when waiting may gain information, unless the permanent already prevents the engine, creates lethal combat, or invalidates a spell on the stack. Prefer Snap when the untap clause creates mana or tempo; prefer Echoing Truth for repeated names or tokens when legal.

- Activated ability timing: Activate Gretchen Titchwillow on end step or when floating mana would otherwise be wasted, unless the land-put ability changes the current turn. Use Viridian Longbow activations as stack-visible removal or deterministic payoff only after checking equip status, summoning sickness, untap availability, and legal targets. Card text check required for exact activation and equip constraints.

- Untap-spell timing: Cast Cerulean Wisps, Twiddle, Dream's Grip, Tidal Bore, Emerald Charm, Vitalize, Dramatic Reversal, and Hidden Strings when they generate net mana, save a key permanent from a tap effect, or unlock a lethal or protective sequence. If an untap spell does not change available mana, combat, or stack outcome, keep it for a later engine window.

- Graveyard and recursion timing: Treat Mystic Sanctuary, Deep Analysis, and flashback-like or graveyard-recursive lines as public resources. Before using graveyard value, check whether the opponent has visible graveyard interaction and whether holding mana for Counterspell, Dispel, or Negate is more important than drawing extra cards.

- Let-resolve rule: Let low-impact creatures, small card draw, and non-engine permanents resolve when answering them would leave the deck unable to protect Freed from the Real, Galvanic Alchemist, High Tide, Viridian Longbow, or Gretchen Titchwillow. Spend stack interaction only when the resolving spell changes the race, breaks the engine, or stops the next legal combo attempt.

## Sideboard Map

- Sideboard principle: Add narrow cards only when they answer the opponent's visible axis or strongly predicted commander-family archetype axis better than a maindeck flexible spell. Gretchen pEDH wins by assembling mana-positive land or creature untap engines, protecting them, then converting mana into Gretchen Titchwillow, Wildheart Invoker, Viridian Longbow, or repeated card flow, so sideboarding must not dilute both mana development and protection at once.

- Hydroblast and Blue Elemental Blast are the cleanest upgrades against red commanders, red removal, burn-heavy pressure, and red combo interaction. Bring them when red spells can kill Gretchen Titchwillow, Arbor Elf, Voyaging Satyr, Stone-Seeder Hierophant, Krosan Restorer, Pili-Pala, or a Viridian Longbow carrier, or when a red permanent creates a clock that forces the combo turn too early. They are weak against nonred boards, colorless artifact engines, and creature decks whose important threats are not red.

- Weather the Storm is for burn, storm-like spell chains, and fast pressure where life total is the limiting resource. It is at its best when the opponent casts multiple spells before damage or tries to finish with noncombat reach. It is weak against slow control and against creature decks that win with one large commander hit rather than spell volume.

- Annul is strongest when the opponent's early artifact or enchantment matters on the stack and the deck can hold one blue mana without stalling setup. Return to Nature and Gleeful Sabotage are better when permanents have already resolved or the opponent presents multiple artifact or enchantment engines. Bring these cards against artifact commanders, Aura engines, equipment plans, graveyard engines supported by artifacts, and prison pieces that stop activated abilities, untapping, or targeting. They are weak against spell-heavy control when the opponent can ignore permanents and fight on stack timing.

- Serene Heart is a high-impact but symmetrical tool against Aura-stacked commanders, enchantment-voltron boards, and opposing land-aura engines. Use it only when destroying multiple opposing Auras is worth risking your own Wild Growth, Utopia Sprawl, Fertile Ground, Overgrowth, Dawn's Reflection, Market Festival, Sheltered Aerie, Glittering Frost, Grafted Growth, Urban Utopia, Careful Cultivation, Blighted Burgeoning, Nature's Embrace, Imprisoned in the Moon, or Freed from the Real. It is bad when your own current plan depends on Auras staying attached and the opponent has few Auras.

- Relic of Progenitus is for recursive commanders, graveyard combo, flashback engines, dredge-like pressure, and decks that turn the graveyard into a second hand. Bring it when the opponent's public graveyard or commander text makes graveyard resources central. Reduce reliance on Mystic Sanctuary, Deep Analysis flashback, and graveyard rebuild lines while Relic of Progenitus is active, because your own graveyard may also be consumed. It is bad when the opponent's graveyard is incidental and your own recovery plan needs the graveyard.

- Spore Frog is for creature decks where one prevented combat step buys the combo turn or protects life after tapping mana for setup. Scattershot Archer is for fliers, flying token swarms, and small evasive commanders that pressure life while ground blockers are irrelevant. These cards are weak against slow control unless their exact text answers a visible board state.

Red Burn Or Red Tempo
Side in: Hydroblast; Blue Elemental Blast; Weather the Storm
Cut: Evanescent Intellect; Tolarian Winds; Lórien Revealed

- Plan rule: Bring the red answers when red spells are the opponent's damage engine or their removal is likely to break your first engine attempt. Reduce slow self-mill, high-variance hand churn, and expensive setup before reducing protection or land-aura density. Preserve Dispel, Spell Pierce, Daze, Miscalculation, Counterspell, Arcane Denial, Negate, Foil, Turn Aside, and Tamiyo's Safekeeping because the matchup often turns on whether Gretchen Titchwillow or an untapper survives one stack exchange.

Artifact Or Enchantment Engine
Side in: Annul; Return to Nature; Gleeful Sabotage
Cut: Evanescent Intellect; Tolarian Winds; Wildheart Invoker

- Plan rule: Bring artifact and enchantment answers when the opponent's commander, mana engine, equipment, or lock piece must be answered before you can combo. Reduce slow win-more or hand-churn cards before reducing untappers, Auras, or permission. Keep Echoing Truth, Resculpt, Imprisoned in the Moon, and Snap as flexible answers unless the opponent has very few legal targets for them.

Aura Voltron Or Aura Engine
Side in: Serene Heart; Annul; Return to Nature
Cut: Evanescent Intellect; Tolarian Winds; Lórien Revealed

- Plan rule: Use Serene Heart as a reset button only when the opponent's Aura investment is larger than yours or when you can rebuild faster with hand resources. Sequence your own Auras with awareness that Serene Heart may be needed later; avoid overcommitting Dawn's Reflection, Overgrowth, Market Festival, Sheltered Aerie, Glittering Frost, Grafted Growth, Nature's Embrace, and Freed from the Real into your own planned reset unless the combo turn is immediate.

Graveyard Recursion Or Graveyard Combo
Side in: Relic of Progenitus; Return to Nature
Cut: Evanescent Intellect; Tolarian Winds

- Plan rule: Add graveyard control when the opponent's public graveyard creates card advantage, combo material, or recurring threats. Use Relic of Progenitus before the opponent gets a decisive graveyard window, but do not sacrifice your own Mystic Sanctuary or Deep Analysis line without checking whether the graveyard hate is actually needed that turn. Return to Nature is preferred over narrow stack interaction when a single graveyard card or artifact or enchantment permanent is the visible problem.

Fliers Or Evasive Creature Pressure
Side in: Scattershot Archer; Spore Frog; Weather the Storm
Cut: Evanescent Intellect; Tolarian Winds; Lórien Revealed

- Plan rule: Add creature-stall cards when life total, not cards in hand, is the resource under attack. Scattershot Archer is best when repeated one-damage sweeps matter against flying creatures; Spore Frog is best when one combat step determines whether you untap into Gretchen Titchwillow activation, High Tide, Peregrine Drake, or an aura-untap sequence. Weather the Storm is best when the opponent uses multiple spells per turn or burn reach.

Blue Control With Artifact Or Enchantment Hooks
Side in: Annul; Return to Nature
Cut: Evanescent Intellect; Wildheart Invoker

- Plan rule: Use the permanent answers only if the opponent has artifacts, enchantments, or graveyard cards that matter. The main fight remains Dispel, Spell Pierce, Counterspell, Arcane Denial, Negate, Miscalculation, Foil, Daze, Turn Aside, and Tamiyo's Safekeeping. Do not dilute the deck with creature-combat cards against a control opponent that is not pressuring combat.

- Sideboard restraint: Do not add all ten sideboard cards just because the opponent is unknown. A two-card or three-card plan is usually safer than broad dilution; the maindeck needs land enchantments, untappers, selection, permission, and payoffs in the right ratios. When uncertain, add the most text-relevant answer to the opponent's commander or visible permanents and keep the primary combo shell intact.

## Matchup Guidance

- Aggro: Treat creature aggression as a clock-management matchup, not a pure race. Keep hands that produce green and blue early, deploy Utopia Sprawl, Wild Growth, Fertile Ground, Urban Utopia, Arcane Signet, Arbor Elf, Voyaging Satyr, or Gretchen Titchwillow quickly, and spend Echoing Truth, Snap, Resculpt, or Imprisoned in the Moon when the visible attacker changes your combo-turn count. Role cards are Spore Frog, Weather the Storm, and Scattershot Archer when combat damage or evasive damage is the visible constraint. Reduce emphasis on Evanescent Intellect, Tolarian Winds, Lórien Revealed, or Wildheart Invoker when they are slower than stabilizing and protecting an untap engine.

- Control: Make control answer your mana engine repeatedly before committing the payoff. Prioritize land drops, Gretchen Titchwillow activations, Mystic Sanctuary loops when legal, and low-risk selection from Ponder, Brainstorm, Impulse, Deep Analysis, Merchant Scroll, Drift of Phantasms, Vedalken Aethermage, and Step Through. Hold Freed from the Real, Galvanic Alchemist, Viridian Longbow, Peregrine Drake, or Pili-Pala until you can protect the commitment with Dispel, Spell Pierce, Miscalculation, Counterspell, Arcane Denial, Negate, Foil, Daze, Turn Aside, or Tamiyo's Safekeeping. Annul is a role card only when artifacts or enchantments are central; Return to Nature is for a resolved permanent or graveyard card that matters. Avoid over-sideboarding into narrow cards when the opponent is mostly stack interaction.

- Combo: Identify whether the opponent is faster, more fragile, or more interactive before spending permission. If their combo requires a visible permanent, preserve Annul, Return to Nature, Gleeful Sabotage, Echoing Truth, Resculpt, Imprisoned in the Moon, or Snap for that permanent instead of firing interaction at low-impact setup. If their combo is spell-based, value Dispel, Spell Pierce, Daze, Miscalculation, Counterspell, Arcane Denial, Negate, and Foil once the opponent reaches a plausible go-now turn. Relic of Progenitus is for graveyard combo, Annul and Return to Nature are for artifact or enchantment combo, and Hydroblast or Blue Elemental Blast only matter when red cards are actual engine pieces.

- Tempo: Protect the first mana advantage more than the first payoff. Tempo decks punish expensive Auras and commander tax, so avoid exposing Dawn's Reflection, Overgrowth, Market Festival, Sheltered Aerie, Glittering Frost, Grafted Growth, Nature's Embrace, or Freed from the Real into open interaction unless the same turn can recoup mana or force a protected combo attempt. Use Ponder, Brainstorm, Impulse, Cerulean Wisps, Dream's Grip, Twiddle, Tidal Bore, Emerald Charm, Vitalize, Hidden Strings, Snap, and Dramatic Reversal to regain initiative when legal. Hydroblast, Blue Elemental Blast, Weather the Storm, and Annul are role cards according to the opponent's actual colors and permanents.

- Midrange: Convert repeated mana and cards into inevitability while avoiding one-for-one exhaustion. Gretchen Titchwillow is excellent when the opponent spends turns trading resources, because extra cards and land deployment pressure their removal density. Let Llanowar Visionary, Deep Analysis, Frantic Search, Lórien Revealed, Ponder, Brainstorm, Impulse, and Mystic Sanctuary rebuild after trades, then commit Krosan Restorer, Stone-Seeder Hierophant, Voyaging Satyr, Vizier of Tumbling Sands, Galvanic Alchemist, Oboro Breezecaller, Cloud of Faeries, Peregrine Drake, or Pili-Pala when you can extract mana immediately. Return to Nature answers sticky artifact or enchantment engines, Relic of Progenitus checks recursive value, and Spore Frog buys a decisive combat turn.

- Big mana: Race their top-end by building a protected high-mana turn before their haymakers dominate. The priority is enchanting a land, untapping it profitably, and using Gretchen Titchwillow or selection to find a payoff, not spending early turns on low-impact disruption. Counter or bounce only the spell or permanent that changes your clock, blocks your combo, or invalidates your board. Annul, Return to Nature, and Gleeful Sabotage are justified when their acceleration is artifact or enchantment based; Relic of Progenitus is only for a graveyard-supported big-mana plan.

- Graveyard: Treat graveyard decks as timing puzzles where the hate card must land before the graveyard becomes a protected resource. Relic of Progenitus and Return to Nature are role cards when public zones show recursion, flashback, reanimation, or graveyard-count payoffs. Use Relic of Progenitus carefully because Deep Analysis, Mystic Sanctuary, and graveyard-dependent recovery can be harmed by your own activation. Reduce emphasis on Evanescent Intellect if self-milling helps the opponent's axis more than yours.

- Artifact/enchantment: Answer engines by permanent type before defending generic value. Annul, Return to Nature, Gleeful Sabotage, and Serene Heart are role cards when the opponent's visible cards make those effects live. Keep Echoing Truth as a tempo answer to repeated names, tokens, or a temporary lock, but prefer destruction or exile when the permanent will immediately return to matter. Be Commander-family aware: if the opposing commander is the artifact, enchantment, Aura carrier, or engine piece, every answer should be timed around recasts and commander tax.

- Go-wide: Buy exactly the turns needed to assemble mana plus payoff, then stop spending cards on small tempo exchanges. Echoing Truth is strongest when multiple tokens or repeated names are visible; Spore Frog is strongest when one combat step decides survival; Scattershot Archer is strongest when the pressure is flying and small; Weather the Storm is strongest when the opponent chains multiple spells before damage matters. Reduce expensive card selection when you already have an engine piece but need a battlefield answer.

- Single-threat: Match the answer to the threat's role. Imprisoned in the Moon is the cleanest plan for a commander or single permanent that must remain neutralized, while Resculpt, Echoing Truth, Snap, Counterspell, Arcane Denial, Negate, Miscalculation, Daze, and Spell Pierce should be chosen by timing, mana, and whether the threat is already resolved. Annul, Return to Nature, Hydroblast, Blue Elemental Blast, or Serene Heart are role cards only when the exact threat type or color makes them live. Reduce emphasis on broad anti-swarm tools.

- Burn: Preserve life total and protect the engine piece that lets you win before burn topdecks finish the game. Weather the Storm, Hydroblast, and Blue Elemental Blast are the sideboard cards that most directly change this matchup. Use Gretchen Titchwillow cautiously if commander mana competes with protection, but value her high toughness when it blocks small attackers. Reduce emphasis on Evanescent Intellect, Tolarian Winds, and slow expensive setup that does not change the life-total race.

- Removal-heavy: Force them to answer mana sources, untappers, commander, and payoff across different card types. Do not put all pressure on one creature when the hand can stage land Auras first; do not load Freed from the Real or Galvanic Alchemist onto a creature without protection unless waiting loses to the visible clock. Tamiyo's Safekeeping and Turn Aside are premium when they protect a specific permanent; Dispel, Spell Pierce, Miscalculation, Counterspell, Arcane Denial, Negate, Foil, and Daze are premium when the removal is on the stack. Hydroblast and Blue Elemental Blast matter against red removal; Annul matters only against artifact, enchantment, or lock-piece interaction.

## Specific Matchup Notes

- General/archetype-only: Exact opposing decklists are absent, so treat these notes as matchup assumptions until public information proves otherwise. Revealed cards, commander identity, visible mana, graveyards, and rules-engine legal actions override every archetype label. Because this is a Commander-family deck, reassess sideboard value after each game based on how the opposing commander actually converted resources, not only on color identity.

- Red spell pressure: Protect life first, then combo. Hydroblast, Blue Elemental Blast, and Weather the Storm are role cards when red damage, red removal, or spell-chain pressure is visible. Priority targets are lethal burn, removal aimed at Gretchen Titchwillow or a mana creature, and any red permanent that prevents the enchanted-land engine from surviving a turn cycle. Do not spend Counterspell, Arcane Denial, Negate, Miscalculation, Daze, Spell Pierce, Dispel, or Foil on low-impact red spells if the same mana must answer the spell that breaks up Freed from the Real, Galvanic Alchemist, Krosan Restorer, or Viridian Longbow.

- Flying or token pressure: Stabilize the combat step before committing slow Auras. Scattershot Archer is the role card when small flyers are visible, Spore Frog when one attack step determines survival, and Weather the Storm when spell volume or burn reach makes life total the bottleneck. Echoing Truth lines become higher value when multiple visible objects share a name. Priority targets are evasive attackers that shorten the clock below your setup turn and board-wide pump or payoff effects that convert small creatures into lethal pressure.

- Artifact or enchantment engines: Answer the permanent type that actually matters. Annul, Return to Nature, Gleeful Sabotage, or Serene Heart are role cards only when public cards make them live; do not dilute the combo plan for speculative hate. Priority targets are artifacts or enchantments that stop activated abilities, tax spells, remove Auras, lock combat, or generate a faster engine than Gretchen Titchwillow plus enchanted land. Keep Imprisoned in the Moon, Resculpt, Snap, and Echoing Truth mapped to resolved problem permanents when legal.

- Aura commanders and Aura engines: Serene Heart can swing a game, but it can also destroy your own mana engine or Freed from the Real line. Use it when the opponent has committed more meaningful Auras than you or when your hand can rebuild after the exchange. If your best path is immediate combo through Wild Growth, Utopia Sprawl, Fertile Ground, Overgrowth, Dawn's Reflection, Market Festival, Sheltered Aerie, Glittering Frost, Grafted Growth, Urban Utopia, Nature's Embrace, or Freed from the Real, prefer Annul, Return to Nature, Echoing Truth, Resculpt, or Imprisoned in the Moon unless Serene Heart is the only survival line.

- Graveyard plans: Use Relic of Progenitus only when the opponent's public graveyard, commander, or revealed cards show graveyard dependency. Priority targets are recursion pieces, flashback resources, reanimation setup, or graveyard-count payoffs. Account for your own Deep Analysis and Mystic Sanctuary before activating broad graveyard exile, because self-hate can reduce recovery after a failed combo turn. Return to Nature is a precise answer when one graveyard card is the real threat.

- Removal-heavy control: Present threats across card types and force inefficient answers. Prioritize protection for the permanent that currently converts mana into a win: Gretchen Titchwillow for cards, a land enchanted by Overgrowth or Dawn's Reflection for mana, or an untapper paired with Freed from the Real or Galvanic Alchemist for a combo turn. Hold Tamiyo's Safekeeping, Turn Aside, Dispel, Spell Pierce, Counterspell, and similar interaction for stack moments that preserve the decisive permanent. Hydroblast and Blue Elemental Blast upgrade this plan only when the removal is red.

- Big-mana or slow control: Race by assembling an advantaged mana turn before their top-end invalidates incremental play. Priority targets are accelerants or finishers that create a faster inevitability clock than your engine. Annul, Return to Nature, or Gleeful Sabotage are justified when their visible ramp is artifact or enchantment based; otherwise keep selection density high with Ponder, Brainstorm, Impulse, Frantic Search, Lórien Revealed, Merchant Scroll, Drift of Phantasms, Vedalken Aethermage, and Step Through.

- Unknown opponents: Start from the maindeck engine unless the opposing commander, first-game public cards, or sideboard stage gives a clear reason to specialize. A single narrow answer can be correct when it maps to the commander, but broad sideboard swaps should wait for evidence. The deck's default strength is mana plus cards plus protection, and that identity should survive every legal sideboard configuration.

## Risk Summary
- Mana risk: The deck is powerful but color- and sequencing-sensitive, because early Forest or Island access must support auras, untappers, protection, and blue interaction. Avoid hands that rely on a single nonbasic, a single aura target, or Simic Growth Chamber without enough early action against pressure.

- Matchup risk: Fast evasive pressure and spell-based burn can end the game before Gretchen Titchwillow or an enchanted-land engine repays the setup cost. Weather the Storm, Spore Frog, Scattershot Archer, Hydroblast, and Blue Elemental Blast help only when the public matchup makes them live.

- Draw risk: Brainstorm, Ponder, Impulse, Frantic Search, Tolarian Winds, Deep Analysis, and Lórien Revealed can find missing pieces, but selection that does not affect the board can lose tempo. Under a short clock, prefer a legal stabilizer or protected combo commitment over digging for a better future line.

- Over-sideboarding risk: The deck needs a high density of mana enchantments, untappers, selection, and payoff access. Do not bring narrow sideboard cards just because the opponent's colors suggest them; require visible targets or a clear matchup axis.

- Graveyard risk: Relic of Progenitus can disrupt opponents but can also weaken Deep Analysis and Mystic Sanctuary recovery. Activate graveyard hate when the opponent's graveyard matters more than your own recovery plan.

- Sweeper/removal risk: Creature-based pieces such as Arbor Elf, Voyaging Satyr, Stone-Seeder Hierophant, Krosan Restorer, Oboro Breezecaller, Pili-Pala, Cloud of Faeries, Peregrine Drake, and Gretchen Titchwillow expose the engine to removal. Do not stack Freed from the Real or Galvanic Alchemist onto a creature unless the turn can produce value, protection is available, or waiting loses to the visible clock.

- Closer risk: Infinite or very large mana does not win by itself unless a legal payoff exists. Confirm access to Gretchen Titchwillow, Viridian Longbow, Wildheart Invoker, Evanescent Intellect, or a deterministic board line before committing resources that cannot be rebuilt.

- Interaction risk: Countermagic is finite and can be stranded by wrong timing. Spend Counterspell, Arcane Denial, Negate, Miscalculation, Daze, Spell Pierce, Dispel, Foil, Turn Aside, and Tamiyo's Safekeeping on threats to survival, decisive engines, or the protected combo turn rather than generic value exchanges.

- Sequencing risk: Auras before protection, bounce lands before basic access, and draw before land-drop decisions can all create avoidable losses. Use legal actions and visible mana first, then decide whether selection, land deployment, commander activation, or combo commitment best preserves the next-turn line.

## Test Feedback Checklist
- Deciding factor: Record whether the game was decided by early mana development, commander access, a protected combo turn, combat pressure, interaction timing, or a failed closing plan. Name the exact visible cards involved, especially Gretchen Titchwillow, Freed from the Real, Galvanic Alchemist, Krosan Restorer, Viridian Longbow, Wildheart Invoker, Evanescent Intellect, or Peregrine Drake.

- Mulligans: Note whether the opening hand had both colors, a functional land sequence, and an early plan before turn three. Flag keeps that depended on Simic Growth Chamber alone, had selection but no stable mana, had mana auras without a safe land, or had interaction without velocity.

- Mana: Track whether 13 Forest, 17 Island, Command Tower, Opal Palace, Darksteel Citadel, Mystic Sanctuary, and Simic Growth Chamber supported the actual spell mix. Record any game where Utopia Sprawl, Wild Growth, Fertile Ground, Overgrowth, Dawn's Reflection, Market Festival, Glittering Frost, Grafted Growth, Sheltered Aerie, Urban Utopia, Blighted Burgeoning, or Nature's Embrace was stranded, exposed, or decisive.

- Velocity: Identify whether Ponder, Brainstorm, Impulse, Frantic Search, Tolarian Winds, Deep Analysis, Lórien Revealed, Merchant Scroll, Drift of Phantasms, Vedalken Aethermage, Step Through, or Gretchen Titchwillow found the missing role on time. Separate good digging from selection that spent a turn without improving survival.

- Engine: Record which engine actually mattered: enchanted land plus untapper, High Tide plus untaps, Gretchen Titchwillow card flow, Peregrine Drake mana, Cloud of Faeries tempo, or a creature-aura loop. Note whether protection was available before committing Freed from the Real or Galvanic Alchemist.

- Removal and counters: Mark each Counterspell, Arcane Denial, Negate, Miscalculation, Daze, Spell Pierce, Dispel, Foil, Turn Aside, Tamiyo's Safekeeping, Echoing Truth, Snap, Resculpt, and Imprisoned in the Moon as survival, engine protection, tempo, or low-impact. Flag every pass where visible interaction could have protected the decisive permanent.

- Combat: Record whether Arbor Elf, Voyaging Satyr, Stone-Seeder Hierophant, Krosan Restorer, Oboro Breezecaller, Pili-Pala, Cloud of Faeries, Peregrine Drake, Llanowar Visionary, Drift of Phantasms, or Gretchen Titchwillow needed to block instead of preserve engine value.

- Sideboard: Evaluate whether Hydroblast, Blue Elemental Blast, Annul, Return to Nature, Weather the Storm, Scattershot Archer, Spore Frog, Relic of Progenitus, Gleeful Sabotage, or Serene Heart had legal and relevant targets. Flag narrow cards that were drawn without public matchup proof.

- Closing: Record whether large mana converted into a win through Gretchen Titchwillow, Viridian Longbow, Wildheart Invoker, Evanescent Intellect, or combat. Flag games where the deck made mana but had no legal payoff.

- Role and mistakes: State whether the pilot should have acted as combo, control, or survival deck after the first three turns. List stranded cards, overperformers, underperformers, missed land-drop sequencing, premature aura commitment, and any legal-action mismatch between the guide and Forge output.

## First Tuning Questions
- Mana balance: If blue interaction or selection is stranded, should the 13 Forest / 17 Island split move toward more blue, or did the loss come from keeping hands without Command Tower, Urban Utopia, Fertile Ground, or other fixing? If green setup is stranded, ask the reverse before changing spell roles.

- Aura density: If enchanted-land engines fail to assemble, does the deck need more effects in the role of Wild Growth, Utopia Sprawl, Overgrowth, Dawn's Reflection, Market Festival, Glittering Frost, Grafted Growth, Sheltered Aerie, Blighted Burgeoning, Nature's Embrace, or Fertile Ground? If aura targets die or get bounced too often, should emphasis shift toward High Tide, Peregrine Drake, Cloud of Faeries, and Gretchen Titchwillow instead?

- Untapper density: If mana engines lack a creature or spell to reuse lands, should the role currently held by Arbor Elf, Voyaging Satyr, Stone-Seeder Hierophant, Krosan Restorer, Vizier of Tumbling Sands, Twiddle, Dream's Grip, Tidal Bore, Emerald Charm, Hidden Strings, Vitalize, Dramatic Reversal, and Cerulean Wisps gain redundancy?

- Protection mix: If combo turns lose to removal, should the protection/counter suite emphasize Turn Aside, Tamiyo's Safekeeping, Dispel, Spell Pierce, Counterspell, Arcane Denial, Negate, Miscalculation, Daze, and Foil differently? If counters sit unused against creature boards, should more sideboard or main-deck emphasis move toward battlefield answers.

- Aggro plan: If fast pressure beats setup, are Weather the Storm, Spore Frog, Scattershot Archer, Echoing Truth, Snap, Resculpt, and Imprisoned in the Moon enough to bridge to the engine? If not, identify whether the failure was life total, blockers, flying pressure, or losing tempo to selection.

- Control plan: If removal-heavy opponents break up every creature engine, should the deck lean harder on Gretchen Titchwillow, Deep Analysis, Mystic Sanctuary, Lórien Revealed, Merchant Scroll, and protected land enchantments rather than fragile creature commitments?

- Closers: If games stall after large mana, should the deck increase access to Viridian Longbow, Wildheart Invoker, Evanescent Intellect, or other legal payoff roles? Record whether the issue was payoff absence, payoff removal, summoning sickness, or failure to leave mana after setup.

- Sideboard slots: If Hydroblast, Blue Elemental Blast, Annul, Return to Nature, Relic of Progenitus, Gleeful Sabotage, or Serene Heart lack targets across testing, which matchup axis actually needs help? If Weather the Storm, Scattershot Archer, or Spore Frog overperform, ask whether the maindeck survival plan is too thin.

- Role conflict: If the pilot loses while holding both combo pieces and counters, decide whether the matchup asks for earlier commitment or longer control. Use visible clock, known opposing interaction, commander tax, and available protection to separate bad strategy from bad sequencing.

## Veles Tactical Policy

### Policy: Opening Hand Engine Gate
Priority: High
Decision families: mulligan
Cards: Gretchen Titchwillow; Forest; Island; Command Tower; Simic Growth Chamber; Utopia Sprawl; Wild Growth; Fertile Ground; Ponder; Brainstorm; Impulse
Phase windows: pregame
Runtime cues: prompt:mulligan; opening hand; commander available
Use when: deciding keep or mulligan before the first turn.
Avoid when: the rules engine presents only mandatory keep-like choices.
Instructions: Keep hands with two functional mana sources or one land plus selection and a one-mana accelerator, with access to both blue and green by turn three. Reject hands that have only payoff pieces, only counters, or an aura with no safe land to enchant.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: First Enabling Permanent
Priority: Medium
Decision families: mana; priority
Cards: Arbor Elf; Voyaging Satyr; Utopia Sprawl; Wild Growth; Fertile Ground; Urban Utopia; Arcane Signet; Gretchen Titchwillow
Phase windows: main phase before combat; main phase after combat
Runtime cues: action:cast; action:play land; visible mana development
Use when: selecting the first setup play in turns one through three.
Avoid when: visible pressure requires immediate interaction or a counter must be held for a known opposing threat.
Instructions: Establish a mana creature, land aura, or Arcane Signet before spending mana on slow selection unless the hand lacks a second land or a required color. Prefer setup that leaves next turn's Gretchen Titchwillow or protection line legal.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Enchanted Land Commitment
Priority: High
Decision families: mana; priority; interaction
Cards: Utopia Sprawl; Wild Growth; Fertile Ground; Overgrowth; Dawn's Reflection; Market Festival; Glittering Frost; Sheltered Aerie; Grafted Growth; Nature's Embrace; Blighted Burgeoning; Simic Growth Chamber
Phase windows: main phase before combat; main phase after combat
Runtime cues: action:cast aura; action:target land
Use when: committing an aura to a land that may become the combo mana source.
Avoid when: the enchanted land would be the only land, the opponent has visible bounce or land destruction pressure, or no untapper/payoff is present and waiting does not cost a turn.
Instructions: Put high-output auras on lands that untappers can legally reuse, especially basics or stable dual sources. Treat Simic Growth Chamber as powerful but fragile; require a reason before stacking the whole plan on it.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Combo Go-Now Gate
Priority: High
Decision families: priority; mana; interaction
Cards: Freed from the Real; Galvanic Alchemist; Krosan Restorer; Voyaging Satyr; Arbor Elf; Stone-Seeder Hierophant; Pili-Pala; Viridian Longbow; Wildheart Invoker; Evanescent Intellect; Gretchen Titchwillow
Phase windows: main phase before combat; main phase after combat; opponent end step
Runtime cues: action:cast Freed from the Real; action:cast Galvanic Alchemist; action:activate
Use when: deciding whether to start a loop, tap out, or expose the key creature.
Avoid when: visible interaction or open mana makes the engine likely to fail and the hand has a safer draw-control line.
Instructions: Commit when the line creates decisive mana, lethal damage, milling, or enough Gretchen Titchwillow activations to dominate before the opponent untaps. Wait when protection is absent and the board clock permits patience.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Self Target For Untap Aura
Priority: Low
Decision families: selection; mana
Cards: Freed from the Real; Galvanic Alchemist; Krosan Restorer; Voyaging Satyr; Arbor Elf; Stone-Seeder Hierophant; Pili-Pala
Phase windows: main phase before combat; main phase after combat
Runtime cues: action:target self Freed from the Real; action:target self Galvanic Alchemist
Use when: the combo gate has already selected the line and the only legal target matching the action text is the visible friendly untapper named in the current plan.
Avoid when: multiple friendly target creatures are legal and the current plan does not name the exact target.
Instructions: Choose the target creature already identified by the combo line. Do not retarget to a different creature for speculative value.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: High Tide Turn Gate
Priority: High
Decision families: mana; priority; interaction
Cards: High Tide; Frantic Search; Cloud of Faeries; Peregrine Drake; Twiddle; Dream's Grip; Tidal Bore; Emerald Charm; Hidden Strings; Dramatic Reversal; Vitalize; Cerulean Wisps
Phase windows: main phase before combat; main phase after combat
Runtime cues: action:cast High Tide; action:cast Frantic Search; action:cast Peregrine Drake
Use when: deciding whether to convert Islands and untaps into a burst turn.
Avoid when: Island count is low, payoff is absent, or the opponent can force the turn to fizzle through visible stack interaction.
Instructions: Start High Tide turns when untap spells and Islands produce a material mana gain and a payoff or draw chain is legal. Preserve one interaction spell when the payoff depends on a permanent surviving.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Gretchen Card-Flow Activation
Priority: Medium
Decision families: mana; priority; selection
Cards: Gretchen Titchwillow
Phase windows: opponent end step; main phase after combat; main phase before combat
Runtime cues: action:activate Gretchen Titchwillow
Use when: Gretchen Titchwillow activation is legal and mana can be spent on card flow or land placement.
Avoid when: activating consumes mana needed for a counter, protection spell, combat survival, or a same-turn engine commitment.
Instructions: Use Gretchen Titchwillow mainly at opponent end step or after essential plays. Main-phase activate only when the extra land placement changes the current turn or the hand needs immediate velocity.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Permission Spend Gate
Priority: High
Decision families: interaction; priority
Cards: Counterspell; Arcane Denial; Negate; Miscalculation; Daze; Spell Pierce; Dispel; Foil; Turn Aside; Tamiyo's Safekeeping
Phase windows: any priority window; stack interaction
Runtime cues: action:cast Counterspell; action:cast Arcane Denial; action:cast Negate; action:cast Dispel; action:cast Turn Aside
Use when: an opposing spell or ability threatens the engine, a payoff, lethal survival, or a decisive resource swing.
Avoid when: the target is low impact, can be answered later, or spending permission opens the combo permanent to a known larger threat.
Instructions: Counter removal aimed at the active engine before countering generic card advantage. Use Turn Aside and Tamiyo's Safekeeping for targeted disruption, not for minor tempo unless survival requires it.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Bounce And Removal Timing
Priority: Medium
Decision families: interaction; priority; combat
Cards: Echoing Truth; Snap; Resculpt; Imprisoned in the Moon
Phase windows: main phase; combat; stack interaction; opponent end step
Runtime cues: action:cast Echoing Truth; action:cast Snap; action:cast Resculpt; action:cast Imprisoned in the Moon
Use when: a visible permanent blocks the combo, creates lethal pressure, or must be removed before a payoff resolves.
Avoid when: the answer would trade down against a token or temporary threat while a higher-impact permanent is visible.
Instructions: Prefer tempo bounce during combo turns and durable answers for commanders or repeat engines. Use Snap as both interaction and mana generation only when the untapped lands are relevant.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Selection And Tutor Role Choice
Priority: Medium
Decision families: selection; mana; priority
Cards: Ponder; Brainstorm; Impulse; Merchant Scroll; Drift of Phantasms; Vedalken Aethermage; Step Through; Lórien Revealed; Crop Rotation
Phase windows: main phase; opponent end step
Runtime cues: action:cast Ponder; action:cast Impulse; action:transmute; action:cycle; action:cast Crop Rotation
Use when: choosing what role to find or whether to spend mana on selection.
Avoid when: the current board requires immediate survival or the selection line sacrifices a land without a clear legal payoff.
Instructions: Search first for missing mana, then missing untapper, then protection, then payoff. Merchant Scroll should prioritize the instant role required now; transmute and wizardcycling require light-model role judgment.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Mandatory Exact Mana Payment
Priority: Low
Decision families: mana
Cards: none
Phase windows: any payment prompt
Runtime cues: action:pay; action:choose mana
Use when: the engine presents exactly one legal payment action and it pays the spell or ability already selected.
Avoid when: multiple payments differ by leaving different colors, tapping an engine land, or spending floating mana needed for a pending tax.
Instructions: Select the only legal payment for the chosen action. Preserve manual reasoning whenever payment choices change future blue interaction or green untap access.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Viridian Longbow Closing Target
Priority: Medium
Decision families: selection; interaction; priority
Cards: Viridian Longbow
Phase windows: main phase; combat; opponent end step
Runtime cues: action:target opponent Viridian Longbow
Use when: the Longbow activation line has already been selected and the legal action text targets the opponent directly.
Avoid when: a visible creature must be removed first to prevent lethal damage or protect the loop.
Instructions: Target the opponent for deterministic closing only after the pilot has committed to damage as the win path. Use light-model for creature-versus-player target judgment.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Evanescent Intellect Payoff Target
Priority: Medium
Decision families: selection; priority
Cards: Evanescent Intellect
Phase windows: main phase; opponent end step
Runtime cues: action:target opponent Evanescent Intellect
Use when: the mill activation line has already been selected and the legal action text targets the opponent.
Avoid when: the opponent library is not the selected win axis or a creature target choice for the Aura is still unresolved.
Instructions: Target the opponent with the granted mill ability during a committed mill line. Do not choose self-targeting unless the engine request explicitly identifies a legal self-mill purpose.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Combat Preservation Rule
Priority: Medium
Decision families: combat; priority
Cards: Gretchen Titchwillow; Arbor Elf; Voyaging Satyr; Stone-Seeder Hierophant; Krosan Restorer; Oboro Breezecaller; Pili-Pala; Drift of Phantasms; Peregrine Drake; Cloud of Faeries
Phase windows: declare attackers; declare blockers; combat damage
Runtime cues: prompt:declare attackers; prompt:declare blockers; action:block; action:attack
Use when: deciding attacks, blocks, or whether to expose engine bodies.
Avoid when: exactly one legal no-block or mandatory block action is presented.
Instructions: Preserve untappers and commander access unless blocking prevents lethal or protects a more important engine. Attack only when damage matters and the creature is not needed for mana, defense, or combo material before the next untap.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Evidence Gate
Priority: High
Decision families: sideboard; pregame
Cards: Hydroblast; Blue Elemental Blast; Annul; Return to Nature; Weather the Storm; Scattershot Archer; Spore Frog; Relic of Progenitus; Gleeful Sabotage; Serene Heart
Phase windows: sideboarding; pregame after game one; pregame after game two
Runtime cues: prompt:sideboard; match stage; opponent commander; opponent public archetype; revealed permanents; graveyard contents
Use when: selecting a legal 10-card sideboard adjustment for the next game.
Avoid when: matchup evidence is unknown, the opponent's public cards do not match the Sideboard Map plan, or the change would remove both setup density and protection density.
Instructions: Choose only sideboard cards with visible matchup relevance, and remove only registered main-deck cards named in the corresponding plan. Prefer the smallest plan that answers the confirmed axis while preserving land enchantments, untappers, selection, permission, and at least one payoff path.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Lock Legality
Priority: High
Decision families: sideboard; validation; pregame
Cards: Hydroblast; Blue Elemental Blast; Annul; Return to Nature; Weather the Storm; Scattershot Archer; Spore Frog; Relic of Progenitus; Gleeful Sabotage; Serene Heart
Phase windows: sideboarding; match lock; pregame after game one; pregame after game two
Runtime cues: prompt:submit sideboard; sideboard validation; registered 100 plus 10; generated swap plan
Use when: submitting a final sideboard plan to Veles for the next game.
Avoid when: any proposed incoming card is absent from the registered sideboard, any proposed outgoing card is absent from the registered main deck, quantities fail to preserve the registered 110 cards, or the reason relies on hidden cards not shown to the player.
Instructions: Verify every incoming name is one of Hydroblast, Blue Elemental Blast, Annul, Return to Nature, Weather the Storm, Scattershot Archer, Spore Frog, Relic of Progenitus, Gleeful Sabotage, or Serene Heart. Verify every outgoing name is an exact main-deck card name. Reject placeholder names and speculative broad plans.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Narrow Sideboard Card Deployment
Priority: Medium
Decision families: interaction; priority; combat; activated ability
Cards: Hydroblast; Blue Elemental Blast; Annul; Return to Nature; Weather the Storm; Scattershot Archer; Spore Frog; Relic of Progenitus; Gleeful Sabotage; Serene Heart
Phase windows: main phase; combat; opponent turn; stack interaction; end step
Runtime cues: action:cast Hydroblast; action:cast Blue Elemental Blast; action:cast Annul; action:cast Return to Nature; action:cast Weather the Storm; action:activate Relic of Progenitus; action:cast Spore Frog; action:activate Scattershot Archer; action:cast Gleeful Sabotage; action:cast Serene Heart
Use when: a boarded card has a legal target or survival function matching public information.
Avoid when: firing the card would miss the confirmed matchup axis, consume mana needed for a protected combo turn, or harm your own Aura or graveyard plan more than the opponent's plan.
Instructions: Use Hydroblast and Blue Elemental Blast on red threats or stack fights; Annul, Return to Nature, Gleeful Sabotage, and Serene Heart on confirmed artifact or enchantment pressure; Relic of Progenitus before recursion becomes decisive; Spore Frog, Scattershot Archer, and Weather the Storm only when the combat or life-total window is real.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes
