# Strategy Specifications
## Deck Name And Archetype
Jasmine Boreal of the Seven is a Pauper Commander strategy with a 100-card main deck, a 10-card Veles policy sideboard, and Jasmine Boreal of the Seven registered as the commander. The supplied format-aware validation contract says the deck passes: exactly 100 main-deck cards, singleton construction outside basic lands, 12 Forest, 8 Plains, and a legal 10-card sideboard for the active Veles sideboard model. Do not apply 60-card constructed deck-size rules to this command-zone format.

This is a rogue Selesnya commander deck rather than a stock metagame list, even though the current archetype tags are `combo, combo`. The registered cards read as a hybrid of commander-centric creature pressure, large vanilla or low-text creatures, green ramp, white-green removal, and sideboard bullets. Runtime pilots should treat the `combo` tag as a high-priority hypothesis to test against legal actions, not as permission to force a deterministic line when the board only offers combat, ramp, removal, or commander development.

The deck’s practical identity is Jasmine Boreal of the Seven plus bodies that appear intended to benefit from Jasmine’s creature-text incentives, supported by acceleration from Llanowar Elves, Avacyn's Pilgrim, Utopia Sprawl, Wild Growth, Overgrowth, Arcane Signet, Selesnya Signet, Commander's Sphere, Cultivate, Kodama's Reach, Ornithopter of Paradise, Wildfield Borderpost, and land fixing. Card text check required for any exact Jasmine Boreal of the Seven payoff calculation; the agent must rely on rules-engine legal actions and visible continuous effects rather than assuming a specific buff, evasion pattern, or combat restriction.

The main-deck role spread is wide and must be piloted as a board-development deck until a legal combo line is visible. Early creatures include Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Cliffhaven Sell-Sword, Devilthorn Fox, Oreskos Swiftclaw, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, and Swordwise Centaur; midrange and top-end pressure includes Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Canopy Gorger, Orazca Frillback, Vorstclaw, Alpha Tyrranax, Primordial Wurm, Ancient Brontodon, Tusked Colossodon, and Axebane Stag. The agent should not describe these as generic staples; they are registered deck-specific threats whose tactical value depends on Jasmine, mana curve, combat math, and opponent pressure.

The interaction suite is broad but mostly one-for-one or temporary, so legality and target quality matter. Nature's Claim, Disenchant, Naturalize, Generous Gift, Crib Swap, Journey to Nowhere, Banishing Light, Oblivion Ring, Introduction to Annihilation, Make Your Move, Shower of Arrows, Stormplain Detainment, Fog, Rebellious Strike, Sarkhan's Resolve, Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, and Besotted Knight // Betroth the Beast should be evaluated from visible board state and stack context. Card text check required for unfamiliar modal, adventure, combat trick, and removal details before making policy claims beyond legal-action selection.

Mana concerns are real because the deck needs early green for acceleration, white for commander and removal, and enough total mana to cast expensive creatures. Taplands and fixing lands such as Arctic Treeline, Botanical Plaza, Blossoming Sands, Radiant Grove, Tranquil Expanse, Thornglint Bridge, Selesnya Guildgate, Selesnya Sanctuary, Command Tower, Path of Ancestry, Thriving Grove, Thriving Heath, Citadel Gate, Manor Gate, Creosote Heath, Terramorphic Expanse, and Evolving Wilds make sequencing important. Hands with only slow lands and no early ramp may stumble; hands with green acceleration and either white access or a route to white are structurally stronger.

Opponent information status is unknown because no matchup, commander, decklist, colors, or metagame sample was supplied. The pilot should infer opponent role only from revealed commanders, public lands, visible permanents, stack actions, graveyards, exile, life totals, and legal-action prompts. When sideboarding or choosing interaction, do not name or assume opposing cards unless they are visible, logged, or explicitly represented as `opponent:` examples outside policy `Cards:` fields in later sections.

## Thesis
Jasmine Boreal of the Seven assembles commander-enabled creature pressure, not a deterministic spell combo. The deck wants early green mana, enough white access to deploy Jasmine Boreal of the Seven and removal, then a battlefield of low-text or vanilla creatures that can attack through many opposing boards once Jasmine's incentives matter. Treat the `combo` label as "commander plus compatible bodies plus combat math," and require rules-engine confirmation for every legal attack, block, target, and mana payment.

The primary win pattern is to turn mana acceleration into oversized creature deployment, then convert board presence into repeated attacks. Early bodies such as Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, and Swordwise Centaur create pressure or trade before the large threats arrive. Midgame and top-end bodies such as Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Canopy Gorger, Orazca Frillback, Vorstclaw, Alpha Tyrranax, Primordial Wurm, Ancient Brontodon, Tusked Colossodon, and Axebane Stag are the cards that close games when the pilot has stabilized mana and combat access.

Prioritize mana development before expensive threats unless the visible board demands defense immediately. Llanowar Elves, Avacyn's Pilgrim, Utopia Sprawl, Wild Growth, Overgrowth, Arcane Signet, Selesnya Signet, Commander's Sphere, Ornithopter of Paradise, Wildfield Borderpost, Cultivate, and Kodama's Reach are the deck's bridge from small creatures to seven-plus-mana bodies. Fetch and fixing lands such as Terramorphic Expanse, Evolving Wilds, Command Tower, Path of Ancestry, Selesnya Sanctuary, Citadel Gate, Manor Gate, Thriving Grove, Thriving Heath, and the green-white taplands should be sequenced to secure both colors while minimizing turns where the deck cannot spend its mana.

Do not pilot this list as hard control, fast aggro, or a hidden-card combo deck. The interaction is for buying attacks, answering blockers or engines, surviving lethal turns, and protecting a board that is already worth protecting. Nature's Claim, Disenchant, Naturalize, Generous Gift, Crib Swap, Journey to Nowhere, Banishing Light, Oblivion Ring, Introduction to Annihilation, Make Your Move, Shower of Arrows, Stormplain Detainment, Fog, Rebellious Strike, Sarkhan's Resolve, Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, and Besotted Knight // Betroth the Beast must be spent from visible threats, stack context, and legal targets, not from generic fear.

## Role Package
- Threats: Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Elvish Ranger, Panther Warriors, Garruk's Gorehorn, Terrain Elemental, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, Cowl Prowler, Oreskos Swiftclaw, Devilthorn Fox, Swordwise Centaur, Prizefighter Construct, Canopy Gorger, Alpine Grizzly, Orazca Frillback, Vorstclaw, Alpha Tyrranax, Primordial Wurm, Ancient Brontodon, Tusked Colossodon, and Axebane Stag are the main pressure package. Prefer threats that spend mana efficiently, improve blocking against visible pressure, or become hard to block with Jasmine Boreal of the Seven.

- Payoffs: Jasmine Boreal of the Seven is the commander payoff and the deck's reason to play so many simple creatures. Card text check required for exact runtime effects, but the strategic plan is to make no-ability or low-text bodies matter more than their raw rate. Besotted Knight // Betroth the Beast, Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Rebellious Strike, and Sarkhan's Resolve are conditional payoff or combat-conversion cards only when their legal modes improve a specific attack, block, or survival line.

- Engines: Utopia Sprawl, Wild Growth, Overgrowth, Llanowar Elves, Avacyn's Pilgrim, Ornithopter of Paradise, Arcane Signet, Selesnya Signet, Commander's Sphere, Wildfield Borderpost, Cultivate, and Kodama's Reach are the sustained mana engine. The deck's engine is resource acceleration, not card-loop recursion.

- Velocity: Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, Tuinvale Treefolk // Oaken Boon, and Garenbrig Carver // Shield's Might help find or shape action. Use selection to hit land drops, locate a body for Jasmine pressure, or find interaction when the visible board already threatens a loss.

- Interaction: Nature's Claim, Disenchant, Naturalize, Generous Gift, Crib Swap, Journey to Nowhere, Banishing Light, Oblivion Ring, Introduction to Annihilation, Make Your Move, Shower of Arrows, and Stormplain Detainment answer permanents or combat states. Preserve flexible answers for opposing engines, evasive lethal attackers, protected blockers, or cards that invalidate creature combat.

- Protection: Fog, Wrap in Vigor from the sideboard, Prismatic Strands from the sideboard, Standard Bearer from the sideboard, Obsidian Acolyte from the sideboard, Crimson Acolyte from the sideboard, Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Rebellious Strike, and Sarkhan's Resolve are protection or combat-swing tools when legal text supports that role. Card text check required for exact prevention, pump, targeting, and protection details.

- Recursion: The registered deck has no clear recursion engine. Do not value graveyard filling as a plan unless a visible legal action or sideboarded Relic of Progenitus decision makes graveyards strategically relevant.

- Mana: Forest, Plains, Arctic Treeline, Botanical Plaza, Blossoming Sands, Radiant Grove, Tranquil Expanse, Thornglint Bridge, Selesnya Guildgate, Selesnya Sanctuary, Command Tower, Path of Ancestry, Thriving Grove, Thriving Heath, Citadel Gate, Manor Gate, Creosote Heath, Terramorphic Expanse, and Evolving Wilds support the green-white base. Bias early land choices toward untapped green for acceleration and reliable white for Jasmine Boreal of the Seven plus removal.

- Sideboard modules: Dust to Dust and Gleeful Sabotage reinforce artifact/enchantment pressure; Relic of Progenitus fights graveyard dependency; Scattershot Archer pressures small fliers; Weather the Storm helps against burst damage; Standard Bearer, Obsidian Acolyte, Crimson Acolyte, Prismatic Strands, and Wrap in Vigor protect key combat or board states. Sideboard decisions must follow exact Veles sideboard plans later, not improvised card-count swaps.

## Primary Win Conditions
- Commander-enabled board pressure is the main win path: set up green-white mana, cast Jasmine Boreal of the Seven when she is legal and not immediately outclassed, then attack with simple high-power creatures that benefit from her plan. Card text check required for exact Jasmine Boreal of the Seven wording, but the deck is built to make Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Knight of New Benalia, Swordwise Centaur, Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Canopy Gorger, Orazca Frillback, Vorstclaw, Alpha Tyrranax, Primordial Wurm, Ancient Brontodon, Tusked Colossodon, and Axebane Stag convert into lethal attacks. Prioritize this path when mana is functional, at least one creature can attack or block profitably from visible board state, and the opponent is relying on creature combat rather than sweepers or unblockable pressure.

- Mana-acceleration into oversized threats is the cleanest non-commander win path: deploy Llanowar Elves, Avacyn's Pilgrim, Ornithopter of Paradise, Utopia Sprawl, Wild Growth, Overgrowth, Arcane Signet, Selesnya Signet, Commander's Sphere, Wildfield Borderpost, Cultivate, or Kodama's Reach before committing expensive creatures. Execute by spending early turns increasing mana, then present one large body per turn until the opponent must answer the battlefield instead of advancing their plan. Disruption is removal on mana creatures, destroyed enchanted lands, bounce on Selesnya Sanctuary, or tempo pressure that punishes tapped lands; when those are visible risks, prefer land-based ramp and cheaper stabilizers before seven-plus-mana creatures.

- Removal-backed combat is the main closing line against boards with blockers: use Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Introduction to Annihilation, Make Your Move, Shower of Arrows, or Stormplain Detainment to clear the creature or permanent that stops lethal or invalidates attacks. Prioritize flexible removal only when the target changes combat math, protects a lethal clock, removes an engine that will outscale this deck, or prevents an immediate loss. Do not spend Nature's Claim, Disenchant, or Naturalize on low-impact artifacts or enchantments unless legal text and visible state show the permanent is blocking the win path or creating a faster opposing clock.

- Combat-trick conversion is a conditional win path, not a default plan: use Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Rebellious Strike, Sarkhan's Resolve, Besotted Knight // Betroth the Beast, Fog, and sideboarded Prismatic Strands or Wrap in Vigor only when legal actions and visible combat show that the spell preserves a key attacker, wins a race, blanks a lethal counterattack, or creates a favorable attack step. Card text check required for exact adventure, pump, prevention, and damage modes; never assume a trick changes power, toughness, protection, or damage unless the rules engine exposes that legal effect.

## Secondary Win Conditions
- Small-creature fallback pressure matters when the top end is slow or removed: curve Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, Terrain Elemental, Alpine Grizzly, and Swordwise Centaur into repeated attacks before opponents stabilize. This line is strongest against stumbling mana, low blocker density, or opponents spending turns on setup. Shift away from it when attacks trade down into tokens, lifegain erases the clock, or a larger blocker makes multiple creatures ineffective.

- Value-through-selection is the backup plan when cards are running low: cast Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, Tuinvale Treefolk // Oaken Boon, or Garenbrig Carver // Shield's Might to find lands, creatures, or interaction according to the current pressure. Use selection before committing a land only when the legal selection could change the land drop, and use it after developing mana when the immediate board already demands a blocker or removal spell.

- Permanent-answer attrition is the fallback against engines and prison pieces: save Nature's Claim, Disenchant, Naturalize, Generous Gift, Introduction to Annihilation, Banishing Light, Oblivion Ring, Journey to Nowhere, and sideboarded Dust to Dust or Gleeful Sabotage for permanents that generate repeated advantage or stop attacks. This deck does not have a hard lock, recursion engine, or creature-land package, so attrition wins by preventing the opponent's key permanent from taking over while ordinary creatures keep attacking.

- Direct burn is not a registered primary plan: do not route toward burn kills unless a visible legal action from Sarkhan's Resolve, Shower of Arrows, Rebellious Strike, or another registered card explicitly targets a player or lethal object. Card text check required before treating any of those cards as reach.

- Graveyard recursion is not a deck plan: the main deck has no clear recursion engine, and Relic of Progenitus is sideboard graveyard interaction rather than self-synergy. Treat the graveyard as public information for opposing threats, not as a resource to build around.

## Emergency Lines
- Behind on life, stabilize before advancing the slow plan: prioritize legal blockers, Fog, Prismatic Strands after sideboarding, Weather the Storm after sideboarding, removal on evasive or lethal attackers, and creatures that absorb damage over expensive attackers that do not affect the next combat. Keep Jasmine Boreal of the Seven back when commander attacks do not improve survival.

- Behind on board, trade material to stop the next lethal or snowballing attack: use Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Make Your Move, Shower of Arrows, Stormplain Detainment, Introduction to Annihilation, or a large blocker on the permanent that matters most from visible combat math. Do not protect a marginal creature if the same mana can answer the threat causing the loss.

- Behind on cards, spend selection for impact rather than texture: Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, and modal adventure cards should look for a land drop, stabilizing creature, or answer that changes the current turn cycle. Avoid low-impact attacks that lose creatures for no damage when card quantity is already the bottleneck.

- Behind on mana, rebuild from reliable sources first: prioritize land drops, Terramorphic Expanse, Evolving Wilds, Cultivate, Kodama's Reach, signets, Commander's Sphere, Wild Growth, Utopia Sprawl, and Overgrowth before casting oversized creatures. If enchanted-land removal or bounce is visible, spread risk across artifacts, creatures, and basic Forest or Plains instead of stacking all mana on one land.

- If Jasmine Boreal of the Seven is removed or commander tax is too high, win with normal creature sizing and interaction-backed attacks. Do not recast the commander into obvious tempo loss when the same mana casts Vorstclaw, Alpha Tyrranax, Primordial Wurm, Ancient Brontodon, Tusked Colossodon, Axebane Stag, or multiple stabilizing plays.

- If the main combat plan is blanked, change the axis through sideboard roles when legal: bring artifact/enchantment pressure, graveyard hate, flier pressure, color protection, prevention, or anti-burn lifegain according to the exact Sideboard Map. In-game, use those cards only against visible threats and legal targets, not as generic value spells.

## Resource Model
- Life is a race buffer for reaching Jasmine Boreal of the Seven plus large vanilla creatures, not a spendable combo resource. Preserve life against evasive pressure and go-wide attacks with blockers, Fog, removal, and sideboard bullets such as Prismatic Strands or Weather the Storm; accept damage only when the return is a faster lethal clock or a much stronger board.

- Hand size is this deck's scarce planning resource because most threats are one-for-one creatures and the list has limited raw card draw. Use Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, and creature-adventure halves such as Tuinvale Treefolk // Oaken Boon or Garenbrig Carver // Shield's Might to convert a weak hand into the missing land, threat, or stabilizer; do not spend selection for cosmetic improvement when a visible attacker, blocker, or engine requires an answer.

- Mana is the deck's main conversion engine: early acceleration turns ordinary creatures into a board-size advantage and makes seven-plus-mana bodies realistic. Prioritize Llanowar Elves, Avacyn's Pilgrim, Poison Dart Frog, Ornithopter of Paradise, Arcane Signet, Selesnya Signet, Wild Growth, Utopia Sprawl, Overgrowth, Cultivate, Kodama's Reach, Commander's Sphere, and Wildfield Borderpost when the hand contains expensive creatures or commander tax risk.

- Board material wins through size and combat permission, not sacrifice value. Keep enough vanilla creatures on battlefield for Jasmine Boreal of the Seven to matter, and trade them only when the trade prevents lethal, removes an opposing key blocker, or protects a future attack step. Treat Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, Swordwise Centaur, Alpine Grizzly, and larger creatures as clock pieces before treating them as disposable bodies.

- Graveyard and exile are mostly information zones for this deck. Use the graveyard to track spent removal, dead threats, flashback or recursion risk from the opponent, and Relic of Progenitus timing after sideboarding; do not assume self-recursion or exile-cast value unless a visible legal action explicitly grants it. Introduction to Annihilation and exile-style removal should be judged by the target's board impact and the cost of giving the opponent any exposed benefit from card text; Card text check required for exact draw or exile riders if the engine prompt is ambiguous.

- Lands are both color fixing and tempo liabilities. Tapped lands improve long-game color reliability, while Selesnya Sanctuary, Terramorphic Expanse, Evolving Wilds, Citadel Gate, Manor Gate, Thriving Grove, Thriving Heath, Path of Ancestry, Botanical Plaza, Arctic Treeline, Blossoming Sands, Radiant Grove, Creosote Heath, Thornglint Bridge, Tranquil Expanse, Selesnya Guildgate, and Selesnya Sanctuary can slow early plays. Sequence them when the hand has no one-mana play or when a later double-spell turn matters more than immediate pressure.

- Sacrifice fodder is not a planned resource. Do not expose creatures to sacrifice costs or chump blocks as if the deck has recursion; use expendable bodies only to prevent decisive damage, protect Jasmine Boreal of the Seven, or buy the turn needed for a larger blocker or removal spell.

- Tempo is created by curving simple creatures into removal-backed attacks. Spend Nature's Claim, Disenchant, Naturalize, Generous Gift, Crib Swap, Journey to Nowhere, Banishing Light, Oblivion Ring, Make Your Move, Shower of Arrows, Stormplain Detainment, and Introduction to Annihilation when the answer unlocks attacks or stops a faster engine; otherwise keep developing mana and bodies.

- Information should change commitments, not invent certainty. Use revealed hands, public graveyards, visible mana, known commander tax, and legal action prompts to decide whether to commit Jasmine Boreal of the Seven, tap out for a large creature, hold Fog, or keep interaction open.

- Sideboard bullets are narrow resources with high timing value. Dust to Dust and Gleeful Sabotage answer artifact/enchantment density, Standard Bearer redirects some targeted plans if legal text supports it, Obsidian Acolyte and Crimson Acolyte protect against color-specific interaction, Scattershot Archer pressures small fliers, Relic of Progenitus attacks graveyards, Wrap in Vigor protects a board, Prismatic Strands prevents damage, and Weather the Storm buys time against burst damage; Card text check required for exact activation, targeting, and prevention restrictions.

## Mana Guide
- Keep hands that can cast early plays and reach both colors without relying on a single fragile source. A strong opener has at least two mana sources, access to green for ramp or selection, and a path to white for Jasmine Boreal of the Seven or removal; a slower hand needs Cultivate, Kodama's Reach, Arcane Signet, Selesnya Signet, Commander's Sphere, Wildfield Borderpost, or multiple lands that enter untapped or fix both colors.

- Mulligan hands that cannot produce green by turn two unless they already cast multiple white creatures and have a visible route to green. Mulligan hands with only tapped lands and no one- or two-mana play against fast starts, and be skeptical of hands whose first meaningful action is a five-plus-mana creature without ramp.

- Fetch basics according to the hand's bottleneck. Terramorphic Expanse and Evolving Wilds should usually find Forest when the hand needs Llanowar Elves, Wild Growth, Utopia Sprawl, Overgrowth, Cultivate, Kodama's Reach, Track Down, Adventure Awaits, Elven Farsight, or large green creatures; find Plains when white removal, Jasmine Boreal of the Seven, or early white attackers are stranded.

- Sequence tapped fixing early when it does not cost a legal spell. Play Arctic Treeline, Botanical Plaza, Blossoming Sands, Radiant Grove, Tranquil Expanse, Selesnya Guildgate, Thornglint Bridge, Creosote Heath, Citadel Gate, Manor Gate, Thriving Grove, Thriving Heath, Path of Ancestry, or Selesnya Sanctuary before untapped basics when the turn has no one-mana action. Prefer untapped Forest or Plains when it enables Llanowar Elves, Avacyn's Pilgrim, Wild Growth, Utopia Sprawl, Nature's Claim, Fog, Elite Vanguard, or Savannah Lions.

- Protect enchanted lands from avoidable concentration risk. Put Wild Growth, Utopia Sprawl, and Overgrowth on a stable land when possible, usually a basic Forest for green enchantments, and avoid stacking multiple enchantments on one land if visible artifact/enchantment/land interaction or bounce makes that land a single point of failure.

- Use Jasmine Boreal of the Seven mana only when the legal action is a creature spell it can pay for. Its mana is most important for vanilla creatures such as Blade of the Sixth Pride, Elvish Ranger, Panther Warriors, Garruk's Gorehorn, Tusked Colossodon, Axebane Stag, Ancient Brontodon, Cowl Prowler, Canopy Gorger, Orazca Frillback, Vorstclaw, Alpha Tyrranax, and Primordial Wurm; do not assume it pays for removal, artifacts, enchantments, adventures, or noncreature spells unless the engine offers that payment.

- Play land before draw or selection when the land drop is forced, when mana is needed for the current spell, or when bluffing is irrelevant. Delay the land until after Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, or a visible scry/surveil-style action when the choice could reveal whether the turn needs a different color, a bounce-land setup, or an untapped source.

- Spend mana to affect the next combat before spending it on distant top end. If the opponent can present lethal or a dominant attack, hold up Fog, Prismatic Strands after sideboarding, instant-speed removal, or a relevant trick before casting Ancient Brontodon, Primordial Wurm, Alpha Tyrranax, Vorstclaw, or Tusked Colossodon.

## Mulligan Guide
- Strong keep: Keep two-to-four land hands with Forest plus Plains or Command Tower, an early accelerator such as Llanowar Elves, Avacyn's Pilgrim, Wild Growth, Utopia Sprawl, Arcane Signet, Selesnya Signet, Cultivate, or Kodama's Reach, and at least one pressure card such as Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Swordwise Centaur, Alpine Grizzly, or Jasmine Boreal of the Seven. This hand advances the commander plan while still casting spells if Jasmine Boreal of the Seven is delayed.

- Medium keep: Keep slower fixing hands with Botanical Plaza, Arctic Treeline, Blossoming Sands, Selesnya Guildgate, Thornglint Bridge, Terramorphic Expanse, Evolving Wilds, Thriving Grove, Thriving Heath, or Selesnya Sanctuary when they also contain Track Down, Adventure Awaits, Elven Farsight, Introduction to Prophecy, Cultivate, Kodama's Reach, or a castable two-drop. These hands are acceptable when they spend the first turns making colors rather than passing.

- Risky keep: Keep one-land hands only with Forest plus Llanowar Elves, Avacyn's Pilgrim, Wild Growth, or Utopia Sprawl and at least one cheap follow-up; ship one-land hands relying on tapped fixing, Selesnya Sanctuary, or only Plains unless the engine-visible matchup is extremely slow. A one-land hand with Forest, Wild Growth, Elite Vanguard, Blade of the Sixth Pride, Track Down, and large creatures is still fragile because removal or missed land drops strands the curve.

- Automatic ship: Mulligan zero-land hands, all-spell hands, all-land hands with no selection, and hands whose first meaningful action is Ancient Brontodon, Primordial Wurm, Alpha Tyrranax, Vorstclaw, Tusked Colossodon, or Axebane Stag without ramp. Also ship hands with only colorless or wrong-color development from Arcane Signet, Selesnya Signet, Wildfield Borderpost, or Commander's Sphere if no land sequence can cast the first two turns.

- Matchup-dependent keep: Keep Fog, Crib Swap, Journey to Nowhere, Banishing Light, Oblivion Ring, Make Your Move, Shower of Arrows, Stormplain Detainment, Generous Gift, or Introduction to Annihilation earlier against visible fast commanders, voltron threats, evasive pressure, or combo permanents. Against slow durdle or removal-heavy starts, prefer redundant mana plus durable bodies over reactive hands with no clock.

- Play/draw rule: On the play, prioritize untapped Forest or Plains plus a one-mana accelerator or one-mana creature because missing turn-one development makes the vanilla curve too slow. On the draw, accept more tapped-land fixing if the hand has Track Down, Adventure Awaits, Elven Farsight, Cultivate, Kodama's Reach, or Journey to Nowhere to recover tempo.

- Trap hand: Do not keep a hand that looks powerful because it has Jasmine Boreal of the Seven plus multiple huge creatures but cannot cast Jasmine on time. Do not keep a hand full of Nature's Claim, Disenchant, Naturalize, Generous Gift, and Introduction to Annihilation unless the opposing commander or revealed public plan makes those answers live.

## Turn Arc
- Turn 1: Prefer untapped Forest into Llanowar Elves, Avacyn's Pilgrim, Wild Growth, or Utopia Sprawl when legal; prefer untapped Plains into Elite Vanguard or Savannah Lions when the hand already has green access. If no one-mana play exists, lead with the tapped land that fixes the most future colors, usually Command Tower, Path of Ancestry, Botanical Plaza, Arctic Treeline, Blossoming Sands, Radiant Grove, Thornglint Bridge, Tranquil Expanse, Selesnya Guildgate, Citadel Gate, Manor Gate, Thriving Grove, or Thriving Heath.

- Turn 2: Cast Arcane Signet, Selesnya Signet, Wildfield Borderpost, Ornithopter of Paradise, Poison Dart Frog, Track Down, Adventure Awaits, Elven Farsight, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Terrain Elemental, or Knight of New Benalia according to mana and pressure. Deviate to Nature's Claim, Disenchant, Naturalize, Journey to Nowhere, or Crib Swap only when the visible permanent or creature will snowball faster than your commander curve.

- Turn 3: Cast Jasmine Boreal of the Seven when the board is not demanding immediate removal and the next turn can use its creature-mana or evasion text through legal attacks. If Jasmine is unsafe or unavailable, use Cultivate, Kodama's Reach, Commander's Sphere, Overgrowth, Banishing Light, Oblivion Ring, Stormplain Detainment, or a clean creature curve such as Swordwise Centaur, Elvish Ranger, Prowling Caracal, Alpine Grizzly, or Prizefighter Construct.

- Turns 4-5: Convert setup into board pressure by casting vanilla bodies that benefit from Jasmine Boreal of the Seven, especially Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Canopy Gorger, Orazca Frillback, Tusked Colossodon, Axebane Stag, Vorstclaw, Alpha Tyrranax, and Primordial Wurm when mana allows. Hold up Fog or instant interaction instead of tapping out when visible attacks threaten lethal, commander damage pressure, or a decisive combo turn.

- Late game: Prioritize actions that either end the game, remove the only blocker that matters, or stabilize against lethal. Cast Ancient Brontodon, Primordial Wurm, Alpha Tyrranax, Vorstclaw, Introduction to Annihilation, Generous Gift, Shower of Arrows, or Make Your Move when the engine-visible board shows the play changes combat math immediately; otherwise use Introduction to Prophecy, Track Down, Adventure Awaits, Elven Farsight, or command-zone recasts to rebuild. Card text check required for exact adventure-mode timing on Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Tuinvale Treefolk // Oaken Boon, and Besotted Knight // Betroth the Beast if the legal action label does not expose the mode clearly.

## Card Roles
- Commander role: Jasmine Boreal of the Seven is the deck's payoff, mana bridge, and combat rule-changer for no-ability creatures. Cast Jasmine when the next legal turn can convert its creature-only mana or unblockable-style pressure into board growth; avoid running it into open removal when your hand already curves naturally and you can make the opponent answer smaller threats first.

- One-mana pressure role: Elite Vanguard and Savannah Lions are early damage tools that become more relevant when Jasmine Boreal of the Seven makes no-ability attackers harder to block. Lead with them when the hand has green mana already covered; do not prioritize them over Llanowar Elves, Avacyn's Pilgrim, Wild Growth, or Utopia Sprawl when your hand needs ramp to reach the large-creature endgame.

- One-mana acceleration role: Llanowar Elves and Avacyn's Pilgrim are premium openers because they move Jasmine Boreal of the Seven, Cultivate, Kodama's Reach, and three-drop bodies ahead of schedule. Protect them from bad attacks unless the damage changes a race, because this deck's expensive vanilla bodies punish missed mana development.

- Aura acceleration role: Wild Growth, Utopia Sprawl, and Overgrowth turn a Forest-heavy draw into the fastest route toward Tusked Colossodon, Vorstclaw, Alpha Tyrranax, Primordial Wurm, or Ancient Brontodon. Put them on lands that are least likely to be bounced or sacrificed, and remember that Utopia Sprawl needs a legal Forest target.

- Artifact acceleration role: Arcane Signet, Selesnya Signet, Commander's Sphere, Ornithopter of Paradise, Wildfield Borderpost, and Poison Dart Frog smooth awkward colors and make commander recasts realistic. Spend early turns on these over medium bodies when your hand contains multiple five-plus-mana creatures; deploy bodies first only when the opponent is slow and your colors are already stable. Card text check required for Poison Dart Frog combat or mana restrictions if the legal action label is ambiguous.

- Land-search role: Cultivate, Kodama's Reach, Terramorphic Expanse, and Evolving Wilds are fixing first and deck-thinning second. Choose Forest or Plains based on the next two legal plays, not on equalizing land counts; prioritize green when it unlocks ramp and white when removal such as Journey to Nowhere, Crib Swap, Banishing Light, Oblivion Ring, or Make Your Move is needed.

- Cheap vanilla body role: Blade of the Sixth Pride, Cliffhaven Sell-Sword, Savai Sabertooth, Elvish Ranger, Terrain Elemental, Dromoka Warrior, Knight of New Benalia, Prowling Caracal, Oreskos Swiftclaw, Devilthorn Fox, Swordwise Centaur, Alpine Grizzly, and Prizefighter Construct are the curve-filler pressure package. Cast them before Jasmine when you need board presence, after Jasmine when you can use commander mana, and hold them only when a sweeper or obvious combat blowout is visible.

- Midrange vanilla body role: Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Orazca Frillback, Canopy Gorger, Axebane Stag, and Tusked Colossodon provide the normal path from ramp to lethal attacks. They are strongest when Jasmine Boreal of the Seven is active and the opposing board is full of ability-bearing blockers; they are weakest when the opponent can ignore combat with flyers, combo, or repeated removal.

- Top-end pressure role: Vorstclaw, Alpha Tyrranax, Primordial Wurm, and Ancient Brontodon are finishers, not stabilizers unless their size immediately stops attacks. Cast them when the visible board is stable or when one giant attacker creates a two-turn clock; do not tap out for them through lethal pressure if Fog, Prismatic Strands after sideboarding, Crib Swap, Generous Gift, Shower of Arrows, or Make Your Move can preserve the game.

- Modal creature role: Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Tuinvale Treefolk // Oaken Boon, and Besotted Knight // Betroth the Beast add flexibility around combat and curve. Card text check required when the engine offers an adventure or instant-mode action; use the creature side when you need Jasmine synergy and the trick side only when legal text shows a concrete combat or survival benefit.

- Card selection role: Adventure Awaits, Track Down, Elven Farsight, Introduction to Prophecy, and Introduction to Annihilation help convert slow or flooded draws into action. Use selection before land drops when it can change which land to play; use Introduction to Annihilation as removal only when giving the opponent a card is less dangerous than the visible permanent remaining.

- Enchantment removal role: Journey to Nowhere, Banishing Light, Oblivion Ring, and Stormplain Detainment are main-deck answers to commanders, blockers, engines, or combo permanents. Spend them on threats your creatures cannot attack through or race; avoid using them on temporary blockers if Jasmine Boreal of the Seven already makes the attack legal and favorable. Card text check required for Stormplain Detainment if the exact exile, detain, or combat restriction text is not visible.

- Instant removal role: Crib Swap, Generous Gift, Make Your Move, Shower of Arrows, Rebellious Strike, Sarkhan's Resolve, and Fog are the emergency stack-and-combat package. Hold Crib Swap and Generous Gift for commanders or game-ending permanents unless tempo demands otherwise; use Fog only to blank a decisive attack, set up a lethal backswing, or survive to a stabilizing play. Card text check required for Make Your Move, Shower of Arrows, Rebellious Strike, and Sarkhan's Resolve if legal labels do not reveal target limits or damage math.

- Artifact/enchantment answer role: Nature's Claim, Disenchant, Naturalize, and Introduction to Annihilation answer noncreature engines that the vanilla combat plan cannot beat. Do not fire Nature's Claim at low-impact artifacts just because it is cheap; life gain matters less than removing a lock, combo piece, aura, equipment, or mana engine, but wasting the answer can leave the deck cold to a later permanent.

- Land role: Command Tower, Path of Ancestry, Arctic Treeline, Botanical Plaza, Blossoming Sands, Radiant Grove, Thornglint Bridge, Tranquil Expanse, Selesnya Guildgate, Selesnya Sanctuary, Thriving Grove, Thriving Heath, Citadel Gate, Manor Gate, Creosote Heath, Plains, and Forest are sequencing pieces, not interchangeable sources. Lead tapped duals early when no one-mana play is available, preserve Selesnya Sanctuary until it does not cost tempo, and choose Gate or Thriving colors from visible hand requirements.

- Synergy rule: No-ability creatures are not merely filler in this deck; they are the intended payload for Jasmine Boreal of the Seven. When legal actions show a choice between a creature with no abilities and a similar noncreature setup spell, favor the creature if Jasmine is active, blockers have abilities, and the attack step is the clearest route to winning.

- Common mistake: Do not over-sideways the board just because creatures may be difficult to block under Jasmine Boreal of the Seven. Keep back enough toughness to survive visible crack-back attacks, especially when the opponent has flyers, menace-style pressure, pump mana, or commander damage pressure that the vanilla ground plan cannot easily block.

- Matchup note: Against fast creature decks, cheap bodies are blockers first until a larger creature or Fog effect turns the race. Against control, stagger Jasmine Boreal of the Seven, ramp, and large vanilla threats so one removal spell does not erase the whole turn. Against artifact, enchantment, or graveyard engines, main-deck Naturalize effects and exile-style answers move up in priority even if that delays pressure.

## Interaction Priorities

- Remove commanders and engines first when they invalidate combat; spend Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Introduction to Annihilation, or Stormplain Detainment on a commander, combo permanent, repeatable draw engine, evasion engine, or must-answer blocker before using them on ordinary ground creatures. Card text check required for Stormplain Detainment if the engine label does not expose whether it removes, taps, detains, or restricts combat.

- Exile or neutralize blockers only when Jasmine Boreal of the Seven does not already solve them; ability-bearing blockers are often poor removal targets if Jasmine makes no-ability attackers difficult or impossible for them to block. Save premium answers for blockers without abilities, reach or flying blockers stopping the actual clock, protection effects, lifelink stabilizers, or permanents that race outside ground combat.

- Answer artifacts and enchantments by importance, not by mana value; Nature's Claim, Disenchant, Naturalize, Gleeful Sabotage after sideboarding, Dust to Dust after sideboarding, and Introduction to Annihilation should hit lock pieces, combo artifacts, aura/equipment threats, repeatable token makers, or mana engines before incidental rocks. Ignore low-impact artifacts when the opponent is behind on board and removing them does not change the next combat step or combo turn.

- Use Crib Swap and Generous Gift as universal emergency answers; hold them for opposing commanders, giant evasive attackers, combo permanents, or lethal blockers unless tempo requires clearing a path now. Respect the replacement body from Crib Swap or Generous Gift; do not create a blocker that matters more than the removed card unless Jasmine, size, or a lethal attack makes the token irrelevant.

- Use Introduction to Annihilation only when the permanent is worse than the card the opponent draws; exile a commander, prison piece, unbeatable flyer, or combo artifact/enchantment, but avoid spending it on a replaceable creature if giving a card lets the opponent rebuild faster than your vanilla pressure kills them.

- Use Fog as a turn-buying spell, not routine prevention; cast it to survive lethal or near-lethal attacks, blank a pump or alpha strike, preserve enough creatures for a lethal backswing, or bridge into a top-end stabilizer. After sideboarding, Prismatic Strands and Weather the Storm can change the survival math, but choose them from visible legal text and do not assume flashback, color prevention, or storm count without engine output.

- Bait removal with expendable bodies before committing fragile leverage; lead with Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, or Alpine Grizzly when the opponent is representing spot removal and the hand contains Jasmine Boreal of the Seven plus a larger follow-up. Do not bait when the only functional line is ramp into Jasmine or when delaying commander pressure lets a combo deck set up.

- Treat counter, discard, and bounce decisions as opponent-side risks; this registered deck has no main-deck counterspell, discard spell, or bounce spell, so Veles should not search for those lines in legal actions. Against open permission, commit lower-impact creatures or ramp before top-end creatures; against discard, cast selection or ramp before holding a slow hand full of expensive creatures.

- Shift interaction priorities by archetype; against aggro, removal protects life and removes evasive or oversized attackers; against control, removal is saved for finishers and card-advantage engines; against combo, artifact/enchantment and universal answers move ahead of pressure; against graveyard decks, Relic of Progenitus becomes a priority sideboard action when the graveyard is visibly enabling their next turn.

## Combat And Trading Rules

- Attack when Jasmine Boreal of the Seven changes blocking math; no-ability creatures are the deck's pressure engine, so push attacks when visible blockers have abilities and cannot legally block the relevant attackers. Recheck legal actions every combat because Jasmine does not make all attacks safe, and creatures without abilities, flyers, reach creatures, tokens, or rules text from the engine can still matter.

- Preserve Jasmine Boreal of the Seven when her static or mana role is deciding the game; avoid attacks or blocks that expose Jasmine unless the exchange prevents lethal, removes the opponent's commander, or creates a faster guaranteed clock. If Jasmine is only a mana creature and your board already attacks profitably without her, treat her as a protected engine piece rather than a combat body.

- Trade cheap creatures early against fast aggro; Elite Vanguard, Savannah Lions, Dromoka Warrior, Prowling Caracal, Oreskos Swiftclaw, Devilthorn Fox, and similar bodies should block when the life total is under pressure and the trade buys time for Panther Warriors, Cowl Prowler, Canopy Gorger, Vorstclaw, Alpha Tyrranax, Primordial Wurm, or Ancient Brontodon. Decline trades only when the crack-back attack is clearly stronger than the damage prevented.

- Keep blockers back at critical life thresholds; below roughly 8 life against ground decks, or any life total facing visible lethal next turn, leave enough toughness to survive the best legal attack shown by the engine. Fog effects can justify one all-in attack only when Fog, Prismatic Strands after sideboarding, or another legal prevention action is available and mana remains to cast it.

- Do not trade large vanilla creatures for small utility creatures unless the utility creature is the problem; Panther Warriors, Garruk's Gorehorn, Cowl Prowler, Orazca Frillback, Canopy Gorger, Axebane Stag, Tusked Colossodon, Vorstclaw, Alpha Tyrranax, Primordial Wurm, and Ancient Brontodon are clock pieces. Use them to dominate combat, not to cash down into parity against creatures that Jasmine lets you ignore.

- Block evasive and commander-damage threats more aggressively than ground filler; the deck's primary combat advantage is on the ground, so flyers, unblockable attackers, menace-style boards, or commander pressure may require Crib Swap, Generous Gift, Shower of Arrows, Make Your Move, or unfavorable blocks. Card text check required for Shower of Arrows and Make Your Move if target limits or damage/exile conditions are not explicit.

- Use modal combat cards only from visible rules text; Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Tuinvale Treefolk // Oaken Boon, Besotted Knight // Betroth the Beast, Rebellious Strike, and Sarkhan's Resolve may be tricks or creature options, but Veles must follow legal action labels rather than assumed text. Prefer creature deployment when the trick mode does not save a creature, force lethal, or prevent lethal damage.

- Change posture by matchup; race control and combo with Jasmine-enabled attacks while holding one answer for the permanent that matters, but defend first against aggro until a larger creature flips the race. Against artifact or enchantment engines, attack enough to maintain a clock while preserving mana for Nature's Claim, Disenchant, Naturalize, or sideboard answers when the engine presents the true threat.

## Selection And Tutor Rules

- Treat selection as mana-smoothing first and threat-finding second; this deck wins by making land drops, resolving Jasmine Boreal of the Seven, and chaining no-ability creatures, so selection that finds a land or creature usually beats speculative digging for interaction. Do not hold Adventure Awaits, Track Down, Elven Farsight, or Introduction to Prophecy for perfect value when the current hand is missing the next land drop or first meaningful creature.

- Use Track Down before the land drop when the legal action can change which land to play; its top-card result can decide whether to deploy Plains, Forest, Selesnya Sanctuary, Citadel Gate, Manor Gate, Thriving Grove, or Thriving Heath. If the engine shows scry choices, keep lands when mana is short, keep Jasmine Boreal of the Seven when castable soon, keep removal only when a visible permanent must be answered, and bottom expensive creatures when the hand already has top-end and lacks acceleration.

- Use Adventure Awaits as a creature-density repair spell; cast it early when the hand has mana but no pressure, or later when a stalled board needs another large vanilla body. Card text check required for exact fail-case handling, so choose from engine-provided legal reveal or draw actions rather than assuming whether a noncreature top pile converts to a card.

- Use Elven Farsight as early filtering when the hand's next two turns are unclear; prioritize finding a creature or land if the legal prompt exposes that choice. Card text check required for exact selection and bottoming rules, so never invent a hidden top-card identity or assume the spell guarantees a creature.

- Use Introduction to Prophecy when raw material matters more than board tempo; scry to keep lands while stuck, keep interaction when facing a visible must-answer permanent, or keep a castable creature when the board needs pressure. Bottom extra tapped lands, redundant expensive bodies, or narrow artifact/enchantment removal when the opponent has no visible targets and your current hand already spends all mana.

- Use Cultivate and Kodama's Reach as color-stabilizing tutors, not just ramp; search for the missing basic type first, then choose the second basic to support future double-spell turns. If Utopia Sprawl, Wild Growth, or Overgrowth is available or already attached, prefer a Forest line that keeps enchantment mana functional; if white removal or Jasmine Boreal of the Seven is stranded, prioritize Plains access.

- Use Terramorphic Expanse and Evolving Wilds before selection when shuffling away known bad top cards is legal and useful; use selection before cracking them when the top cards are unknown and the deck needs to choose between land, threat, or answer. Crack before the opponent's end step only when the mana or landfall timing is irrelevant; otherwise preserve visible flexibility until the engine demands a choice.

- Treat the deck as having no true nonland tutor for a specific creature or answer; selection can bias toward creatures, lands, or interaction, but it cannot guarantee Jasmine Boreal of the Seven, Crib Swap, Generous Gift, or a sideboard card. Do not plan a line that requires drawing a named nonland card unless it is already visible in hand, revealed, on top by engine output, or presented as a legal selection candidate.

## Priority And Stack Rules

- Pass priority aggressively when the stack is empty and mana has no productive legal use; this deck is mostly sorcery-speed creatures, ramp, and permanent answers, so holding priority without Fog, Nature's Claim, Disenchant, Naturalize, Crib Swap, Generous Gift, Shower of Arrows, Make Your Move, Rebellious Strike, Sarkhan's Resolve, or a visible sideboard instant usually wastes tempo. Recheck legal actions after each spell because Forge may expose payment, target, or protection prompts that change the correct response.

- Respond to lethal or near-lethal combat before damage with Fog when it preserves survival or creates a lethal backswing; do not spend Fog merely to save a few life while still behind on board. After sideboarding, treat Prismatic Strands and Weather the Storm as timing-sensitive survival cards only when the engine shows legal actions and enough context to evaluate color, graveyard, storm count, or prevention scope.

- Use Nature's Claim, Disenchant, and Naturalize at the last safe window against artifacts or enchantments; wait until the opponent commits mana or targets when the permanent is not currently lethal, but answer immediately when a visible engine, aura, equipment, or lock piece will generate value before your next main phase. Do not cast Nature's Claim on a low-impact permanent if the life gain materially extends the opponent's clock.

- Use Crib Swap, Generous Gift, Journey to Nowhere, Banishing Light, Oblivion Ring, Stormplain Detainment, and Introduction to Annihilation according to timing and stack exposure; instant-speed answers can wait for attacks, targets, or end steps, while sorcery-speed or permanent-based exile should be used on your main phase before combat when clearing a blocker changes the attack. Respect any opponent response window and do not assume an exile effect is final until the engine resolves it.

- Let opposing draw, cantrip, or ramp spells resolve unless the visible permanent or stack object will immediately beat your board; this deck has limited interaction and needs to save answers for cards that change combat, combo, or commander pressure. Do not spend universal removal on a setup piece when the opponent already has a more dangerous public permanent.

- Sequence optional mana and payment prompts conservatively; pay for Wildfield Borderpost, commander tax, or optional costs only when the resulting board advances the current turn's plan and does not strand required interaction. If an optional payment competes with Fog, artifact/enchantment removal, or a commander recast, preserve the defensive mana unless the payment creates lethal or prevents a worse loss.

- Activate mana sources only when the legal spell or ability is selected unless floating mana is required by the engine; Arcane Signet, Selesnya Signet, Commander's Sphere, Avacyn's Pilgrim, Llanowar Elves, Ornithopter of Paradise, Poison Dart Frog, Jasmine Boreal of the Seven, enchanted Forests, and Gate lands can create awkward color commitments. Choose white when holding white interaction or Jasmine, choose green when ramp or large creatures define the turn, and follow Forge restrictions for Jasmine mana.

- Hold priority after blockers only when a legal trick changes a specific combat result; Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Tuinvale Treefolk // Oaken Boon, Besotted Knight // Betroth the Beast, Rebellious Strike, Sarkhan's Resolve, Shower of Arrows, Make Your Move, Prismatic Strands, and Wrap in Vigor require visible legal text before use. Card text check required for any mode or target assumption not shown by the runtime action label.

## Sideboard Map

- Role-map the sideboard by threat family before choosing exact plans; this 10-card board is not a generic value package, so each card must answer a visible archetype pressure or protect a narrow race axis. Dust to Dust and Gleeful Sabotage are artifact/enchantment pressure tools, Standard Bearer redirects targeted spells and abilities when that rule text matters, Prismatic Strands and Weather the Storm buy time against combat or spell bursts, Obsidian Acolyte and Crimson Acolyte protect against black or red damage/removal pressure, Relic of Progenitus contests graveyards, Scattershot Archer pressures small fliers, and Wrap in Vigor protects a board of creatures from destruction effects. Card text check required for any exact protection, prevention, storm, regeneration, or targeting requirement not exposed by the runtime legal action text.

Artifact-heavy affinity or artifact engine plan
Side in: Dust to Dust; Gleeful Sabotage; Relic of Progenitus
Cut: Sarkhan's Resolve; Shower of Arrows; Track Down

- Add Dust to Dust against artifact-heavy decks where two legal artifact targets are likely to matter more than another large creature or selection spell; prioritize it when visible artifact lands, mana artifacts, artifact creatures, or sacrifice engines define the opponent's board. It is weak when the opponent presents few artifacts, when only a disposable target is visible, or when double white is unreliable before the artifact engine has already converted value.

- Add Gleeful Sabotage against artifact or enchantment boards that require cheap interaction across multiple permanents; use it as a lower-curve pressure valve when the deck must answer a lock piece, aura, equipment, mana artifact, or artifact creature while still developing bodies. It is weaker when your battlefield has no expendable creature to support extra value, when the only target is low impact, or when trading a card for one artifact/enchantment does not change combat math.

- Add Relic of Progenitus against graveyard engines, flashback plans, recursion loops, delve threats, reanimation, or decks where public graveyard size is already a resource. It becomes worse when both graveyards are irrelevant, when your own graveyard card access or Prismatic Strands flashback matters more, or when spending mana to cycle Relic would delay Jasmine Boreal of the Seven, ramp, or a stabilizing blocker.

Graveyard recursion or graveyard combo plan
Side in: Relic of Progenitus; Prismatic Strands
Cut: Nature's Claim; Savai Sabertooth

- Use Relic of Progenitus as a timing-sensitive lock or reset, not a reflex cantrip; hold activation when the opponent must commit more cards first, and fire it when a visible graveyard action, threshold, flashback, reanimation, or delve line is on the stack or about to become legal. Do not activate through your own Prismatic Strands flashback plan unless survival or stopping the opponent's decisive graveyard turn is worth more.

- Add Prismatic Strands when the opponent wins through creature combat, red damage, token swarms, or single-color alpha turns; it is a role-changing card that can convert the deck from tap-out ramp into a protected crack-back deck. It is weaker against colorless damage, mixed-color boards where one color choice does not solve the turn, non-damage combo, exile effects, bounce, or matchups where tapping a white creature for flashback would lose necessary pressure or blocking.

Red aggressive or burn-heavy plan
Side in: Weather the Storm; Prismatic Strands; Crimson Acolyte
Cut: Introduction to Annihilation; Ancient Brontodon; Sarkhan's Resolve

- Add Weather the Storm against red spell chains, burn-heavy decks, and fast pressure where life total is the main resource under attack; cast it after the opponent has added spells to the turn when legal and when waiting does not risk dying first. It is poor against slow control, commander-damage races where life gain does not affect lethal rules, low-spell creature decks, or spots where a creature, blocker, or removal spell would prevent more damage than life gain.

- Add Crimson Acolyte when red removal, red creatures, red damage prevention needs, or red combat pressure dominate the public game state; treat it as a board-stabilizing role player rather than an attacker. It is weaker when the opponent's red cards are not targetable or damage based, when the matchup is multi-color with nonred removal carrying the pressure, or when the deck cannot leave mana available for protection activations.

Black removal, black attrition, or black creature plan
Side in: Obsidian Acolyte; Standard Bearer; Prismatic Strands
Cut: Nature's Claim; Disenchant; Tusked Colossodon

- Add Obsidian Acolyte against black targeted removal, black creature combat, and black damage or protection-relevant boards; use it to keep Jasmine Boreal of the Seven or the most important vanilla attacker alive only when the runtime legal action confirms the protection line. It is weak against edict effects, sweepers, exile effects, sacrifice requirements, nonblack removal, and boards where protecting one creature does not change the race.

- Add Standard Bearer against decks built on targeted removal, auras, pump, heroic-style targeting, or single-target combat tricks; it can make the opponent's legal targets worse and protect Jasmine Boreal of the Seven or a key large body by forcing target selection constraints. It is bad against sweepers, edicts, sacrifice effects, global pump, non-targeting combo, and opponents that can remove Standard Bearer cheaply before committing the important spell.

Flyer swarm or small evasive creature plan
Side in: Scattershot Archer; Prismatic Strands
Cut: Alpha Tyrranax; Introduction to Annihilation

- Add Scattershot Archer against small fliers, token fliers, faerie-style pressure, or evasive boards where ground creatures cannot race; deploy it early enough that repeated activations can reshape combat. It is poor against large fliers, reach-proof noncreature win conditions, removal-heavy opponents with no flying pressure, or matchups where a one-mana creature does not affect the opponent's clock.

Creature sweeper or damage-based control plan
Side in: Wrap in Vigor; Standard Bearer; Obsidian Acolyte
Cut: Nature's Claim; Naturalize; Orazca Frillback

- Add Wrap in Vigor when the opponent's public plan includes destruction-based sweepers, damage sweepers where regeneration applies, or combat turns where multiple creatures may be destroyed. It is weak against exile, sacrifice, bounce, -X/-X, toughness reduction, prison effects, and games where the deck has only one relevant creature on board; do not hold mana for it if the opponent's visible answers bypass the card's legal protection mode.

- Use sideboard role changes to lower the curve against fast decks and raise answer density against engines; the main deck's expensive vanilla creatures such as Ancient Brontodon, Tusked Colossodon, Alpha Tyrranax, Primordial Wurm, Vorstclaw, and Canopy Gorger become less important when survival or a specific hate card decides the game. Against slow decks with few relevant targets, keep the large bodies and reduce narrow answers only through exact executable plans produced by Veles.

- Add role cards: Dust to Dust and Gleeful Sabotage versus artifact/enchantment engines; Relic of Progenitus versus graveyards; Scattershot Archer versus small fliers; Weather the Storm, Prismatic Strands, and Crimson Acolyte versus red races; Obsidian Acolyte and Standard Bearer versus black or targeted interaction; Wrap in Vigor versus destruction-heavy control. Reduce main-deck emphasis: expensive vanilla creatures when tempo matters, narrow artifact/enchantment answers when targets are absent, and slow selection when the matchup requires immediate battlefield impact.

- Preserve the commander-centered creature plan after sideboarding; Jasmine Boreal of the Seven still rewards deploying efficient ordinary bodies and attacking through simplified boards, so do not overload on reactive cards unless the opponent's archetype makes the maindeck creature curve structurally unable to survive. When sideboard cards are drawn late, evaluate whether they change the current board before spending mana that could cast a creature, commander tax, or a removal spell.

## Matchup Guidance

- Aggro: stabilize before racing; keep hands that make early bodies such as Elite Vanguard, Savannah Lions, Dromoka Warrior, Oreskos Swiftclaw, Devilthorn Fox, Swordwise Centaur, Prowling Caracal, or Alpine Grizzly plus enough mana to cast Jasmine Boreal of the Seven on curve. Use Fog and Prismatic Strands as time-buying cards for a crack-back, not as automatic first damage prevention, and prefer blocking with smaller vanilla creatures when the block preserves life without losing the only path to commander-enabled attacks. Add role cards: Prismatic Strands, Weather the Storm, Crimson Acolyte against red pressure, and Scattershot Archer against evasive small fliers. Reduce main-deck emphasis: Introduction to Annihilation, Ancient Brontodon, Primordial Wurm, Alpha Tyrranax, and other slow expensive bodies when early turns decide the game.

- Control: force the opponent to answer multiple ordinary threats before committing the largest creature or spending commander tax; Jasmine Boreal of the Seven is important, but a board of two or three cheap vanilla creatures can demand removal while preserving premium threats. Lead with efficient creatures and mana development from Utopia Sprawl, Wild Growth, Arcane Signet, Selesnya Signet, Cultivate, Kodama's Reach, and Overgrowth, then use Banishing Light, Oblivion Ring, Journey to Nowhere, Crib Swap, Generous Gift, and Introduction to Annihilation on actual blockers, engines, or finishers rather than low-pressure permanents. Add role cards: Standard Bearer against targeted answers, Wrap in Vigor against destruction-based sweepers, Obsidian Acolyte against black targeted removal, and Dust to Dust or Gleeful Sabotage only when artifacts or enchantments are central. Reduce main-deck emphasis: narrow Naturalize, Disenchant, and Nature's Claim when no visible target class matters.

- Combo: identify whether the opponent needs a permanent, graveyard, artifact/enchantment, creature, or spell chain, then hold the matching answer instead of spending removal for tempo. Nature's Claim, Naturalize, Disenchant, Generous Gift, Banishing Light, Oblivion Ring, Introduction to Annihilation, and Crib Swap are the main ways to interrupt visible combo objects; Relic of Progenitus covers graveyard dependence after sideboarding. Pressure matters because this deck has limited stack interaction, so prioritize Jasmine Boreal of the Seven plus efficient vanilla creatures when no specific answer is available. Add role cards: Relic of Progenitus for graveyard combo, Dust to Dust and Gleeful Sabotage for artifact/enchantment engines, Standard Bearer for targeted creature-combo lines, and Prismatic Strands only when the combo kills through damage.

- Tempo: protect mana efficiency and avoid spending a full turn on a card that does not change the board. Sequence tapped lands such as Arctic Treeline, Blossoming Sands, Botanical Plaza, Radiant Grove, Selesnya Guildgate, Thornglint Bridge, Tranquil Expanse, and Selesnya Sanctuary on turns where the legal hand still supports a creature or ramp spell next turn. Against bounce or cheap removal, do not stack Utopia Sprawl, Wild Growth, or Overgrowth onto a land that is likely to become the only functional mana source unless the hand cannot operate otherwise. Add role cards: Standard Bearer against targeted tempo, Scattershot Archer against evasive pressure, and Prismatic Strands when a single protected attack step decides the race. Reduce main-deck emphasis: seven- and eight-mana vanilla creatures until mana and life are stable.

- Midrange: make the opponent trade resources into replaceable vanilla creatures, then win with commander-enabled blocking restrictions or larger bodies. Jasmine Boreal of the Seven turns ordinary creatures into difficult attacks when the opponent’s creatures have abilities, so preserve the commander when attacks become meaningfully different with her on board. Use Track Down, Adventure Awaits, Elven Farsight, Introduction to Prophecy, and Commander's Sphere to smooth draws when the board is not under immediate lethal pressure. Spend Banishing Light, Oblivion Ring, Journey to Nowhere, Crib Swap, Generous Gift, and Make Your Move on creatures or permanents that either stop attacks through Jasmine Boreal of the Seven or create a faster clock than your large bodies. Add role cards: Obsidian Acolyte or Standard Bearer against targeted attrition, Wrap in Vigor against destruction effects, and Prismatic Strands for combat-heavy mirrors.

- Big mana: pressure early and avoid giving the opponent unlimited time to dominate with larger late-game permanents. Ramp with Cultivate, Kodama's Reach, Overgrowth, Wild Growth, Utopia Sprawl, Arcane Signet, Selesnya Signet, Ornithopter of Paradise, Avacyn's Pilgrim, Llanowar Elves, and Poison Dart Frog when doing so accelerates Jasmine Boreal of the Seven or a real threat; otherwise deploy cheap attackers first. Save Generous Gift, Introduction to Annihilation, Banishing Light, Oblivion Ring, Journey to Nowhere, and Crib Swap for the permanent that actually beats the current board. Add role cards: Dust to Dust or Gleeful Sabotage only when the big-mana deck uses artifacts or enchantments as the visible engine. Reduce main-deck emphasis: Fog effects unless combat damage is the opponent’s win condition.

- Graveyard: race normally until the graveyard becomes a visible resource, then convert Relic of Progenitus into a denial piece rather than a cantrip. Do not exile graveyards at the first legal opportunity if the opponent must commit more material to make the graveyard action profitable; wait for the public point where a flashback, reanimation, delve, threshold, recursion, or graveyard-count payoff becomes relevant. Add role cards: Relic of Progenitus and, when the kill involves damage, Prismatic Strands. Reduce main-deck emphasis: narrow artifact/enchantment removal if the graveyard deck has no visible targets.

- Artifact/enchantment: answer engines before standalone value pieces. Nature's Claim, Naturalize, Disenchant, Generous Gift, Banishing Light, Oblivion Ring, Introduction to Annihilation, Dust to Dust, and Gleeful Sabotage should target permanents that produce mana, lock combat, invalidate Jasmine Boreal of the Seven attacks, or create repeated advantage. Do not spend Nature's Claim on a low-impact permanent if the life gain changes the race and a larger engine is likely. Add role cards: Dust to Dust and Gleeful Sabotage. Reduce main-deck emphasis: creature-only removal when the opponent’s main threat is noncreature infrastructure.

- Go-wide: preserve life total and use prevention for the turn that changes combat math. Fog and Prismatic Strands are strongest when the opponent commits attackers, pumps, or a single-color alpha strike; they are weaker when used before the opponent is forced to expose the decisive attack. Build a board of cheap bodies, then let larger creatures such as Cowl Prowler, Canopy Gorger, Vorstclaw, Alpha Tyrranax, Primordial Wurm, and Ancient Brontodon dominate once the first wave is contained. Add role cards: Prismatic Strands, Scattershot Archer for flying tokens, and Weather the Storm against spell-heavy swarm turns. Reduce main-deck emphasis: one-for-one removal that does not affect the next combat step.

- Single-threat: keep hard answers for the threat that matters and avoid racing into a blocker that invalidates Jasmine Boreal of the Seven attacks. Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Introduction to Annihilation, Make Your Move, Stormplain Detainment, and Shower of Arrows are the main single-object answers, but Card text check required for Stormplain Detainment, Shower of Arrows, Make Your Move, and Sarkhan's Resolve before assuming exact modes or damage. Add role cards: Obsidian Acolyte or Crimson Acolyte when the threat or removal color makes protection relevant, and Standard Bearer when the opponent must target its own threat repeatedly.

- Burn: treat life total as the primary resource and make the opponent spend burn on creatures whenever possible. Weather the Storm should be saved for a turn with multiple spells when legal, but cast it earlier if the visible board and hand context suggest waiting risks death. Prismatic Strands can blank a lethal color-based damage turn, and Crimson Acolyte can protect against red targeted damage only when Veles shows a legal activation. Reduce main-deck emphasis: slow expensive creatures and painful tempo lines that delay blockers or life gain.

- Removal-heavy: diversify threats and force the opponent to answer the commander plus ordinary creatures in separate windows. Standard Bearer taxes targeted removal, Wrap in Vigor punishes destruction-based sweepers, Obsidian Acolyte and Crimson Acolyte protect against relevant colors, and Prismatic Strands buys the turn after removal opens an attack. Do not overcommit every creature into a known sweeper pattern unless the opponent is under a lethal clock or holding back would lose to card advantage anyway.

## Specific Matchup Notes

- General/archetype-only notes: exact opponents are absent, so revealed cards and legal actions override every assumption here. Use these notes as matchup priors, then update immediately when Veles shows a public engine, removal color, graveyard resource, sweeper pattern, or combat math that contradicts the archetype label.

- Against evasive tempo: prioritize life total, blockers, and removal for threats that bypass Jasmine Boreal of the Seven combat pressure. Scattershot Archer is the likely role card against visible flyers, Standard Bearer is the likely role card against targeted tempo, and Prismatic Strands is the likely role card when one attack step decides survival. Hold Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, and Generous Gift for the evasive threat or tempo permanent that makes Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, and larger vanilla creatures unable to race.

- Against artifact or enchantment engines: answer repeatable infrastructure before low-impact permanents. Dust to Dust and Gleeful Sabotage are likely role cards when artifacts or enchantments are visible engines; Nature's Claim, Naturalize, Disenchant, Generous Gift, Banishing Light, Oblivion Ring, and Introduction to Annihilation should hit mana, lock pieces, or advantage engines before cosmetic targets. Reduce main-deck emphasis on creature-only answers when the opponent’s public board is mostly noncreature infrastructure.

- Against graveyard decks: deploy pressure first, then use Relic of Progenitus at the public point where the graveyard becomes a resource. Do not spend Relic of Progenitus only to cycle if the opponent has visible flashback, recursion, delve, threshold, or reanimation pressure building. Crib Swap, Journey to Nowhere, Banishing Light, and Oblivion Ring are priority answers when the graveyard plan creates a single threatening creature instead of a reusable graveyard engine.

- Against red damage or spell chains: make survival the main axis and conserve prevention or life gain for a decisive turn. Weather the Storm is the likely role card against visible multi-spell burn or storm turns; Crimson Acolyte and Prismatic Strands are likely role cards when red damage is public and Veles exposes legal protection or prevention actions. Reduce main-deck emphasis on Ancient Brontodon, Primordial Wurm, and other slow closers if the game is decided before they matter.

- Against black or white targeted removal: protect the permanent that changes the race, not the first legal target. Obsidian Acolyte is the likely role card against black targeted removal, Standard Bearer can redirect pressure when the opponent must target, and Wrap in Vigor is the likely role card against destruction effects. Keep enough threats staggered so a removal-heavy opponent must answer Jasmine Boreal of the Seven, cheap attackers, and top-end creatures in separate windows.

- Against go-wide combat decks: build enough board to block, then use Fog or Prismatic Strands only when the opponent commits meaningful damage. Scattershot Archer matters if the swarm is evasive, while Weather the Storm matters if the swarm turn is spell-heavy. Priority targets are pump engines, anthem-like permanents, and creatures that make blocking impossible; Card text check required before assuming exact effects from Stormplain Detainment, Shower of Arrows, Make Your Move, Rebellious Strike, or Sarkhan's Resolve.

- Against big mana or slower control: apply early pressure before investing every turn into ramp. Cultivate, Kodama's Reach, Arcane Signet, Selesnya Signet, Utopia Sprawl, Wild Growth, Overgrowth, Avacyn's Pilgrim, Llanowar Elves, Ornithopter of Paradise, and Poison Dart Frog are strongest when they accelerate Jasmine Boreal of the Seven plus a threat, but cheap creatures should come first when the opponent is spending early turns setting up. Generous Gift and Introduction to Annihilation should be saved for the permanent that actually stabilizes or wins.

## Risk Summary

- Mana risk: the deck needs green early, white access for removal and commander lines, and enough untapped sources to avoid falling behind. Hands with only slow lands, only Plains, or enchant-ramp without a safe Forest can strand Cultivate, Kodama's Reach, Wild Growth, Utopia Sprawl, and Overgrowth.

- Matchup risk: evasive creatures, repeated removal, and noncombat engines can ignore the vanilla-creature pressure plan. Jasmine Boreal of the Seven improves combat only when her relevant text and legal attacks matter, so do not keep hands that rely on commander combat against a board that is winning through artifacts, enchantments, burn, or graveyard loops.

- Draw risk: the deck has limited card selection and can flood on expensive vanilla creatures or cheap low-impact bodies. Track Down, Adventure Awaits, Elven Farsight, Introduction to Prophecy, and Commander's Sphere should be used to smooth when not under lethal pressure, but they should not replace developing blockers under a short clock.

- Over-sideboarding risk: do not dilute the creature count or ramp shell for narrow answers that have no visible target. Add role cards only when the opponent’s public cards support them, and reduce main-deck emphasis on slow closers or narrow answers rather than cutting the ability to present damage.

- Graveyard risk: Relic of Progenitus can be too early or too late. Wait when the opponent must commit more graveyard material, but act before a visible graveyard payoff resolves if Veles exposes the legal activation.

- Sweeper/removal risk: overcommitting creatures into known mass damage or destruction can turn a stable board into a losing game. Wrap in Vigor, Standard Bearer, Obsidian Acolyte, Crimson Acolyte, Fog, and Prismatic Strands are only useful when held for the window Veles actually shows.

- Closer risk: Ancient Brontodon, Primordial Wurm, Vorstclaw, Alpha Tyrranax, and Tusked Colossodon are powerful only if mana and life total survive to cast them. Stabilize first with cheaper bodies and interaction when behind.

- Sequencing risk: enchant-ramp, bounce lands, and tapped lands punish careless ordering. Play the land that preserves next-turn colors, cast ramp before expensive threats when safe, and do not spend removal before identifying the permanent that prevents the deck’s next attack or survival line.

## Test Feedback Checklist

- Deciding factor: identify whether the game was won or lost by early combat pressure, commander deployment, mana development, removal timing, sideboard role cards, or a single missed survival window. Record the turn where the result became hard to reverse, and name the visible permanent, attack, spell, or failed action that caused it.

- Mulligans: record whether the opener had green mana, white mana, an early creature, and a path to three or four mana. Flag hands that kept Plains-heavy starts while holding Cultivate, Kodama's Reach, Wild Growth, Utopia Sprawl, Overgrowth, Avacyn's Pilgrim, Llanowar Elves, Ornithopter of Paradise, or Poison Dart Frog without reliable green.

- Mana: record every game where tapped lands, Selesnya Sanctuary timing, enchant-ramp placement, or color selection delayed a relevant action. Note whether Arcane Signet, Selesnya Signet, Commander's Sphere, Wildfield Borderpost, Citadel Gate, Manor Gate, Thriving Grove, Thriving Heath, Command Tower, or Path of Ancestry fixed the problem or arrived too late.

- Velocity: check whether Track Down, Adventure Awaits, Elven Farsight, Introduction to Prophecy, and Commander's Sphere improved draw quality when the deck was not under lethal pressure. Flag games where spending mana on selection instead of Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, or another attacker changed the race.

- Engine: record whether Jasmine Boreal of the Seven was cast on curve, delayed for protection, removed before mattering, or stranded by commander tax. Note whether the board had enough simple creatures for the commander plan to matter, and avoid crediting any commander text unless the rules engine exposed legal actions or resulting combat changes.

- Removal: audit whether Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Introduction to Annihilation, Nature's Claim, Naturalize, Disenchant, Shower of Arrows, Make Your Move, Stormplain Detainment, Rebellious Strike, or Sarkhan's Resolve answered the permanent that actually blocked victory or survival. Card text check required for exact tactical conclusions from Shower of Arrows, Make Your Move, Stormplain Detainment, Rebellious Strike, and Sarkhan's Resolve.

- Sideboard: record whether Dust to Dust, Standard Bearer, Prismatic Strands, Obsidian Acolyte, Crimson Acolyte, Relic of Progenitus, Scattershot Archer, Gleeful Sabotage, Wrap in Vigor, or Weather the Storm had a visible target or decisive timing window. Flag any role card that sat unused because the matchup label was wrong or the public board never matched its purpose.

- Closing: identify whether Ancient Brontodon, Primordial Wurm, Vorstclaw, Alpha Tyrranax, Tusked Colossodon, Canopy Gorger, or Axebane Stag closed the game, stabilized the ground, or remained stranded. Track whether cheaper pressure would have ended the game before the opponent stabilized.

- Role: record whether the pilot correctly played beatdown, stabilizer, or answer-heavy control in each game. Flag turns where the deck attacked while needing blockers, held creatures while needing pressure, or spent removal on a low-impact target while a visible engine stayed active.

- Mistakes: list illegal-action rejections, stale-action submissions, missed land drops, missed attacks, unnecessary chump blocks, premature Fog, premature Relic of Progenitus, and removal used before the opponent presented the real problem permanent.

- Stranded cards: name cards stuck in hand for three or more turns and state why: missing color, missing total mana, no legal target, bad timing, or board state made the card irrelevant.

- Overperformers and underperformers: record the exact cards that generated wins, prevented losses, or repeatedly failed to affect the game. Separate main-deck conclusions from sideboard conclusions so narrow cards are not judged by matchups where they were not supposed to matter.

## First Tuning Questions

- Mana quantity: is the deck losing more games to early color failure than to drawing too many lands? If green is the frequent failure point, consider whether the balance of Forest, Plains, Arctic Treeline, Botanical Plaza, Blossoming Sands, Radiant Grove, Creosote Heath, Thornglint Bridge, Selesnya Guildgate, Tranquil Expanse, Thriving Grove, Thriving Heath, Citadel Gate, Manor Gate, Command Tower, Path of Ancestry, Terramorphic Expanse, and Evolving Wilds needs adjustment.

- Ramp density: are Cultivate, Kodama's Reach, Arcane Signet, Selesnya Signet, Commander's Sphere, Wildfield Borderpost, Wild Growth, Utopia Sprawl, Overgrowth, Avacyn's Pilgrim, Llanowar Elves, Ornithopter of Paradise, and Poison Dart Frog accelerating real threats, or are they replacing too many early attackers and blockers?

- Aggro plan: are Elite Vanguard, Savannah Lions, Blade of the Sixth Pride, Oreskos Swiftclaw, Devilthorn Fox, Dromoka Warrior, Swordwise Centaur, Alpine Grizzly, and Prowling Caracal producing enough early damage to justify low individual card impact in a 100-card singleton game?

- Control plan: does the deck need more answer density, or are Journey to Nowhere, Banishing Light, Oblivion Ring, Crib Swap, Generous Gift, Introduction to Annihilation, Nature's Claim, Naturalize, and Disenchant already enough when sequenced correctly?

- Closer mix: are Ancient Brontodon, Primordial Wurm, Vorstclaw, Alpha Tyrranax, Tusked Colossodon, Canopy Gorger, Axebane Stag, Cowl Prowler, Orazca Frillback, and Garruk's Gorehorn ending games, or does the top end create stranded hands and slow recovery turns?

- Sideboard slots: do Dust to Dust, Gleeful Sabotage, Relic of Progenitus, Scattershot Archer, Weather the Storm, Standard Bearer, Obsidian Acolyte, Crimson Acolyte, Prismatic Strands, and Wrap in Vigor each answer a real tested matchup? If any role card lacks a repeated target, identify the matchup gap before changing the 10-card policy sideboard.

- Role conflict: is the deck trying to be cheap vanilla beatdown, ramp into large vanilla creatures, and answer-heavy stabilization at the same time? Use logs to decide whether Jasmine Boreal of the Seven wants more early bodies, more mana smoothing, more protection, or fewer expensive closers.

- Card-text uncertainty: did any decision depend on guessed text from Garenbrig Carver // Shield's Might, Silverflame Squire // On Alert, Besotted Knight // Betroth the Beast, Tuinvale Treefolk // Oaken Boon, Stormplain Detainment, Shower of Arrows, Make Your Move, Rebellious Strike, or Sarkhan's Resolve? Verify those exact cards before making strategic changes based on their performance.

## Veles Tactical Policy

### Policy: Opening Keep Gate
Priority: High
Decision families: mulligan
Cards: Jasmine Boreal of the Seven; Forest; Plains; Command Tower; Path of Ancestry; Arcane Signet; Selesnya Signet; Wild Growth; Utopia Sprawl; Avacyn's Pilgrim; Llanowar Elves
Phase windows: pregame mulligan decisions
Runtime cues: prompt:mulligan
Use when: deciding whether the opener can cast early green, early white, and at least one board-developing spell.
Avoid when: the hand cannot produce green or white by turn two unless it contains a legal fixing sequence from visible cards.
Instructions: Keep hands with two or three mana sources, access to green, access to white, and either ramp or an early creature. Mulligan hands that are all expensive creatures, all tapped lands with no early play, or interaction-only without pressure. Treat Jasmine Boreal of the Seven as a payoff for a creature-heavy hand, not as a keep by itself.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes

### Policy: Early Simple-Creature Setup
Priority: Medium
Decision families: priority; combat
Cards: Elite Vanguard; Savannah Lions; Blade of the Sixth Pride; Oreskos Swiftclaw; Devilthorn Fox; Dromoka Warrior; Swordwise Centaur; Alpine Grizzly; Jasmine Boreal of the Seven
Phase windows: turns 1-3 main phases and early combat
Runtime cues: action:cast
Use when: legal actions include cheap creatures and the battlefield needs pressure or blockers before Jasmine Boreal of the Seven matters.
Avoid when: a visible opposing threat requires immediate Journey to Nowhere, Crib Swap, Banishing Light, Oblivion Ring, or Fog planning.
Instructions: Deploy cheap no-frills bodies before slow card selection unless the hand lacks lands or colors. Prefer establishing two creatures before committing high-cost closers. If Jasmine Boreal of the Seven is already active and Forge shows combat changes, prioritize bodies that benefit from the exposed legal attack pattern.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes

### Policy: Jasmine Commitment Gate
Priority: High
Decision families: priority; mana
Cards: Jasmine Boreal of the Seven; Wrap in Vigor; Fog; Prismatic Strands
Phase windows: main phases with commander available
Runtime cues: action:cast Jasmine Boreal of the Seven
Use when: the commander is legal to cast and the board or hand contains multiple creature follow-ups.
Avoid when: the opponent has untapped mana, known removal, or visible pressure that makes spending the turn on commander tempo-negative.
Instructions: Cast Jasmine Boreal of the Seven when her mana or combat text can affect the next turn cycle. Delay her when the deck must answer a visible engine, survive combat, or develop mana first. Do not assume protection exists unless Wrap in Vigor, Fog, or Prismatic Strands is legal and appropriately timed.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Aura Ramp Placement
Priority: Medium
Decision families: mana; priority
Cards: Wild Growth; Utopia Sprawl; Overgrowth; Forest; Arctic Treeline; Radiant Grove; Thornglint Bridge
Phase windows: early main phases before spending remaining mana
Runtime cues: action:enchant
Use when: legal actions include enchanting a land and the target land is visible.
Avoid when: the only target land is likely needed untapped for an immediate interaction spell this turn.
Instructions: Put Wild Growth, Utopia Sprawl, or Overgrowth on green-producing lands that are likely to remain available. Favor basic Forest when legal to reduce tapped-land and bounce-land complications. Card text check required for exact Utopia Sprawl color naming if Forge exposes a color prompt.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Fetchland Execution
Priority: Low
Decision families: mana
Cards: Terramorphic Expanse; Evolving Wilds; Forest; Plains
Phase windows: main phases or end steps when activation is legal
Runtime cues: action:activate Terramorphic Expanse; action:activate Evolving Wilds
Use when: the legal action text names Terramorphic Expanse or Evolving Wilds and the deck is missing a basic color shown in hand costs.
Avoid when: cracking the land prevents a currently legal spell that must be cast this turn.
Instructions: Fetch Forest when green is missing for ramp or creatures; fetch Plains when white is missing for removal or early attackers. If both colors are present, fetch the basic that supports the next visible spell sequence.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes

### Policy: Signet And Rock Sequencing
Priority: Medium
Decision families: mana; priority
Cards: Arcane Signet; Selesnya Signet; Commander's Sphere; Wildfield Borderpost; Ornithopter of Paradise; Avacyn's Pilgrim; Llanowar Elves; Poison Dart Frog
Phase windows: turns 1-4 main phases
Runtime cues: action:cast Arcane Signet; action:cast Selesnya Signet; action:cast Commander's Sphere; action:cast Wildfield Borderpost
Use when: legal actions include mana development and the hand contains four-plus mana threats or commander recast pressure.
Avoid when: the opponent's visible board makes a creature blocker, Fog plan, or removal spell immediately necessary.
Instructions: Prefer one-mana accelerants before two-mana rocks when they enable next-turn Jasmine Boreal of the Seven or large creatures. Use rocks over card selection when the hand already has threats. Card text check required for Poison Dart Frog tactical details beyond mana production.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes

### Policy: Large-Creature Deployment Gate
Priority: Medium
Decision families: priority; mana
Cards: Ancient Brontodon; Primordial Wurm; Vorstclaw; Alpha Tyrranax; Tusked Colossodon; Axebane Stag; Canopy Gorger; Cowl Prowler; Garruk's Gorehorn
Phase windows: midgame and late main phases
Runtime cues: action:cast
Use when: legal actions include a large creature and the board needs a stabilizer or closing threat.
Avoid when: tapping out leaves no legal answer to a visible lethal attack or known problem permanent.
Instructions: Cast the largest body when it changes combat math this turn cycle. Prefer cheaper large creatures when holding interaction matters. Do not spend selection mana first if doing so loses the window to cast the stabilizing creature.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Removal Target Gate
Priority: High
Decision families: interaction; priority
Cards: Journey to Nowhere; Banishing Light; Oblivion Ring; Crib Swap; Generous Gift; Introduction to Annihilation; Stormplain Detainment; Make Your Move
Phase windows: main phases and legal instant-speed windows
Runtime cues: action:target
Use when: a visible opposing permanent blocks lethal, threatens lethal, or represents a durable engine the deck cannot race.
Avoid when: the target is low impact and a larger visible threat is likely to decide the next turn cycle.
Instructions: Save broad removal for commanders, evasive clocks, combo pieces, and permanents that stop attacks. Use narrower removal only when Forge shows legal targets matching the card. Card text check required for Stormplain Detainment and Make Your Move before relying on exact tactical modes.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Artifact And Enchantment Answer Gate
Priority: Medium
Decision families: interaction; priority
Cards: Nature's Claim; Naturalize; Disenchant; Dust to Dust; Gleeful Sabotage
Phase windows: main phases or instant windows exposed by Forge
Runtime cues: action:cast Nature's Claim; action:cast Naturalize; action:cast Disenchant; action:cast Dust to Dust; action:cast Gleeful Sabotage
Use when: a visible artifact or enchantment is enabling damage, mana, combo, protection, or a lock.
Avoid when: the only visible target is low impact and removing it does not change combat, mana, or lethal timing.
Instructions: Prioritize permanents that prevent attacking, generate repeated advantage, or create imminent lethal. Use Dust to Dust and Gleeful Sabotage primarily in sideboarded games with multiple visible targets. Card text check required for exact Gleeful Sabotage execution if conspire-style choices appear.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Survival Prevention Gate
Priority: High
Decision families: interaction; combat; priority
Cards: Fog; Prismatic Strands; Weather the Storm; Wrap in Vigor
Phase windows: combat damage prevention windows, end steps, and lethal stack windows
Runtime cues: action:cast Fog; action:cast Prismatic Strands; action:cast Weather the Storm; action:cast Wrap in Vigor
Use when: visible combat damage, stack damage, or removal would otherwise cause lethal or destroy the only stabilizing board.
Avoid when: life total and blockers survive the turn without spending the card.
Instructions: Use Fog or Prismatic Strands to stop lethal or preserve a counterattack, not to save a small amount of life. Use Wrap in Vigor when visible removal or combat would wipe multiple important creatures. Use Weather the Storm when storm count and life gain are exposed by legal action output.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Combat With Jasmine Board
Priority: Medium
Decision families: combat
Cards: Jasmine Boreal of the Seven; Elite Vanguard; Savannah Lions; Blade of the Sixth Pride; Panther Warriors; Terrain Elemental; Prizefighter Construct; Prowling Caracal
Phase windows: declare attackers and declare blockers
Runtime cues: prompt:declare attackers; prompt:declare blockers
Use when: Forge exposes legal combat actions and Jasmine Boreal of the Seven or simple creatures affect attack choices.
Avoid when: attacking sacrifices needed blockers under a short visible clock.
Instructions: Attack when legal blocks shown by Forge make damage favorable or when the opponent must answer a growing board. Hold back bodies when racing math shows crack-back lethal. Do not infer unblockability; trust only legal actions and visible blockers exposed by the engine.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Single Forced Pass
Priority: Low
Decision families: priority
Cards: none
Phase windows: any priority window
Runtime cues: action:pass
Use when: pass is the only legal action text available.
Avoid when: any other legal action is present.
Instructions: Submit the visible pass action when no spell, ability, attack, block, or selection action is legal. Preserve decision time for windows with alternatives.
Pilot skill floor: basic
No-API allowed: yes
Light-model allowed: yes

### Policy: Selection Spell Discipline
Priority: Medium
Decision families: selection; mana; priority
Cards: Adventure Awaits; Track Down; Elven Farsight; Introduction to Prophecy; Commander's Sphere
Phase windows: main phases, scry decisions, draw/filter prompts
Runtime cues: action:cast Adventure Awaits; action:cast Track Down; action:cast Elven Farsight; action:cast Introduction to Prophecy; prompt:scry
Use when: the hand lacks land, pressure, interaction, or a castable next-turn play.
Avoid when: spending mana on selection prevents casting a necessary blocker, removal spell, or commander.
Instructions: Use selection to fix missing roles, not to chase abstract card quality. Keep lands when missing drops; keep removal when a visible permanent must be answered; keep creatures when the board needs pressure. Card text check required for exact Elven Farsight and Introduction to Prophecy choices.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Role Selection
Priority: High
Decision families: sideboard
Cards: Dust to Dust; Standard Bearer; Prismatic Strands; Obsidian Acolyte; Crimson Acolyte; Relic of Progenitus; Scattershot Archer; Gleeful Sabotage; Wrap in Vigor; Weather the Storm
Phase windows: between games sideboarding
Runtime cues: prompt:sideboard
Use when: choosing legal sideboard changes after seeing opponent colors, permanents, graveyard use, combat pattern, or damage profile.
Avoid when: the matchup evidence does not show a target for the narrow sideboard card.
Instructions: Add Dust to Dust or Gleeful Sabotage against visible artifact/enchantment reliance, Relic of Progenitus against graveyard reliance, Scattershot Archer against small fliers, Weather the Storm or Prismatic Strands against damage races, Standard Bearer against targeted strategies, Obsidian Acolyte against black pressure, Crimson Acolyte against red pressure, and Wrap in Vigor against sweepers or removal-heavy boards.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Adventure And Split-Card Mode Gate
Priority: Medium
Decision families: selection; priority; interaction
Cards: Tuinvale Treefolk // Oaken Boon; Garenbrig Carver // Shield's Might; Silverflame Squire // On Alert; Besotted Knight // Betroth the Beast
Phase windows: main phases, combat tricks, legal adventure-like prompts
Runtime cues: action:cast Tuinvale Treefolk; action:cast Garenbrig Carver; action:cast Silverflame Squire; action:cast Besotted Knight
Use when: Forge exposes separate legal cast options for the creature side or alternate spell side.
Avoid when: the card text is not exposed and the tactical effect would be guessed.
Instructions: Choose the creature side when the board needs material. Choose the spell side only when the visible legal text clearly improves combat, survival, or damage this turn. Card text check required for exact alternate-side effects before treating any mode as removal, protection, or pump.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes
