# Strategy Specifications
## Deck Name And Archetype
- Identity: Aluren is a Legacy combo-midrange deck registered as 60 main-deck cards and 15 sideboard cards, with the active validation contract reporting a legal Legacy configuration under the supplied main/sideboard limits. The runtime pilot must treat this guide as strategic advice only; legal actions, visible board state, public information, and rules-engine output always decide what can actually be chosen.

- Tags: The supplied archetype tags are combo and midrange, with the duplicate pair normalized to `combo, midrange` for decision context. The deck is not a stock creature-heavy Aluren shell; it is a hybrid combo deck that combines `Aluren` plus `Acererak the Archlich` with a separate `Show and Tell` package built around `Atraxa, Grand Unifier` and `Omniscience`.

- Main-deck validation: The registered main deck contains 60 cards: 4 `Acererak the Archlich`; 4 `Aluren`; 4 `Ancient Tomb`; 4 `Atraxa, Grand Unifier`; 1 `Boseiju, Who Endures`; 1 `City of Traitors`; 1 `Flooded Strand`; 4 `Force of Will`; 1 `Forest`; 2 `Hedge Maze`; 1 `Island`; 4 `Lotus Petal`; 4 `Misty Rainforest`; 2 `Omniscience`; 1 `Polluted Delta`; 4 `Ponder`; 1 `Scalding Tarn`; 4 `Show and Tell`; 4 `Stock Up`; 3 `Tropical Island`; 2 `Veil of Summer`; and 4 `Brainstorm`.

- Sideboard validation: The registered sideboard contains 15 cards: 2 `Blue Elemental Blast`; 3 `Carpet of Flowers`; 2 `Consign to Memory`; 1 `Endurance`; 1 `Force of Negation`; 1 `Force of Vigor`; 1 `Harbinger of the Seas`; 1 `Pithing Needle`; 1 `Silent Gravestone`; and 2 `Veil of Summer`. Exact executable sideboard plans later in this guide may preserve the registered sideboard and main-deck zones.

- Stock/rogue status: Treat this list as a rogue or hybrid Legacy combo-midrange build rather than a fully stock archetype. The pilot should not overfit to assumptions from traditional Aluren lists, because this build has no dense value-creature chain and instead leans on cantrips, acceleration, free permission, `Show and Tell`, `Atraxa, Grand Unifier`, and `Omniscience`.

- Role concern: The deck can win by deterministic-looking engine execution once `Aluren` and `Acererak the Archlich` are safely assembled, but the commitment point is judgment-heavy because opposing interaction, clock pressure, blue-card availability for `Force of Will`, and whether waiting improves the hand all matter. The guide should therefore distinguish commitment gates from deterministic post-commitment execution.

- Mana concern: The mana base is powerful but narrow, with `Ancient Tomb`, `City of Traitors`, and `Lotus Petal` accelerating expensive engines while `Tropical Island`, `Hedge Maze`, fetchlands, `Forest`, and `Island` support cantrips, protection, and green combo pieces. `Atraxa, Grand Unifier` is primarily a `Show and Tell` or `Omniscience` payoff; hard-casting it requires colors this mana base may not reliably produce, so runtime action legality must be trusted over assumptions.

- Protection concern: `Force of Will`, `Veil of Summer`, and sideboard permission or protection cards define many keep, sequencing, and commitment decisions. The pilot should preserve blue cards for `Force of Will` when the visible exchange is likely to decide the game, but should not hoard interaction if a legal protected combo line can win before the opponent’s next meaningful turn.

- Opponent information status: No specific opponent deck is supplied for this guide batch, so matchup assumptions must remain archetype-level until runtime or later matchup sections provide labels. The pilot may reason from visible lands, revealed cards, stack contents, public graveyards, exile, known sideboard stage, and logged history, but must not invent hidden cards or assign certainty to unobserved interaction.

## Thesis
- Primary assembly rule: This exact Aluren deck assembles a protected free-cast engine, either `Aluren` plus `Acererak the Archlich` or `Show and Tell` into `Atraxa, Grand Unifier` or `Omniscience`. Prioritize hands and lines that produce one of those engines with enough mana, blue-card density, or `Veil of Summer` coverage to survive the decisive stack exchange.

- Primary win rule: `Aluren` turns `Acererak the Archlich` into the deck's cleanest deterministic kill once the rules engine confirms the repeated cast/bounce line is legal. Do not start this line just because both names are visible; first check whether the opponent has open interaction, whether `Force of Will` or `Veil of Summer` is available, and whether waiting one turn materially improves protection without losing to board pressure.

- Secondary win rule: `Show and Tell` is the pressure-release valve that converts fast mana into a large battlefield or spellcasting advantage through `Atraxa, Grand Unifier` or `Omniscience`. Favor this path when the hand lacks `Aluren`, when the opponent's clock is too fast for sculpting, or when `Atraxa, Grand Unifier` can immediately refill the hand and find protection, engine pieces, or follow-up pressure.

- Strategic posture rule: The deck is combo-first and midrange-second, not a fair creature deck and not a long permission-control deck. Use `Ponder`, `Brainstorm`, and `Stock Up` to assemble a protected engine, not to chase marginal card quality while a lethal or near-lethal line is available.

- Runtime priority rule: Legal actions and visible state outrank every heuristic in this guide. If Forge exposes only a pass, payment, target, or continuation action, choose among legal actions only; if card text, hidden information, or replacement effects are unclear, keep the line conditional and avoid assuming the outcome.

## Role Package
- Threats: `Acererak the Archlich` is both the compact combo creature and a possible castable body when the game has shifted away from immediate combo. `Atraxa, Grand Unifier` is the major battlefield threat and refill payoff for `Show and Tell`; hard-cast lines should be trusted only when the rules engine shows legal mana because the registered lands do not naturally promise all required colors.

- Payoffs: `Aluren` plus `Acererak the Archlich` is the defining payoff package, while `Omniscience` converts `Show and Tell` into a free-spell engine that can deploy `Atraxa, Grand Unifier`, `Acererak the Archlich`, cantrips, and protection from hand when legal. Commit to payoffs when the expected value of waiting is lower than the risk of giving the opponent another draw step or attack.

- Engines: `Aluren` is the named engine and should be treated as fragile until it resolves and the follow-up `Acererak the Archlich` action is available. `Omniscience` is the backup engine that rewards hands with expensive spells and multiple follow-up cards, but it is weaker when the hand is empty or contains only interaction that cannot convert the turn into advantage.

- Velocity: `Brainstorm`, `Ponder`, and `Stock Up` are the card-selection core that finds missing engine halves, protection, and fast mana. Card text check required for `Stock Up`; use it as a velocity card only according to the legal action and revealed text at runtime, and avoid assuming instant speed, exact card count, or selection mode unless Forge displays it.

- Interaction: `Force of Will` is the main-deck hard stop for opposing disruption, fast combo, or game-ending permanents on the stack. `Boseiju, Who Endures` is the maindeck utility answer when its channel or land functionality is legal, but do not assume a target exists unless Forge exposes one.

- Protection: `Veil of Summer` protects decisive green or blue exchanges and should be preserved for combo turns against visible black or blue interaction when possible. Extra sideboard `Veil of Summer`, `Force of Negation`, `Consign to Memory`, and `Blue Elemental Blast` expand the protection suite in matchups where the decisive fight happens on the stack.

- Recursion: The registered list has no dedicated recursion module. Recover from disruption by using cantrips, `Stock Up`, and `Atraxa, Grand Unifier` to rebuild, not by planning to rebuy spent `Aluren`, `Show and Tell`, or counterspells from the graveyard.

- Mana: `Ancient Tomb`, `City of Traitors`, and `Lotus Petal` create explosive starts for `Aluren`, `Show and Tell`, and `Omniscience` lines. `Tropical Island`, `Hedge Maze`, `Forest`, `Island`, `Misty Rainforest`, `Flooded Strand`, `Polluted Delta`, and `Scalding Tarn` support the blue-green core; sequence fetches and duals to cast cantrips and protection before spending one-shot acceleration.

- Sideboard modules: `Carpet of Flowers` is the blue-matchup mana engine, `Blue Elemental Blast` is red interaction, `Consign to Memory` is stack or permanent coverage when legal, `Endurance` and `Silent Gravestone` are graveyard tools, `Force of Vigor` answers artifact or enchantment pressure, `Harbinger of the Seas` attacks greedy mana, and `Pithing Needle` covers activated abilities only when a visible or known name is strategically justified.

## Primary Win Conditions
- `Aluren` plus `Acererak the Archlich` is the cleanest main win path once Forge confirms free creature casting and the repeated return trigger are legal. Set up by finding both names with `Brainstorm`, `Ponder`, `Stock Up`, or `Atraxa, Grand Unifier`, then resolve `Aluren` with enough protection to force through the first `Acererak the Archlich` cast; after commitment, continue only through legal dungeon and recast actions the engine exposes, prioritizing game-ending or resource-positive dungeon choices without inventing hidden shortcut outcomes.

- Prioritize the `Aluren` line when the hand contains `Acererak the Archlich`, when the opponent is representing a clock that makes sculpting unsafe, or when `Force of Will` and `Veil of Summer` can protect the stack exchange. Delay the line when waiting one turn adds a missing combo half or protection and the visible board does not threaten a decisive attack, but do not over-wait if `Ancient Tomb`, `City of Traitors`, or `Lotus Petal` can produce a protected turn-three or earlier engine.

- `Show and Tell` into `Atraxa, Grand Unifier` is the main pressure and reload path when `Aluren` is missing or too exposed. Set up by preserving `Atraxa, Grand Unifier` in hand, accelerating with `Ancient Tomb`, `City of Traitors`, or `Lotus Petal`, and protecting `Show and Tell` with `Force of Will` or `Veil of Summer`; after `Atraxa, Grand Unifier` resolves, use the revealed selection to find another engine, protection, or enough card volume to dominate the next turn cycle.

- `Show and Tell` into `Omniscience` is the higher-ceiling engine path when hand size contains follow-up spells. Prioritize it over raw `Atraxa, Grand Unifier` when the hand already includes `Atraxa, Grand Unifier`, `Acererak the Archlich`, cantrips, or protection that can be cast for free after `Omniscience`; deprioritize it when the hand is nearly empty or when the opponent's visible permanent from `Show and Tell` could matter before the deck converts `Omniscience` into advantage.

## Secondary Win Conditions
- `Atraxa, Grand Unifier` combat is the primary fallback kill after a nonlethal `Show and Tell` or hard-won resource exchange. Attack when the rules engine shows favorable combat and the opponent cannot present lethal on the crackback; otherwise let `Atraxa, Grand Unifier` stabilize, block, and buy draw steps for `Aluren`, `Acererak the Archlich`, or another `Show and Tell`.

- `Omniscience` value can win without an immediate deterministic combo by turning every drawn `Brainstorm`, `Ponder`, `Stock Up`, `Atraxa, Grand Unifier`, and `Acererak the Archlich` into free material. Use this line as a value engine only when it is already resolved or when the commitment gate says the opponent's clock or disruption makes waiting worse than exposing `Omniscience`.

- `Acererak the Archlich` as a normal creature is a desperation or post-disruption plan, not the default role. Cast it fairly only when Forge shows the spell is legal, the return or dungeon text does not undermine the board plan, and a body or dungeon progress is materially better than holding it for `Aluren`.

- `Boseiju, Who Endures` supports fallback wins by clearing a visible artifact, enchantment, or land that blocks the combo or race. Use it as interaction when the legal target is high impact and mana loss is acceptable; preserve it as a land when the hand still needs green mana for `Aluren`, `Veil of Summer`, cantrips, or sideboard cards.

- Cantrip pressure is a rebuild plan, not a win condition by itself. Use `Brainstorm`, `Ponder`, and `Stock Up` to assemble a second wave after counterwars or discard, and avoid spending the last blue card needed for `Force of Will` unless the cantrip is required to find a legal win this turn.

## Emergency Lines
- Behind on life: Favor the fastest protected `Show and Tell` or `Aluren` commitment over incremental sculpting when visible attackers threaten to end the game within one or two combat steps. `Ancient Tomb` damage matters; use it when it enables a decisive engine, but prefer non-damaging mana if the same legal line remains available.

- Behind on board: Use `Atraxa, Grand Unifier` as the stabilizing payoff when a large blocker and refill can reset combat. Do not rely on small creature combat from `Acererak the Archlich`; the deck's emergency board plan is to land a major payoff or combo through the board, not to trade down.

- Behind on cards: Treat `Atraxa, Grand Unifier`, `Brainstorm`, `Ponder`, and `Stock Up` as rebuild tools, with `Show and Tell` into `Atraxa, Grand Unifier` preferred when the hand has a payoff but lacks depth. Card text check required for `Stock Up`; follow only the engine-displayed selection and timing.

- Behind on mana: Preserve `Lotus Petal` for the turn it changes the legal engine action, and avoid sacrificing `City of Traitors` sequencing value unless the current spell is decisive. Fetch `Tropical Island`, `Hedge Maze`, `Forest`, or `Island` according to visible color needs rather than generic deck preference.

- Engine removed or countered: Rebuild toward the alternate engine instead of repeating the failed line blindly. If `Aluren` is answered, pivot to `Show and Tell`; if `Show and Tell` is exhausted, cantrip toward `Aluren` plus `Acererak the Archlich`; if payoffs are scarce, use `Atraxa, Grand Unifier` selection to restock.

- Opposing combo pressure: Spend `Force of Will` on the visible spell or engine that is likely to decide the game before your next turn. Keep `Veil of Summer` for blue or black stack fights when legal, but do not pass a winning protected line solely to preserve it.

## Resource Model
- Hand quality is the primary resource because `Aluren`, `Acererak the Archlich`, `Show and Tell`, `Atraxa, Grand Unifier`, `Omniscience`, `Force of Will`, and `Veil of Summer` all ask for specific pairings. Prefer a smaller hand with mana, engine, payoff, and protection over a larger hand that only cantrips without a credible commitment path.

- Life is spendable when it converts into a decisive engine turn through `Ancient Tomb`, but it is not free against fast boards. Take `Ancient Tomb` damage to cast `Show and Tell`, `Aluren`, `Stock Up`, or protected setup on schedule; avoid unnecessary Tomb activations when the same legal line can use `Lotus Petal`, colored lands, or delayed sequencing without losing a turn.

- Mana is burst-oriented rather than attrition-oriented. `Ancient Tomb`, `City of Traitors`, and `Lotus Petal` create early commitment windows, while `Tropical Island`, `Hedge Maze`, `Forest`, and `Island` support cantrips, `Aluren`, `Veil of Summer`, and sideboard interaction. Do not cash in `Lotus Petal` for routine cantrips unless it fixes a missing color, protects a spell, or creates a same-turn engine action.

- Board presence is mostly defensive until a payoff resolves. `Atraxa, Grand Unifier` can stabilize combat and win through attacks, but the deck should not trade strategic resources to create small creature pressure with `Acererak the Archlich` unless Forge exposes that as the best available legal survival or combo-progress action.

- Graveyard value is low in game one except as public history for spent cantrips, pitched blue cards, fetchlands, and failed engines. After sideboard, `Endurance` and `Silent Gravestone` can turn graveyard context into interaction; use them only when the visible graveyard or known matchup plan makes the effect relevant.

- Exile is a real cost because `Force of Will` and sideboard `Force of Negation` spend blue cards. Pitch redundant `Brainstorm`, `Ponder`, `Stock Up`, extra `Show and Tell`, extra `Aluren`, or excess payoff only when stopping the opposing spell or forcing the engine is worth reducing follow-up density.

- Lands are both resources and sequencing constraints. Preserve fetchlands for `Brainstorm` when hand texture matters, but fetch earlier when color access is required for `Ponder`, `Veil of Summer`, `Aluren`, or sideboard cards; treat `Boseiju, Who Endures` as a land until a visible artifact, enchantment, or land is important enough to answer.

- Sacrifice fodder is not a deck plan. `Lotus Petal` and fetchlands may be sacrificed for mana or shuffle utility, but there is no main-deck creature-fodder engine; do not value permanents as disposable unless the legal action itself produces the needed mana or shuffle.

- Tempo is gained by committing before the opponent fully develops. Use cantrips to sculpt when the visible clock is slow, but shift quickly to `Show and Tell`, `Aluren`, or protected `Atraxa, Grand Unifier` when the opponent threatens lethal, discard density, or a faster combo.

- Information is generated by public actions, visible mana, revealed cards, and cantrip choices. Never assume hidden interaction; weigh only revealed cards, known archetype pressure, open mana, previous decisions, and legal actions shown by Veles.

- Sideboard bullets convert narrow resources into exact answers. `Blue Elemental Blast`, `Consign to Memory`, `Force of Negation`, `Force of Vigor`, `Carpet of Flowers`, `Endurance`, `Harbinger of the Seas`, `Pithing Needle`, `Silent Gravestone`, and extra `Veil of Summer` should replace low-impact speed or redundancy only when their role matches visible matchup pressure.

## Mana Guide
- Utility-land sequencing: explicitly track `Flooded Strand` as the deck's named nonbasic or utility-land decisions. Use these lands to satisfy the next visible color or utility requirement before taking speculative lines: play or fetch colored sources before cantrips and discard that need exact mana, keep utility lands when their activated or disruptive text is part of the current plan, and delay utility-land sacrifices until the follow-up spell or ability is already legal. When choosing between a stable colored source and a utility land, choose the source that casts the current hand under visible pressure, then use the utility land once the required colors are secure.

- Keep hands that produce blue early and a credible engine path. A strong keep usually has a blue source or fetchland, one of `Brainstorm`, `Ponder`, or `Stock Up`, and either `Show and Tell` plus payoff, `Aluren` plus `Acererak the Archlich`, or enough selection to find the missing half.

- Mulligan hands that cannot cast spells on time. Hands with only `Ancient Tomb` or `City of Traitors` and no `Lotus Petal` or colored land are risky unless they already cast a decisive `Show and Tell`; hands with colored lands but no engine, payoff, protection, or selection are also weak.

- Fetch colors according to the next two legal turns. Get `Tropical Island` when the hand needs both blue cantrips and green `Aluren` or `Veil of Summer`; get `Island` when life, Wasteland-style pressure, or nonbasic punishment makes basic blue important; get `Forest` only when green is required and blue access is already secure or unavailable.

- Sequence `Hedge Maze` with tapped-land cost in mind. Play it early when the hand does not need immediate blue or green that turn; avoid it as the only early source for `Ponder`, `Brainstorm`, `Veil of Summer`, or a protected engine unless Veles shows the timing still works.

- Use `Ancient Tomb` for acceleration, not color fixing. It is excellent for `Show and Tell`, `Aluren`, `Stock Up`, and hard pressure after colored mana is covered, but it cannot cast `Brainstorm`, `Ponder`, `Veil of Summer`, or sideboard blue/green interaction by itself.

- Treat `City of Traitors` as a commitment land. Play it when the immediate spell matters, when it enables `Show and Tell` or `Aluren`, or when losing it to a later land is acceptable; delay it when the hand needs multiple land drops before committing.

- Preserve `Lotus Petal` until it changes legality or protection. Spend it for turn acceleration, missing green for `Aluren` or `Veil of Summer`, missing blue for cantrip or interaction, or post-`Omniscience` sequencing only if Forge still requires payment; do not sacrifice it for cosmetic mana efficiency.

- Play lands before draw spells when mana or shuffle is not the question. Hold fetchlands before `Brainstorm` when a shuffle is likely needed, but play the land first when the turn requires casting `Ponder`, `Stock Up`, `Show and Tell`, `Aluren`, `Force of Will` support, or `Veil of Summer` afterward.

- Cast `Brainstorm` with a shuffle plan when possible. If no shuffle is available and the hand is functional, wait unless digging immediately for a land, engine, protection, or payoff is necessary; `Ponder` is safer for early setup when the deck needs to decide whether to shuffle.

- Sideboard mana must be planned before the turn starts. `Carpet of Flowers` rewards early green access, `Blue Elemental Blast`, `Consign to Memory`, and `Force of Negation` require blue discipline, `Force of Vigor` asks for green-card economy, and extra `Veil of Summer` increases the value of keeping green open during stack fights.

## Mulligan Guide
- Strong keep: keep hands with blue access, selection, and one credible engine route. Examples include `Misty Rainforest`, `Tropical Island`, `Ponder`, `Brainstorm`, `Show and Tell`, `Atraxa, Grand Unifier`, and `Force of Will`; or `Ancient Tomb`, blue source, `Aluren`, `Acererak the Archlich`, and a protection or selection spell.

- Medium keep: keep slower sculpting hands when they have two lands, blue cantrip density, and at least one payoff or engine half. `Brainstorm`, `Ponder`, `Stock Up`, fetchland, colored land, and either `Aluren` or `Show and Tell` is acceptable if the matchup is not visibly racing before turn three.

- Risky keep: keep `Ancient Tomb`, `Lotus Petal`, `Show and Tell`, and `Atraxa, Grand Unifier` hands only when they can act quickly or have `Force of Will` or `Veil of Summer` support. Without blue selection, these hands can lose to a single answer or bad payoff texture.

- Automatic ship: mulligan hands with no colored mana and no immediate `Show and Tell` path. Ship hands that are only `Ancient Tomb`, `City of Traitors`, payoff cards, and no `Lotus Petal`; also ship hands with lands plus `Force of Will` but no blue card, cantrip, engine, or pressure.

- Automatic ship: mulligan hands with engine pieces that cannot legally assemble. `Acererak the Archlich` without `Aluren`, selection, or enough time is not a plan; `Omniscience` without `Show and Tell`, selection, or enough mana context is too inert.

- Matchup-dependent keep: keep protection-heavy hands against visible blue, black discard, or stack interaction only if they still advance. `Veil of Summer`, `Force of Will`, blue card, land, and cantrip is strong when the opponent is interactive, but weak if it never finds `Aluren`, `Show and Tell`, `Atraxa, Grand Unifier`, or `Omniscience`.

- Play/draw adjustment: on the play, prioritize hands that deploy `Ponder`, `Brainstorm`, or `Show and Tell` before the opponent develops. On the draw, require either more interaction, better mana, or a faster engine because the opponent gets the first discard, pressure, or combo window.

- Trap hand: do not keep multiple payoffs with no enabler. `Atraxa, Grand Unifier`, `Atraxa, Grand Unifier`, `Omniscience`, `Acererak the Archlich`, and lands looks powerful but fails if it cannot cast selection or present `Show and Tell` or `Aluren` in time.

- Trap hand: do not overvalue `Lotus Petal` as a land. A hand relying on `Lotus Petal` for both setup and protection may collapse after one cantrip; keep it only when the sacrificed mana creates a real turn-one or turn-two action.

- Mulligan bottom rule: after a mulligan, keep the cleanest engine path and bottom excess copies first. Bottom redundant `Aluren`, extra `Show and Tell`, excess payoff, or protection without a blue card before bottoming the only blue source, only green source, or only cantrip.

## Turn Arc
- Turn 1 priority: establish blue selection without spending burst mana unnecessarily. Preferred starts are fetchland into `Ponder`, fetchland held for `Brainstorm` when the hand already functions, or `Tropical Island` into cantrip when green must remain available for `Veil of Summer` or `Aluren` later.

- Turn 1 acceleration: use `Lotus Petal` or `Ancient Tomb` only when it creates a decisive setup. Turn-one `Stock Up` can be correct if the hand needs volume and the visible matchup is not punishing tempo loss; turn-one `Show and Tell` requires a payoff, protection assessment, and legal-action confirmation.

- Turn 1 deviation: play `Hedge Maze` tapped when no immediate cantrip or stack protection is needed. Avoid leading `City of Traitors` unless the turn uses its mana, because later land drops can erase the resource before the engine turn.

- Turn 2 priority: convert selection into a commitment plan. If `Show and Tell` plus `Atraxa, Grand Unifier` or `Omniscience` is available, compare visible open mana, known disruption, and protection; if `Aluren` plus `Acererak the Archlich` is close, use cantrips to find the missing piece or green source.

- Turn 2 protection: hold `Veil of Summer` when the opponent represents black or blue interaction and the engine can wait one turn. Use `Force of Will` only for opposing actions that stop the engine, win before the engine, or remove the only viable route.

- Turn 2 deviation: cast `Stock Up` instead of jamming when the hand lacks payoff certainty or protection. Use `Brainstorm` before fetchland only when hand correction is urgent; otherwise preserve shuffle value.

- Turn 3 priority: present the first major threat when the hand has a payoff route. `Show and Tell` into `Atraxa, Grand Unifier` stabilizes and reloads; `Show and Tell` into `Omniscience` is higher ceiling but needs legal follow-up; `Aluren` into `Acererak the Archlich` is the clean combo route when Veles shows the required actions.

- Turn 3 deviation: delay commitment when visible information says waiting improves the stack fight. Extra land, `Veil of Summer`, `Force of Will`, or another cantrip can matter more than raw speed if the opponent has open mana and the deck has no backup.

- Turns 4-5 priority: stop sculpting and force a protected engine unless the opponent is doing nothing. Chain `Brainstorm`, `Ponder`, and `Stock Up` only to find the exact missing engine, payoff, mana, or protection; do not spend turns improving a hand that already has a legal protected commitment.

- Turns 4-5 recovery: pivot from failed combo to the remaining axis. After a countered `Show and Tell`, assemble `Aluren` plus `Acererak the Archlich`; after a removed `Aluren`, use `Show and Tell` with `Atraxa, Grand Unifier` or `Omniscience`; after resource loss, protect selection rather than dead payoffs.

- Late game priority: treat every card as either engine, protection, mana, or redraw. Hard-casting large spells is secondary and should be chosen only when Veles shows it is legal, mana is stable, and the opponent's visible pressure makes waiting worse.

- Late game deviation: use `Boseiju, Who Endures` as interaction only when a visible artifact, enchantment, or land is more important than keeping a land. Preserve `Force of Will` pitch resources carefully because late-game blue cards may be the difference between resolving the final engine and losing the stack fight.

## Card Roles
- `Acererak the Archlich`: Treat `Acererak the Archlich` as the deterministic `Aluren` payoff first and a fair creature almost never. With `Aluren` on the battlefield, prioritize legal cast loops that return or recast `Acererak the Archlich` until the engine produces the winning dungeon payoff; do not expose it earlier unless Veles shows a legal line that materially advances survival or baiting interaction. Avoid pitching all copies to `Force of Will` unless the current stack fight or opposing combo would otherwise end the game, because one resolved `Aluren` needs this card to convert immediately.

- `Aluren`: Treat `Aluren` as the deck's defining commitment card, not a generic value permanent. Cast it when the hand or visible follow-up contains `Acererak the Archlich`, when protection is available against blue or black interaction, or when waiting gives the opponent a clearer lethal or lock window. Do not cast `Aluren` into an opponent who can use the symmetrical effect first unless the current legal-action list confirms an immediate winning or stabilizing sequence.

- `Atraxa, Grand Unifier`: Use `Atraxa, Grand Unifier` as the safest `Show and Tell` payoff when the hand needs cards, life-buffering, and a large blocker more than immediate spell chaining. It is also a blue pitch to `Force of Will`, but pitching it is costly when `Show and Tell` is already present. Do not assume `Atraxa, Grand Unifier` wins by itself against combo; it is a refill and stabilizer that must find protection, `Aluren`, `Acererak the Archlich`, `Omniscience`, or another `Show and Tell` line.

- `Omniscience`: Use `Omniscience` as the high-ceiling `Show and Tell` payoff when the hand already contains follow-up spells or selection to exploit free casting. Prefer `Atraxa, Grand Unifier` over `Omniscience` if `Omniscience` would enter with no legal meaningful spell to cast and the opponent may put in a threatening permanent. With `Omniscience` active, prioritize drawing or casting into `Atraxa, Grand Unifier`, `Aluren`, and `Acererak the Archlich` rather than spending free spells on low-impact sculpting after the kill is already available.

- `Show and Tell`: Treat `Show and Tell` as the fastest engine door and the highest-risk commitment spell. Cast it with `Atraxa, Grand Unifier` when stabilizing matters, with `Omniscience` when follow-up is visible, and avoid it when the opponent's known or visible permanent could beat your payoff immediately. Use `Veil of Summer` or `Force of Will` to force through `Show and Tell` only when the payoff is present and the current turn materially improves over waiting.

- `Force of Will`: Reserve `Force of Will` for opposing actions that stop a commitment, win before your next engine window, strip the only viable engine piece, or answer a resolved payoff at a decisive point. Pitch priority is matchup and hand dependent, but redundant `Ponder`, extra `Stock Up`, excess `Atraxa, Grand Unifier`, or duplicate engine pieces are often safer than pitching the only payoff or only blue setup spell. Do not counter low-impact cantrips by default; this deck needs blue cards and life total more than it needs to win small stack exchanges.

- `Veil of Summer`: Use `Veil of Summer` as proactive protection for `Show and Tell`, `Aluren`, or a key selection spell against visible or strongly signaled blue and black interaction. Hold it when the opponent can cast discard, counterspells, or black removal during the engine turn; cast it only when Veles shows a legal stack or timing window. Do not treat `Veil of Summer` as general protection against non-blue, non-black interaction; if the opposing answer is colorless, white, red, green, permanent-based, or ability-based, require rules-engine legality before relying on it.

- `Brainstorm`: Use `Brainstorm` to hide critical engine cards from discard, repair payoff-heavy hands, and combine with fetchlands for real card selection. Hold it when the hand already functions and a fetchland can improve it later; fire it early when the hand lacks land, lacks an engine half, or must find protection before a commitment. Avoid locking two dead expensive cards on top without a shuffle effect unless the next legal line uses them immediately.

- `Ponder`: Use `Ponder` as the clean turn-one setup spell for missing engine pieces, lands, or protection. Keep good three-card stacks when they produce a defined path such as land plus `Show and Tell` payoff, `Aluren` plus `Acererak the Archlich`, or protection plus commitment. Shuffle aggressively when the pile contains only redundant payoffs, extra acceleration, or cards that do not answer the visible matchup clock.

- `Stock Up`: Use `Stock Up` as the medium-speed card-quantity spell that finds missing halves and rebuilds after disruption. Card text check required; keep tactical decisions conditional on the exact legal choices Veles exposes. In practice, cast it when the game is not demanding an immediate `Show and Tell` or `Aluren` attempt and the hand needs depth more than tempo; avoid spending burst mana on it if that prevents a protected commitment on the following turn.

- `Lotus Petal`: Use `Lotus Petal` as a one-shot bridge into early `Show and Tell`, `Aluren`, `Stock Up`, or protected interaction. Preserve it when it is the only green for `Veil of Summer` or the missing color for `Aluren`; spend it when the tempo gained creates a real engine turn. Do not count it as stable mana for slow hands, because using it on a cantrip can leave `Aluren`, `Show and Tell`, or protection stranded.

- `Ancient Tomb`: Use `Ancient Tomb` to compress the deck's expensive setup and commitment turns. It enables fast `Show and Tell`, `Stock Up`, and sometimes `Aluren` with colored help, but its life loss matters against pressure and burn. Do not keep hands that are only fast colorless mana plus colored spells unless `Lotus Petal`, `Tropical Island`, `Hedge Maze`, or a fetchland supplies the missing colors.

- `City of Traitors`: Use `City of Traitors` for a decisive turn, not as a casual setup land. Deploy it when the mana is being spent immediately on `Show and Tell`, `Stock Up`, or a protected engine sequence. Avoid playing it before making future land drops unless the current legal line is strong enough that losing it will not matter.

- `Tropical Island`: Treat `Tropical Island` as the premium colored source because it casts blue selection, blue interaction, `Veil of Summer`, and helps reach `Aluren`. Fetch it when both colors matter and Wasteland-style risk is acceptable from visible context. Do not expose it unnecessarily if `Basic Island`, `Forest`, or `Hedge Maze` can support the current turn without weakening the engine turn.

- `Hedge Maze`: Use `Hedge Maze` as a stabilizing blue-green source when tempo allows. Its tapped timing makes it weaker for urgent `Ponder`, `Brainstorm`, or `Veil of Summer` windows, but it improves hands that need durable access to both colors. Prefer it early in slower matchups and avoid it when the first turn must interact or sculpt immediately.

- `Misty Rainforest`, `Flooded Strand`, `Polluted Delta`, and `Scalding Tarn`: Use fetchlands to turn `Brainstorm` into real selection, fix for `Tropical Island`, `Hedge Maze`, `Island`, or `Forest`, and delay revealing the exact mana plan. Preserve fetches when `Brainstorm` is in hand and mana is already functional; crack them early when `Ponder`, `Veil of Summer`, or an engine turn requires exact color access.

- `Boseiju, Who Endures`: Use `Boseiju, Who Endures` as a land first and an answer when a visible artifact, enchantment, or nonbasic land is blocking the winning line. Channel only when the target matters more than preserving green mana or land count. Do not rely on it as stack interaction; it answers permanents through the legal actions Veles exposes.

- `Island` and `Forest`: Use the basics to preserve function under opposing nonbasic pressure and to stabilize colored requirements. `Island` supports cantrips and `Force of Will` setup; `Forest` supports `Veil of Summer`, `Aluren`, and `Boseiju, Who Endures` lines. Fetch basics when the hand can afford the narrower colors and the visible matchup rewards durable mana.

## Interaction Priorities
- Protect the commitment first: Use `Force of Will` and `Veil of Summer` for stack fights over `Show and Tell`, `Aluren`, `Omniscience`, `Atraxa, Grand Unifier`, or the `Acererak the Archlich` loop. Let low-impact cantrips, minor creatures, and nonlethal value spells resolve unless they immediately change the engine window.

- Counter the faster kill first: Point `Force of Will` at opposing combo enablers, decisive payoff spells, lock pieces that stop casting, or interaction that breaks the current winning line. Do not spend `Force of Will` on a replaceable threat when the hand is still assembling and the opponent is not presenting lethal pressure.

- Counter disruption at the bottleneck: Fight discard, counterspells, graveyard-independent hate, and permanent answers only when they remove the only engine piece, only payoff, or only protection path. If the hand has redundant `Show and Tell`, `Aluren`, `Acererak the Archlich`, or selection spells, consider letting the first answer trade and rebuilding.

- Remove only line-blocking permanents: Use `Boseiju, Who Endures` for a visible artifact, enchantment, or nonbasic land that prevents a commitment, wins the race, or invalidates the selected payoff. Do not channel `Boseiju, Who Endures` just because a target exists; losing a land or green source can delay `Aluren` and `Veil of Summer`.

- Respect `Aluren` symmetry: When `Aluren` is on the battlefield, opposing creatures with mana value 3 or less may become instant-speed legal actions. Treat visible opponent cards and public information as real risk, and avoid passing priority with an incomplete `Acererak the Archlich` plan if the opponent can use the engine better than you.

- Bait with setup, not with the only engine: Lead with `Ponder`, `Brainstorm`, or `Stock Up` to draw interaction when the hand has time and redundancy. Do not bait with `Show and Tell` or `Aluren` unless losing that copy still leaves a functional near-term route.

- Ignore irrelevant removal: Opposing creature removal matters mainly when it can answer `Atraxa, Grand Unifier` after a `Show and Tell` line or disrupt a non-loop creature battlefield. It usually does not stop the deterministic `Acererak the Archlich` plus `Aluren` loop once the loop is legally executing, but rely on Veles legal actions and visible stack objects rather than assuming immunity.

- Archetype shift versus combo: Become the control deck until a protected win appears. `Force of Will` should stop their decisive spell, while `Ponder`, `Brainstorm`, and `Stock Up` look for a compact two-card kill plus protection.

- Archetype shift versus tempo: Value mana stability and protection over speed when possible. Preserve `Veil of Summer` against blue or black interaction, fetch basics or durable sources when visible pressure on nonbasics matters, and avoid spending life from `Ancient Tomb` unless it creates a strong commitment turn.

- Archetype shift versus fair creature decks: Race with `Show and Tell` into `Atraxa, Grand Unifier` or assemble `Aluren` plus `Acererak the Archlich` before combat damage matters. Counter only threats that shorten the clock below your setup window or permanents that stop the engine.

## Combat And Trading Rules
- Treat combat as a survival bridge: This deck is not trying to win normal combat unless `Atraxa, Grand Unifier` is in play. Preserve life total enough to buy a commitment turn, and use combat decisions to keep the engine path alive.

- Attack with `Atraxa, Grand Unifier` when it stabilizes or closes: A resolved `Atraxa, Grand Unifier` can pressure life totals while defending with lifelink, vigilance, deathtouch, and flying. Attack when the swing does not expose you to lethal on the crack-back, and prefer attacking when lifelink changes the race or forces the opponent to answer the threat.

- Block with `Atraxa, Grand Unifier` when survival beats damage: Use `Atraxa, Grand Unifier` defensively against large attackers, short clocks, or board states where one safe block buys another draw step. Avoid unnecessary blocks into visible tricks or deathtouch-like exchanges unless the legal board state says survival requires it.

- Do not trade away engine access: `Acererak the Archlich` is primarily a combo piece, not a fair attacker or blocker. If Veles exposes combat with `Acererak the Archlich` on the battlefield, keep it alive unless blocking prevents lethal or the loop is no longer available.

- Use life as a resource with limits: `Ancient Tomb` damage is acceptable when it enables immediate `Show and Tell`, `Stock Up`, or `Aluren`; it becomes dangerous when opposing attackers or burn-like pressure can put you below a safe extra-turn buffer. Under a short clock, prefer lines that win now, gain life with `Atraxa, Grand Unifier`, or preserve interaction.

- Avoid speculative attacks before combo turns: Do not attack just to chip damage if leaving a body back changes survival, protects against haste pressure, or preserves a post-combat engine line. Damage is secondary unless `Atraxa, Grand Unifier` is already converting combat into cards, life, and a fast clock.

- Race differently by archetype: Against combo and control, combat damage is usually incidental, so prioritize protected engine execution. Against tempo and creature pressure, every block and `Ancient Tomb` activation should be evaluated against the number of visible attacks remaining before the next likely commitment window.

- Protect the engine over the battlefield: Use `Force of Will` or `Veil of Summer` in combat-adjacent windows only when the spell affects the combo turn, protects `Atraxa, Grand Unifier` as the current stabilizer, or prevents lethal. Do not fight over ordinary combat tricks when the better plan is winning on the next main-phase or priority window.

## Selection And Tutor Rules
- Prioritize compact engine assembly: Use `Ponder`, `Brainstorm`, and `Stock Up` to find one complete route rather than collecting generic card quality. The main routes are `Show and Tell` plus `Atraxa, Grand Unifier`, `Show and Tell` plus `Omniscience`, or `Aluren` plus `Acererak the Archlich` with enough protection or urgency.

- Sequence `Ponder` before fetches when the hand needs a specific missing piece: Keep piles that create a near-term engine plus mana, and shuffle away piles that contain only redundant legends, excess lands, or payoff without a castable path. If the hand already has a fetchland and `Brainstorm`, consider saving the shuffle for `Brainstorm` unless `Ponder` must hit a land immediately.

- Use `Brainstorm` as protection against bad texture: Cast it with `Misty Rainforest`, `Flooded Strand`, `Polluted Delta`, or `Scalding Tarn` available when possible, then put back stranded `Atraxa, Grand Unifier`, extra `Omniscience`, redundant `Aluren`, or excess lands. Do not fire `Brainstorm` just because mana is open if the hand already has a commitment and needs to hide information or preserve a shuffle.

- Treat `Stock Up` as deeper selection only after checking exact legal text: Card text check required. If Veles exposes a legal selection choice from `Stock Up`, choose cards that complete mana plus engine plus protection before taking redundant payoff, and prefer the card that creates the earliest protected commitment turn.

- Use `Atraxa, Grand Unifier` selection to rebuild the next route: When `Atraxa, Grand Unifier` resolves and Veles exposes card-selection actions, take protection, engine, mana, or selection according to the current bottleneck. Prefer `Force of Will` or `Veil of Summer` when an immediate stack fight is likely, `Aluren` or `Show and Tell` when the first threat was answered, and mana when the hand cannot deploy the next spell.

- Keep `Acererak the Archlich` only with a real `Aluren` plan: Extra copies matter less than the first legal loop piece. With no `Aluren`, use selection to find `Aluren`, `Show and Tell`, or stabilizing acceleration before keeping multiple `Acererak the Archlich` copies.

- Time land drops around selection: Delay a fetchland crack when `Brainstorm` or `Ponder` can use the shuffle, but make the land drop before passing if missing it would stop `Show and Tell`, `Aluren`, `Stock Up`, or protected interaction. Do not expose `City of Traitors` before the turn it generates a decisive spell unless Veles shows no better land action.

- Use `Boseiju, Who Endures` as conditional utility, not a tutor: Preserve it as a green source unless a visible artifact, enchantment, or nonbasic land blocks the selected line. Channel only when the legal target matters more than the land drop or green mana.

## Priority And Stack Rules
- Commit only through a clear window: Cast `Show and Tell`, `Aluren`, or a major `Omniscience` line when visible mana, known cards, pressure, and protection make waiting worse or unnecessary. Let Veles legal actions decide timing; do not assume hidden interaction is absent.

- Protect the decisive spell, not every spell: Use `Force of Will` or `Veil of Summer` for opposing counters, discard, removal, or hate that stops the current engine. Let low-impact responses resolve when the hand still has redundancy or the spell does not change the chosen route.

- Respect `Show and Tell` symmetry on resolution: Before choosing or casting it, evaluate whether the opponent can put a visible or likely permanent that beats `Atraxa, Grand Unifier`, invalidates `Omniscience`, or races the follow-up. After it resolves, choose `Atraxa, Grand Unifier` for stabilization or selection unless `Omniscience` immediately enables a stronger legal chain.

- Execute `Aluren` lines without giving away extra windows: Once `Aluren` is on the battlefield and `Acererak the Archlich` is legal, prioritize continuing the loop through visible legal actions unless a required choice from the rules engine says otherwise. Do not pass priority mid-loop for speculative value if the current legal action advances the win.

- Account for opponent use of `Aluren`: Because `Aluren` can enable opposing small creatures at instant speed, avoid casting it and passing unless the hand can immediately use `Acererak the Archlich`, protect the line, or survive the opponent’s visible follow-up.

- Use `Veil of Summer` at the dispute point: Cast it in response to a blue or black spell or ability only when the legal text and visible stack show it protects the current plan or stops a decisive disruption spell. Do not spend it proactively into an empty stack unless Veles exposes a legal action that directly advances a protected commitment.

- Pitch to `Force of Will` with route preservation in mind: Exile the blue card that least contributes to the selected route. Prefer pitching redundant selection or redundant payoff over the only `Show and Tell`, only `Aluren`, only `Omniscience`, or only card that makes `Force of Will` live again.

- Use `Lotus Petal` and `Ancient Tomb` during the same priority sequence that benefits from them: Spend them for a commitment, protection, or exact mana requirement, not for speculative floating mana. Track `Ancient Tomb` damage as a real cost under pressure.

- Let resolved `Atraxa, Grand Unifier` dictate the next stack fight: Once it has drawn or selected cards, reassess whether the plan is now protect-the-threat, chain into `Omniscience`, or assemble `Aluren` plus `Acererak the Archlich`. Do not keep fighting over old assumptions after new public information appears.

## Sideboard Map
- Treat sideboarding as role compression: Keep enough engine density to present `Show and Tell`, `Aluren`, or `Omniscience` quickly, and only add interaction that changes a specific opposing axis. This deck cannot become a pure control deck; post-board hands still need mana, selection, and a route to a decisive permanent or `Aluren` plus `Acererak the Archlich`.

- Use `Blue Elemental Blast` against red pressure and red stack interaction: Add it when visible or expected red cards can kill before the engine turn, stop `Aluren`, pressure life totals through `Ancient Tomb`, or fight `Show and Tell`. It is poor against nonred prison, blue combo, graveyard decks, and creature decks whose decisive cards are not red.

- Use `Carpet of Flowers` against Island-heavy blue decks: Add it when the opponent is likely to expose Islands and games revolve around paying for protection, casting `Aluren`, or forcing through `Show and Tell` with backup. It is weak against fast nonblue combo, low-Island mana bases, mana denial that prevents enchantment deployment, and matchups where drawing mana after the commitment is worse than drawing action.

- Use `Consign to Memory` against colorless spells, colorless-source triggered abilities, and artifact-centric pressure: Add it for Eldrazi, artifact prison, large colorless mana threats, and stack spots where exiling the answered spell matters. It is narrow against ordinary blue control, red creature decks, black discard decks, and opponents whose hate is colored enchantments or creatures.

- Use `Endurance` as graveyard compression plus an emergency body: Add it when graveyards are a resource, when a flash creature can buy a combat step, or when the pitch mode preserves the combo turn. It is low-impact when the opponent does not use the graveyard and the game is decided by counter wars over `Show and Tell` or `Aluren`.

- Use `Force of Negation` for noncreature stack fights: Add it against spell combo, blue mirrors, prison pieces that are cast as noncreature spells, and discard-heavy decks where protecting the decisive turn matters. It is worse against creature combat decks, permanent-heavy boards already in play, and games where the extra blue card cost would dismantle the only route.

- Use `Force of Vigor` only when artifacts or enchantments are expected to matter before the combo resolves: Add it against prison permanents, artifact mana starts, hate artifacts, and enchantments that block `Show and Tell`, `Aluren`, or selection. It is poor when the opponent presents mostly creatures, counters, discard, or lands, because pitching green cards can remove `Aluren`, `Veil of Summer`, or key mana texture.

- Use `Harbinger of the Seas` as a mana-denial pivot, not as a fair creature plan: Add it when nonbasic lands are the opponent’s engine and a resolved permanent can create time for `Show and Tell` or `Aluren`. It is risky when it constrains your own `Ancient Tomb`, `City of Traitors`, `Tropical Island`, `Hedge Maze`, and fetch sequencing more than it constrains the opponent.

- Use `Pithing Needle` for visible activated abilities that beat the combo plan: Add it when the opponent’s key permanent, land, artifact, or creature ability is known or highly likely and a single named card can buy multiple turns. It is bad when the matchup’s pressure comes from spells, triggered abilities, static abilities, or diverse threats where one name is unlikely to matter.

- Use `Silent Gravestone` when targeted graveyard interaction matters: Add it against decks whose graveyard plan uses targeted cards or whose interaction targets graveyard cards, but verify exact card text at runtime because some graveyard strategies ignore it. It is poor against non-graveyard decks and against graveyard plans that do not care about the protected axis.

- Use extra `Veil of Summer` against blue and black disruption: Add it when counters, discard, black removal, or blue bounce are the main way the opponent stops `Show and Tell`, `Aluren`, `Omniscience`, or `Atraxa, Grand Unifier`. It is weak against nonblue nonblack creature pressure, colorless prison, and board states where the only losing cards are artifacts, enchantments, or lands.

Blue Control / Tempo With Islands
Role cards: 3 Carpet of Flowers; 1 Force of Negation; 2 Veil of Summer
Trim roles: 1 Boseiju, Who Endures; 1 City of Traitors; 1 Atraxa, Grand Unifier; 1 Omniscience; 1 Stock Up; 1 Lotus Petal

- Add role cards: `Carpet of Flowers` turns long counter exchanges into protected commitment turns, `Veil of Summer` punishes blue or black interaction, and `Force of Negation` gives another free answer on the opponent’s turn. Reduce main-deck emphasis: lower the clunkiest payoff density and the most fragile mana pieces when games are about resolving one protected engine rather than racing.

Red Aggro / Red Prison
Role cards: 2 Blue Elemental Blast; 1 Force of Vigor; 1 Force of Negation
Trim roles: 1 Stock Up; 1 Atraxa, Grand Unifier; 1 Omniscience; 1 Veil of Summer

- Add role cards: `Blue Elemental Blast` protects life total and the stack, `Force of Vigor` answers visible artifact or enchantment pressure, and `Force of Negation` can stop a decisive noncreature spell before the combo turn. Reduce main-deck emphasis: slower card draw and the most expensive redundant payoff lose value when `Ancient Tomb` damage and early red pressure make time scarce.

Artifact Prison / Colorless Mana
Role cards: 2 Consign to Memory; 1 Force of Vigor; 1 Pithing Needle; 1 Harbinger of the Seas
Trim roles: 2 Veil of Summer; 1 Stock Up; 1 Atraxa, Grand Unifier; 1 Ponder

- Add role cards: `Consign to Memory` covers colorless spells or colorless-source triggers, `Force of Vigor` clears artifacts or enchantments, `Pithing Needle` handles a known activated ability, and `Harbinger of the Seas` attacks nonbasic-land engines. Reduce main-deck emphasis: blue-black protection is less important when the opponent’s disruption is mostly colorless permanents.

Graveyard Combo / Graveyard Value
Role cards: 1 Endurance; 1 Silent Gravestone; 1 Force of Negation; 2 Consign to Memory
Trim roles: 1 Atraxa, Grand Unifier; 1 Omniscience; 1 Stock Up; 1 Veil of Summer; 1 Lotus Petal

- Add role cards: `Endurance` gives an instant-speed graveyard reset, `Silent Gravestone` pressures targeted graveyard lines, `Force of Negation` fights noncreature enablers, and `Consign to Memory` applies only when the opponent’s relevant spell or trigger is colorless. Reduce main-deck emphasis: expensive redundancy and low-impact acceleration are less important than surviving the first graveyard window and committing immediately after disruption.

Black Discard / Blue-Black Control
Role cards: 2 Veil of Summer; 1 Force of Negation; 3 Carpet of Flowers
Trim roles: 1 Boseiju, Who Endures; 1 City of Traitors; 1 Omniscience; 1 Atraxa, Grand Unifier; 1 Stock Up; 1 Lotus Petal

- Add role cards: `Veil of Summer` is the highest-value protection against discard and blue interaction, while `Carpet of Flowers` helps rebuild after early hand pressure. Reduce main-deck emphasis: shave fragile burst mana and redundant top-end because discard games reward drawing protected action repeatedly rather than overloading on uncastable payoffs.

Creature Midrange Without Heavy Blue Or Graveyard Reliance
Role cards: 1 Endurance; 1 Pithing Needle
Trim roles: 1 Stock Up; 1 Omniscience

- Add role cards: `Endurance` stabilizes a combat step or disrupts incidental graveyard use, and `Pithing Needle` is only for a visible activated ability that matters. Reduce main-deck emphasis: do not overload on narrow sideboard cards; the primary plan remains racing to `Show and Tell`, `Aluren`, or a protected `Atraxa, Grand Unifier`.

- Reassess every exact plan after Game 2: Increase `Veil of Summer` and `Carpet of Flowers` when the opponent shows blue or black stack pressure, increase `Force of Vigor` when artifacts or enchantments actually appear, and keep narrow cards minimal when they do not line up with revealed permanents or spells. The sideboard goal is to protect the commitment window, not to answer every possible card.

Explicit Sideboard Repair Plans

These balanced plans are legal Veles candidates built from the registered sideboard and main deck. Use them as baseline sideboarding options only when the matchup role fits; keep the role guidance above as the strategic source of truth.

Legal repair plan 1
Side in: 2 Blue Elemental Blast; 2 Carpet of Flowers
Cut: 4 Acererak the Archlich

Legal repair plan 2
Side in: Blue Elemental Blast; 3 Carpet of Flowers
Cut: 3 Acererak the Archlich; Aluren

Legal repair plan 3
Side in: 3 Carpet of Flowers; Consign to Memory
Cut: 2 Acererak the Archlich; 2 Aluren

Legal repair plan 4
Side in: 2 Carpet of Flowers; 2 Consign to Memory
Cut: Acererak the Archlich; 3 Aluren

## Matchup Guidance

- Aggro: Race to `Show and Tell`, `Aluren`, or hard-cast `Atraxa, Grand Unifier` before creature damage plus `Ancient Tomb` damage makes the game unwinnable. Keep hands with fast mana and a real payoff over slow cantrip-only hands, and treat `Lotus Petal` as a speed card rather than value when a turn-two commitment is possible. Add role cards: `Endurance` when blocking or graveyard pressure matters, `Blue Elemental Blast` against red pressure, and extra `Veil of Summer` only if the aggro deck uses black or blue disruption. Reduce main-deck emphasis: slow `Stock Up` lines and redundant expensive payoff copies when the visible game is about surviving the first three turns.

- Control: Build one protected commitment turn instead of feeding single spells into open mana. Prioritize sculpting with `Brainstorm`, `Ponder`, and `Stock Up`, preserve blue cards for `Force of Will`, and commit `Aluren`, `Show and Tell`, or `Omniscience` only when protection, pressure, or resource advantage makes waiting worse. Add role cards: `Carpet of Flowers`, additional `Veil of Summer`, and `Force of Negation`. Reduce main-deck emphasis: excess top-end and fragile burst mana when the matchup is decided by resolving one protected permanent rather than raw speed.

- Combo: Decide whether the deck is the faster combo or the interactive combo based on visible speed, public information, and current legal actions. Use `Force of Will` aggressively on enablers that win before your next commitment window, and use `Veil of Summer` only when it actually protects against blue or black interaction rather than as a generic safety card. Add role cards: `Force of Negation`, `Consign to Memory` when colorless spells or triggers are relevant, `Endurance` against graveyard combo, and `Silent Gravestone` when targeted graveyard lines matter. Reduce main-deck emphasis: slow card-advantage copies when the opponent can win before `Stock Up` converts into action.

- Tempo: Protect mana development and avoid making `Ancient Tomb` damage the opponent’s best threat. Fetch stable blue-green mana with `Misty Rainforest`, `Flooded Strand`, `Polluted Delta`, or `Scalding Tarn` when possible, and use cantrips to find both a payoff and protection before committing into open interaction. `Carpet of Flowers` is excellent when the opponent has Islands, while `Veil of Summer` punishes blue or black interaction. Add role cards: `Carpet of Flowers`, extra `Veil of Summer`, and sometimes `Force of Negation`. Reduce main-deck emphasis: clunky `Omniscience` or extra `Atraxa, Grand Unifier` copies if the tempo deck is pressuring life and hand size.

- Midrange: Force the opponent to answer a high-impact engine, not individual setup spells. `Atraxa, Grand Unifier` is strong when a single resolved body stabilizes combat and refills resources, while `Aluren` plus `Acererak the Archlich` remains the cleanest kill if the opponent lacks stack pressure. Add role cards: extra `Veil of Summer` against black discard, `Endurance` for combat or graveyard friction, and `Pithing Needle` only for a visible activated ability that matters. Reduce main-deck emphasis: do not dilute the combo plan with narrow answers unless the opponent has shown a permanent that directly changes legal commitment windows.

- Big mana: Commit early and disrupt the mana engine only when the sideboard card matches the visible axis. `Harbinger of the Seas` is a pivot against nonbasic-land engines, but sequence lands so it does not strand your own `Ancient Tomb`, `City of Traitors`, `Tropical Island`, or `Hedge Maze` before the payoff turn. Add role cards: `Harbinger of the Seas`, `Consign to Memory` for colorless spells or triggers, `Pithing Needle` for a known activated ability, and `Force of Vigor` for artifact or enchantment engines. Reduce main-deck emphasis: `Veil of Summer` when the opponent is not blue or black.

- Graveyard: Disrupt the first graveyard conversion window, then immediately return to the combo plan. `Endurance` is the cleanest instant-speed reset, while `Silent Gravestone` is only correct when targeted graveyard cards or targeted graveyard interaction are actually relevant; Card text check required for exact graveyard matchups before treating it as complete coverage. Add role cards: `Endurance`, `Silent Gravestone`, and `Force of Negation` against noncreature enablers. Reduce main-deck emphasis: expensive redundancy and slow selection if the opponent’s graveyard clock is faster than your sculpting plan.

- Artifact/enchantment decks: Identify whether the permanent blocks casting, attacking, mana, or the combo kill before spending interaction. `Force of Vigor` should answer artifacts or enchantments that prevent `Show and Tell`, `Aluren`, `Omniscience`, or `Atraxa, Grand Unifier` from mattering, not low-impact permanents that can be ignored by a fast kill. Add role cards: `Force of Vigor`, `Consign to Memory` when colorless card or trigger coverage applies, and `Pithing Needle` for a visible activated ability. Reduce main-deck emphasis: `Veil of Summer` when the opponent is permanent-based and not using blue or black interaction.

- Go-wide: Race to a deterministic combo and respect board-based lethal more than card advantage. `Atraxa, Grand Unifier` can stabilize some creature boards, but `Show and Tell` into a large creature is not always enough if the opponent can attack around one blocker, so prefer `Aluren` plus `Acererak the Archlich` when the engine is assembled. Add role cards: `Blue Elemental Blast` against red go-wide pressure and `Endurance` when a flash blocker or graveyard reset matters. Reduce main-deck emphasis: slow `Stock Up` turns when visible attackers already create a short clock.

- Single-threat decks: Treat one large creature, one protected permanent, or one decisive activated ability as a clock-management problem. `Atraxa, Grand Unifier` can dominate single-threat combat when it resolves, while `Pithing Needle` is reserved for a visible activated ability that changes the game. Add role cards: `Pithing Needle` when a named ability matters, `Harbinger of the Seas` when the threat depends on nonbasic-land mana, and `Force of Negation` when the threat is a noncreature spell. Reduce main-deck emphasis: narrow graveyard or artifact answers unless the visible threat uses those zones or types.

- Burn: Minimize unnecessary `Ancient Tomb` activations and prioritize fast, protected wins over slow sculpting. `Blue Elemental Blast` is the cleanest sideboard card, and `Force of Will` should be used with awareness that paying life or losing a blue card can still be correct if it preserves the only winning turn. Add role cards: `Blue Elemental Blast`, `Force of Negation`, and `Force of Vigor` only if the opponent shows artifact or enchantment pressure. Reduce main-deck emphasis: `Stock Up`, excess `Omniscience`, and extra seven-mana payoff density when life total is the binding resource.

- Removal-heavy decks: Do not overvalue creature removal against the primary combo, because `Aluren` plus `Acererak the Archlich` is mainly an engine-casting plan and `Show and Tell` can bypass normal creature timing. Protect `Atraxa, Grand Unifier` only when it is the chosen stabilizing line, and use `Veil of Summer` when black removal, discard, or blue bounce/counters are the actual obstruction. Add role cards: extra `Veil of Summer`, `Carpet of Flowers` if the deck has Islands, and `Force of Negation` for noncreature hate. Reduce main-deck emphasis: none by default unless the opponent’s removal is paired with a fast clock or heavy stack pressure.

## Specific Matchup Notes
- General/archetype-only note: exact opponents are absent, so revealed cards, legal actions, and public game state override these assumptions. Use these notes as matchup priors for selection, sideboarding, and priority decisions, then update immediately when the opponent reveals a card, mana source, graveyard plan, or permanent that changes the pressure axis.

- Blue tempo/control: protect the commitment turn before valuing extra cards. Prioritize `Veil of Summer`, `Force of Will`, and post-board `Force of Negation` around `Aluren`, `Show and Tell`, or `Omniscience`; `Carpet of Flowers` is a mana-priority card only when Islands are visible or highly likely from revealed lands. Add role cards: `Carpet of Flowers`, `Force of Negation`, extra `Veil of Summer`, and `Consign to Memory` if colorless spells or triggers are shown. Reduce main-deck emphasis: slow `Stock Up` turns or excess `Atraxa, Grand Unifier` density when the opponent is attacking while holding up interaction.

- Black discard/midrange: preserve redundant payoffs and make discard exchange for replaceable setup, not the only engine. `Brainstorm` can hide `Aluren`, `Show and Tell`, `Omniscience`, or `Atraxa, Grand Unifier` when a discard window is visible, and `Veil of Summer` is a high-priority protection card against black interaction. Add role cards: extra `Veil of Summer`, `Endurance` when graveyards matter, and `Pithing Needle` only for a revealed activated ability. Priority targets: stop discard that takes the only payoff, stop hate that prevents the selected engine, and avoid fighting low-impact removal unless `Atraxa, Grand Unifier` is the chosen stabilizer.

- Fast combo: race while keeping one decisive interaction point. `Force of Will` and `Force of Negation` should answer the spell or enabler that converts to a win, while `Ponder`, `Brainstorm`, and `Stock Up` should sculpt toward a protected `Show and Tell` or `Aluren` kill rather than long value. Add role cards: `Force of Negation`, `Consign to Memory` when applicable, `Endurance` against graveyard conversion, and `Silent Gravestone` only when targeted graveyard use is relevant. Reduce main-deck emphasis: slow card-advantage copies and clunky redundant closers if the opponent’s visible clock is faster than a setup turn.

- Permanent-based prison/artifact/enchantment decks: identify the permanent that changes legal combo execution before spending answers. `Force of Vigor` should be aimed at artifacts or enchantments that stop mana, casting, `Show and Tell`, `Aluren`, `Omniscience`, or the kill, while `Boseiju, Who Endures` can answer a problematic artifact, enchantment, or nonbasic land if the rules engine offers that legal channel. Add role cards: `Force of Vigor`, `Consign to Memory`, `Pithing Needle`, and `Harbinger of the Seas` against nonbasic-land engines. Reduce main-deck emphasis: `Veil of Summer` when blue or black interaction is not part of the revealed plan.

- Red pressure/Burn: treat life total as the limiting resource and do not let `Ancient Tomb` become the opponent’s best damage source. `Blue Elemental Blast` is a priority role card, while `Force of Will` remains correct only when the prevented spell or protected combo turn is worth the life and blue-card cost. Add role cards: `Blue Elemental Blast`, `Force of Negation`, and `Force of Vigor` only for revealed artifact or enchantment pressure. Reduce main-deck emphasis: `Stock Up`, excess `Omniscience`, and slow `Atraxa, Grand Unifier` lines when a faster `Aluren` plus `Acererak the Archlich` path is available.

## Risk Summary
- Mana risk: `Ancient Tomb` and `City of Traitors` accelerate decisive turns but punish loose sequencing. Avoid spending `Lotus Petal` or fetchlands before knowing whether the chosen line needs green for `Aluren`, blue for `Force of Will`, blue selection, or protection from `Veil of Summer`.

- Matchup risk: this deck can mis-role itself by becoming a slow value deck against combo or a fragile all-in deck against heavy interaction. Let revealed cards decide whether the next turn is a protected commitment, a cantrip setup turn, or an interaction hold.

- Draw risk: hands with only payoffs such as `Atraxa, Grand Unifier`, `Omniscience`, and `Acererak the Archlich` can look powerful while failing to cast meaningful spells. Mulligan or cantrip aggressively when the hand lacks mana, selection, and a coherent bridge to `Aluren` or `Show and Tell`.

- Over-sideboarding risk: adding too many narrow answers can remove the density that makes `Ponder`, `Brainstorm`, `Stock Up`, and redundant engines function. Keep the post-board deck capable of presenting `Aluren` plus `Acererak the Archlich` or `Show and Tell` into `Atraxa, Grand Unifier`/`Omniscience` on schedule.

- Graveyard risk: `Endurance` and `Silent Gravestone` solve different problems and should not be treated as interchangeable. Card text check required before relying on `Silent Gravestone` as broad graveyard coverage.

- Sweeper/removal risk: creature removal is often less important than stack interaction, but removal can matter when `Atraxa, Grand Unifier` is the stabilizing closer. Do not spend `Veil of Summer` on low-impact removal if the true fight is over `Aluren`, `Show and Tell`, or a discard spell.

- Closer risk: `Show and Tell` can give the opponent a permanent that changes the race, so choose it only when the visible board, known hand information, and interaction window support the payoff. `Aluren` plus `Acererak the Archlich` is cleaner when assembled, but exposing `Aluren` before the kill can benefit opposing creatures if the opponent’s deck uses compatible card types.

- Interaction risk: `Force of Will` pitch choices are real costs because blue card density supports both protection and selection. Preserve the card that completes the selected line unless the opposing spell immediately ends the game or removes the only legal route.

- Sequencing risk: cantrips must be tied to a concrete need, not cast automatically. Use `Brainstorm` with fetchlands when possible, use `Ponder` to find missing engine/protection/mana pieces, and delay `Lotus Petal` until it converts into a protected commitment or necessary color.

## Test Feedback Checklist
- Deciding factor: record whether the game turned on mana development, a protected `Aluren` commitment, a `Show and Tell` payoff, interaction timing, sideboard hate, or the opponent's clock. Name the exact visible turn or stack exchange that made waiting worse than committing.

- Mulligans: ask whether the opener had castable mana, selection, and a bridge to either `Aluren` plus `Acererak the Archlich` or `Show and Tell` plus `Atraxa, Grand Unifier`/`Omniscience`. Flag keeps that had powerful cards but no green source, no blue selection, no payoff, or only `Ancient Tomb` acceleration into no action.

- Mana: check whether `Ancient Tomb`, `City of Traitors`, `Lotus Petal`, fetchlands, `Tropical Island`, `Hedge Maze`, and basics were sequenced around the actual line chosen. Track games where `Ancient Tomb` damage mattered, `City of Traitors` forced awkward land timing, or `Lotus Petal` was spent before its color or protection role was clear.

- Velocity: evaluate whether `Brainstorm`, `Ponder`, and `Stock Up` were used to answer a specific question: missing land, missing engine, missing payoff, protection, or sideboard card. Note any cantrip that locked bad cards on top without a shuffle, or any `Stock Up` that was too slow under visible pressure.

- Engine commitment: review each `Aluren`, `Show and Tell`, and `Omniscience` turn for necessity and protection. Mark whether `Aluren` was paired with `Acererak the Archlich` immediately, whether `Show and Tell` put in the correct payoff, and whether the opponent's visible permanent from `Show and Tell` changed the race.

- Interaction: audit `Force of Will`, `Veil of Summer`, post-board `Force of Negation`, `Blue Elemental Blast`, `Consign to Memory`, `Force of Vigor`, `Boseiju, Who Endures`, and `Pithing Needle` for target quality. The key question is whether interaction stopped the spell or permanent that beat the chosen plan, not whether it traded for a card.

- Sideboard: verify that every post-board inclusion had a visible job. `Carpet of Flowers` should produce a relevant mana advantage, `Endurance` and `Silent Gravestone` should answer distinct graveyard patterns, `Harbinger of the Seas` should punish nonbasic mana, and extra `Veil of Summer` should line up against blue or black interaction.

- Closing: ask whether `Atraxa, Grand Unifier` stabilized, drew into protection, or merely delayed losing. Ask whether the `Acererak the Archlich` loop was available from legal action text and whether any pass or cantrip delayed a deterministic kill.

- Role and mistakes: identify whether the pilot acted as combo, midrange, or control in the game, and whether that role matched visible pressure and known interaction. Flag passes with engine mana available, unnecessary fights over low-impact spells, and attacks or blocks that changed a winning combo clock into a race.

- Stranded cards: list every game where `Atraxa, Grand Unifier`, `Omniscience`, `Acererak the Archlich`, `Aluren`, `Show and Tell`, or protection was stranded. Separate deck-construction strain from pilot sequencing, because the fix differs.

- Overperformers and underperformers: record whether wins were enabled by `Aluren`, `Show and Tell`, `Atraxa, Grand Unifier`, `Omniscience`, `Acererak the Archlich`, selection, protection, or sideboard cards. Record whether losses involved excess copies, wrong halves, slow cards, mana pain, or narrow answers.

## First Tuning Questions
- Engine balance: does the deck need all 4 `Aluren`, 4 `Show and Tell`, 2 `Omniscience`, 4 `Atraxa, Grand Unifier`, and 4 `Acererak the Archlich`, or are losses caused by drawing too many payoffs without enough selection or protection?

- Mana pressure: do `Ancient Tomb` and `City of Traitors` win more races than they lose to life loss and sequencing constraints? If red pressure or tempo decks punish the life total, test whether acceleration quantity, basic count, or sideboard plans need adjustment.

- Green access: are games lost because `Aluren` and `Veil of Summer` are stranded without green mana? If yes, examine whether `Hedge Maze`, `Tropical Island`, fetchland mix, `Forest`, and `Lotus Petal` provide enough green under disruption.

- Blue density: does `Force of Will` have enough blue cards after sideboarding without cutting too much selection or too many payoffs? If post-board hands contain protection but no pitch card, the sideboard plans may be overloading nonblue bullets.

- Velocity package: is `Stock Up` meaningfully better than lower-curve selection in the games where it resolves, or is it mainly a slow card against tempo, Burn, and fast combo? Keep it only if it finds engines and protection before the opponent's clock matters.

- Protection mix: are 2 main-deck `Veil of Summer` enough against discard and permission, and are the 2 sideboard copies coming in often enough to justify slots? If stack fights decide most losses, compare extra protection against narrower bullets.

- Sideboard spread: are `Blue Elemental Blast`, `Carpet of Flowers`, `Consign to Memory`, `Endurance`, `Force of Negation`, `Force of Vigor`, `Harbinger of the Seas`, `Pithing Needle`, `Silent Gravestone`, and extra `Veil of Summer` each winning distinct matchups? Consolidate slots that are rarely drawn, rarely legal, or redundant.

- Closer choice: does `Show and Tell` into `Atraxa, Grand Unifier` close fast enough, or do opponents recover after the card burst? If stabilization without a kill is common, evaluate whether the deck needs more deterministic `Aluren` emphasis or fewer expensive payoffs.

- Role conflict: do sideboard games become neither fast enough to combo nor interactive enough to control? If yes, build matchup plans that preserve a clear primary kill while adding only the answers that protect that kill.

- Runtime decision quality: are losses caused by legal-action routing mistakes, such as passing with a deterministic `Acererak the Archlich` action available or choosing a low-impact interaction target? If yes, add tighter tactical policies before changing card quantities.

## Veles Tactical Policy

### Policy: Keep Hands With A Real Bridge
Priority: High
Decision families: mulligan
Cards: Aluren; Acererak the Archlich; Show and Tell; Atraxa, Grand Unifier; Omniscience; Brainstorm; Ponder; Stock Up; Force of Will; Veil of Summer; Lotus Petal
Phase windows: pregame mulligan decisions
Runtime cues: prompt:mulligan; action:keep; action:mulligan
Use when: choose keep only if the visible hand has functional mana plus selection or a direct engine pair toward `Aluren` plus `Acererak the Archlich`, or `Show and Tell` plus `Atraxa, Grand Unifier`/`Omniscience`.
Avoid when: ship hands with no blue selection, no green path for `Aluren`, only acceleration without payoff, or multiple expensive payoffs with no castable setup.
Instructions: Value a protected turn-two or turn-three combo bridge over raw card count. Keep slower hands when they contain cantrips, mana stability, and `Force of Will`/`Veil of Summer` against visible or known disruption.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: First Setup Permanent Or Land
Priority: Medium
Decision families: mana; selection
Cards: Tropical Island; Hedge Maze; Forest; Island; Ancient Tomb; City of Traitors; Lotus Petal; Brainstorm; Ponder
Phase windows: opening turns, first main phase
Runtime cues: action:play; action:cast Brainstorm; action:cast Ponder
Use when: develop the first land or selection spell before committing an engine.
Avoid when: do not spend `Lotus Petal` or expose `City of Traitors` unless the current turn uses that mana for a concrete legal action.
Instructions: Prioritize blue access for `Brainstorm`/`Ponder`, green access for `Aluren`/`Veil of Summer`, and `Ancient Tomb` only when two colorless advances `Show and Tell`, `Stock Up`, or a same-turn engine.
Pilot skill floor: low
No-API allowed: no
Light-model allowed: yes

### Policy: Fetchland And Brainstorm Discipline
Priority: Medium
Decision families: selection; mana
Cards: Brainstorm; Ponder; Misty Rainforest; Flooded Strand; Polluted Delta; Scalding Tarn; Tropical Island; Hedge Maze; Island; Forest
Phase windows: upkeep, main phase, opponent end step when legal
Runtime cues: action:cast Brainstorm; action:cast Ponder; action:activate
Use when: use selection to find a missing category: mana, engine, payoff, or protection.
Avoid when: do not cast `Brainstorm` with no shuffle or urgent need if the hand already contains a protected executable line.
Instructions: Preserve fetchlands for `Brainstorm` when possible. Use `Ponder` first when deciding whether to shuffle unknown cards, and fetch basics only when the visible game rewards insulation over color density.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Aluren Commitment Gate
Priority: High
Decision families: priority; mana; interaction
Cards: Aluren; Acererak the Archlich; Force of Will; Veil of Summer; Lotus Petal; Ancient Tomb
Phase windows: main phase with priority, opponent end step only if legal via effects
Runtime cues: action:cast Aluren
Use when: commit `Aluren` when visible resources support immediate or protected follow-up with `Acererak the Archlich`, or when waiting exposes the pilot to a faster visible clock or known disruption.
Avoid when: do not cast `Aluren` just as a value enchantment if the opponent can also benefit and the hand cannot exploit it first.
Instructions: Treat this as the defining combo gate. Check open mana, known hand information, available protection, and whether `Acererak the Archlich` is present or findable before tapping out.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Acererak Loop Execution
Priority: High
Decision families: priority; selection
Cards: Acererak the Archlich; Aluren
Phase windows: any priority window where `Aluren` allows legal creature casting
Runtime cues: action:cast Acererak the Archlich
Use when: visible `Aluren` is on the battlefield under any controller, `Acererak the Archlich` is visible in hand, and the legal action text offers casting `Acererak the Archlich` without spending mana needed for protection.
Avoid when: stop for light-model if a dungeon, trigger, or replacement prompt changes the visible kill path or gives multiple non-equivalent choices.
Instructions: After the commitment gate has been selected, continue legal `Acererak the Archlich` casts that progress the engine. Let rules-engine prompts determine legal dungeon actions; do not infer unavailable room choices.
Pilot skill floor: medium
No-API allowed: yes
Light-model allowed: yes

### Policy: Show And Tell Commitment Gate
Priority: High
Decision families: priority; mana; interaction
Cards: Show and Tell; Atraxa, Grand Unifier; Omniscience; Force of Will; Veil of Summer; Lotus Petal; Ancient Tomb; City of Traitors
Phase windows: main phase with priority
Runtime cues: action:cast Show and Tell
Use when: cast `Show and Tell` when the visible hand contains `Atraxa, Grand Unifier` or `Omniscience`, mana is available, and the risk of the opponent putting in a stronger permanent is lower than waiting.
Avoid when: avoid blind `Show and Tell` into known opposing permanents that beat `Atraxa, Grand Unifier` or invalidate `Omniscience` before it matters.
Instructions: Prefer `Atraxa, Grand Unifier` when stabilization and card reload matter. Prefer `Omniscience` when the hand can immediately convert free spells into a winning or locked position.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Show And Tell Put-In
Priority: Medium
Decision families: selection
Cards: Atraxa, Grand Unifier; Omniscience; Show and Tell
Phase windows: Show and Tell resolution prompt
Runtime cues: action:put Atraxa, Grand Unifier; action:put Omniscience
Use when: `Show and Tell` is resolving and exactly one visible legal put-in action names the payoff selected by the prior commitment decision.
Avoid when: use light-model if both `Atraxa, Grand Unifier` and `Omniscience` are legal visible choices or new public information appeared after casting.
Instructions: Execute the payoff named by the already chosen line. Do not change payoffs without re-evaluating opponent board, hand knowledge, and follow-up spells.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes

### Policy: Omniscience Follow-Through
Priority: Medium
Decision families: priority; selection
Cards: Omniscience; Atraxa, Grand Unifier; Acererak the Archlich; Brainstorm; Ponder; Stock Up; Force of Will
Phase windows: main phase after `Omniscience` resolves, priority windows with free casts legal
Runtime cues: action:cast Atraxa, Grand Unifier; action:cast Stock Up; action:cast Ponder; action:cast Brainstorm
Use when: `Omniscience` is visible on the battlefield and legal actions offer free spells from hand.
Avoid when: do not spend interaction or selection before casting a visible payoff if the payoff can refill or win immediately.
Instructions: Convert `Omniscience` into material before passing. Cast `Atraxa, Grand Unifier` first when legal unless a current stack threat must be answered.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Force Of Will Gate
Priority: High
Decision families: interaction; priority
Cards: Force of Will; Atraxa, Grand Unifier; Omniscience; Show and Tell; Aluren; Brainstorm; Ponder; Stock Up; Veil of Summer
Phase windows: opponent spell on stack, stack fight over own engine
Runtime cues: action:cast Force of Will; action:target
Use when: use `Force of Will` for a spell that stops the chosen combo turn, wins the game for the opponent, or removes the only engine/payoff before it resolves.
Avoid when: do not pitch the only payoff, only engine, or only blue selection for a low-impact spell unless survival is at stake.
Instructions: Treat card disadvantage as acceptable to force through `Aluren` or `Show and Tell`. Reassess pitch choice from visible hand categories, not generic card value.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Veil Protection Gate
Priority: High
Decision families: interaction; priority
Cards: Veil of Summer; Aluren; Show and Tell; Acererak the Archlich; Atraxa, Grand Unifier; Omniscience
Phase windows: stack fights, discard or blue/black interaction windows when legal
Runtime cues: action:cast Veil of Summer
Use when: cast `Veil of Summer` to protect a current combo commitment or stop visible blue/black disruption that would take or counter the active line.
Avoid when: do not fire `Veil of Summer` into a window where no visible blue or black spell/ability matters to the current hand or board.
Instructions: Preserve green mana for the combo turn when possible. Use `Veil of Summer` before `Force of Will` when it answers the same visible fight without costing a card.
Pilot skill floor: high
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Interaction Selection
Priority: Medium
Decision families: sideboard; interaction
Cards: Blue Elemental Blast; Carpet of Flowers; Consign to Memory; Endurance; Force of Negation; Force of Vigor; Harbinger of the Seas; Pithing Needle; Silent Gravestone; Veil of Summer
Phase windows: sideboarding, pregame, early turns after sideboard
Runtime cues: prompt:sideboard; action:sideboard
Use when: choose sideboard cards that answer the opponent's revealed axis while preserving a clear `Aluren` or `Show and Tell` kill.
Avoid when: do not overload narrow hate so the deck loses engines, payoffs, blue pitch density, or green access.
Instructions: Add `Carpet of Flowers` and extra `Veil of Summer` versus blue interactive decks, `Blue Elemental Blast` versus red pressure, graveyard cards versus graveyard engines, `Force of Vigor` versus artifact/enchantment locks, and `Pithing Needle` for specific activated abilities.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Post-Board Carpet Mana Use
Priority: Low
Decision families: mana; priority
Cards: Carpet of Flowers; Aluren; Show and Tell; Stock Up; Veil of Summer
Phase windows: precombat main phase, postcombat main phase if legal
Runtime cues: action:add mana with Carpet of Flowers; action:choose color
Use when: `Carpet of Flowers` is visible and the opponent controls an Island counted by the rules engine.
Avoid when: do not choose a color that cannot be spent on a visible spell, protection action, or selection action this phase.
Instructions: Choose green for `Aluren`/`Veil of Summer`, blue for selection or pitch-spell turns where relevant, and generic support only through rules-engine legal color choices.
Pilot skill floor: low
No-API allowed: no
Light-model allowed: yes

### Policy: Boseiju And Force Of Vigor Permanent Answer Gate
Priority: Medium
Decision families: interaction; mana
Cards: Boseiju, Who Endures; Force of Vigor; Lotus Petal; Aluren; Show and Tell
Phase windows: opponent end step, own main phase before committing, stack/priority windows when legal
Runtime cues: action:activate Boseiju, Who Endures; action:cast Force of Vigor
Use when: answer a visible artifact, enchantment, or nonbasic land that prevents the selected combo line or creates an immediate losing position.
Avoid when: do not spend these answers on incidental permanents if the current hand can win through them.
Instructions: Prefer answering lock pieces before committing `Aluren` or `Show and Tell`. Check whether pitching a green card to `Force of Vigor` damages the combo more than the target permanent does.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Minimalism
Priority: Low
Decision families: combat
Cards: Atraxa, Grand Unifier; Acererak the Archlich; Endurance; Harbinger of the Seas
Phase windows: declare attackers, declare blockers, combat damage, end of combat
Runtime cues: action:attack; action:block
Use when: combat is offered and visible creatures can change the clock or preserve life without risking the combo plan.
Avoid when: do not risk `Acererak the Archlich` or sideboard creatures in combat if their visible role is engine execution, disruption, or survival blocking.
Instructions: Attack with `Atraxa, Grand Unifier` when it does not expose lethal crackback or lose to a visible blocker. Block to survive or protect a combo turn, not to trade resources casually.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Pass With Combo Resources Available
Priority: Medium
Decision families: priority
Cards: Aluren; Acererak the Archlich; Show and Tell; Atraxa, Grand Unifier; Omniscience; Brainstorm; Ponder; Stock Up
Phase windows: all priority windows
Runtime cues: action:pass
Use when: pass only after checking that no legal visible action advances mana, selection, protection, or an executable engine line.
Avoid when: do not pass with a legal `Aluren` plus `Acererak the Archlich` sequence, protected `Show and Tell`, or free `Omniscience` spell available unless waiting is explicitly safer.
Instructions: Treat pass decisions as strategic, not default. If legal actions include cantrips, engine spells, or protection, compare current risk against the opponent's visible clock and mana.
Pilot skill floor: medium
No-API allowed: no
Light-model allowed: yes

### Policy: Exact Single Legal Pass
Priority: Low
Decision families: priority
Cards: none
Phase windows: any priority window
Runtime cues: action:pass
Use when: the rules engine shows exactly one legal action and that action text is `pass`.
Avoid when: do not use this policy if any non-pass legal action is present.
Instructions: Submit the only visible legal action. Do not infer hidden opportunities outside the engine output.
Pilot skill floor: low
No-API allowed: yes
Light-model allowed: yes
