# Strategy Specifications
## Deck Name And Archetype
Azorius Enchantments is registered for Alchemy as a 60-card main deck with a 15-card sideboard, and the active validation contract says the list passes current deck-size and sideboard-size checks. Treat this guide as bound to the exact registered inventory: 3 Optimistic Scavenger, 4 Mothlight Processionist, 3 Gremlin Tamer, 3 Inquisitive Glimmer, 4 Enduring Innocence, 4 Entity Tracker, 4 No More Lies, 3 Authority of the Consuls, 2 Ethereal Armor, 3 Sheltered by Ghosts, 1 Proft's Eidetic Memory, 3 Trapped in the Screen, 3 Valgavoth's Lair, 9 Plains, 3 Island, 4 Floodfarm Verge, and 4 Desert Cenote in the main deck; 1 Authority of the Consuls, 2 Ethereal Armor, 4 Rest in Peace, 3 Negate, 3 Kutzil's Flanker, and 2 Stasis Snare in the sideboard.

- Archetype: Use the deck name `Azorius Enchantments` and classify the plan as aggro-tempo enchantments rather than pure control, pure aura-voltron, or pure creature swarm.
- Format: Use `Alchemy` as the active format label, and do not import Standard, Historic, Commander, or tabletop-only assumptions unless the rules engine and visible legal actions confirm them at runtime.
- Tags: Normalize the supplied tags to `aggro`, `tempo`, and `enchantments`; the duplicate tag string does not create a separate role package.
- Stock status: Treat the list as hybrid or rogue-leaning until testing proves otherwise, because the registered cards define a coherent Azorius enchantment-tempo shell but no stock metagame template or opponent field is supplied.
- Legality status: Trust the active format-aware validation result for deck construction, but still respect runtime legality from Veles and the rules engine for every cast, attack, block, trigger, target, payment, and sideboard action.
- Mana identity: Treat the deck as white-primary with a meaningful blue tempo and card-flow component, since Plains is the largest basic count and Island is lighter but No More Lies, Entity Tracker, Inquisitive Glimmer, Proft's Eidetic Memory, Floodfarm Verge, Desert Cenote, and Valgavoth's Lair make blue access strategically important.
- Role identity: Start from pressure plus disruption: develop early enchantment-reward creatures, turn enchantments into board growth or material, protect tempo with No More Lies, and convert small advantages into lethal combat before slower opponents stabilize.
- Build concern: Avoid assuming the deck can play a long hard-control game, because the registered interaction is mostly tempo, exile-style removal, tax/counter pressure, and sideboard upgrades rather than a dense removal-and-sweeper package.
- Build concern: Avoid assuming every opening hand can cast blue cards on time, because the visible mana mix must be checked before keeping hands built around No More Lies, Entity Tracker, Inquisitive Glimmer, or Proft's Eidetic Memory.
- Build concern: Avoid assuming Ethereal Armor is always safe to commit early, because the guide must account for visible removal, blocker texture, aura exposure, and whether a wider enchantment-creature board is already enough.
- Card-text caution: Card text check required for any Alchemy-specific wording, rebalanced wording, or digital-only behavior on Optimistic Scavenger, Mothlight Processionist, Gremlin Tamer, Inquisitive Glimmer, Enduring Innocence, Entity Tracker, No More Lies, Authority of the Consuls, Ethereal Armor, Sheltered by Ghosts, Proft's Eidetic Memory, Trapped in the Screen, Valgavoth's Lair, Rest in Peace, Negate, Kutzil's Flanker, and Stasis Snare before asserting exact trigger, restriction, or replacement details.
- Opponent info status: No matchup decklists, opponent archetype labels, metagame targets, or reflection concerns were supplied, so default matchup reasoning must use only public information, visible board state, known revealed cards, logged game context, and the legal actions Veles exposes.
- Runtime boundary: Use this Strategy Specification to rank legal lines, not to invent them; if Veles offers no legal action matching a planned enchantment, removal, counterspell, sideboard, combat, or mana line, the pilot must choose among the legal actions actually exposed.

## Thesis
Azorius Enchantments assembles a white-primary enchantment pressure board backed by blue tempo, then wins by making small creatures matter before the opponent can reset the battlefield or ignore combat. Prioritize an early permanent that rewards enchantments, a steady stream of enchantment casts or enchantment-like bodies, and enough mana discipline to keep No More Lies available when a key threat, payoff, or removal spell matters more than adding another body.

The deck wins through layered board advantage rather than one protected all-in threat. Optimistic Scavenger, Mothlight Processionist, Gremlin Tamer, Inquisitive Glimmer, Enduring Innocence, and Entity Tracker are the core pressure-and-engine package; Ethereal Armor and Proft's Eidetic Memory can convert one body into a faster clock; Sheltered by Ghosts and Trapped in the Screen clear blockers or opposing engines while increasing enchantment density; Authority of the Consuls can buy time against creature decks and punish haste or go-wide pressure.

The deck is not trying to be hard control, pure aura voltron, or a slow inevitability deck. Do not spend early turns merely holding interaction unless visible opponent pressure, known sweepers, or a decisive opposing spell makes passing correct. Do not treat Ethereal Armor as mandatory on curve when the visible board suggests removal exposure, a wider threat deployment, or leaving up No More Lies is higher leverage.

The pilot should prioritize board presence first, enchantment payoff density second, and tempo protection third. Keep hands and lines that cast spells on the first three turns, use removal to preserve attacking lanes or stop engines, and counter only spells that swing the race, answer the deck's established board, or invalidate the next combat step.

## Role Package
- Threats: Optimistic Scavenger, Mothlight Processionist, Gremlin Tamer, Enduring Innocence, Entity Tracker, and Inquisitive Glimmer are the main bodies that turn enchantment sequencing into damage, blockers, or continuing pressure. Treat the first durable threat as the setup priority, then diversify bodies before concentrating bonuses when visible removal makes a single large attacker risky.

- Payoffs: Ethereal Armor is the highest-risk burst payoff because it asks for a creature to survive while rewarding enchantment density; commit it when the target can attack profitably, force a lethal or near-lethal clock, or pressure an opponent who is tapped low. Proft's Eidetic Memory is a single-copy payoff or scaling threat piece; Card text check required before assuming exact counters, triggers, or draw-based timing.

- Engines: Entity Tracker, Enduring Innocence, Inquisitive Glimmer, Mothlight Processionist, Gremlin Tamer, and Optimistic Scavenger are the engine cluster, but exact trigger text and Alchemy wording require runtime or card-text confirmation. Use them as legal-action priorities when they convert each enchantment into material, size, cards, or tempo; avoid overextending multiple engines into visible sweepers unless the opponent is already under a short clock.

- Velocity: Enduring Innocence, Entity Tracker, Inquisitive Glimmer, and Proft's Eidetic Memory are the likely card-flow or filtering sources, but Card text check required for exact effects. Favor velocity when the hand is threat-light, when land drops or blue access are missing, or when the board already blocks well enough that finding interaction matters more than another attacker.

- Interaction: No More Lies is the main stack-tempo tool and should protect a developed board, stop sweepers or high-impact removal, and answer game-swinging noncreature plays when legal. Sheltered by Ghosts, Trapped in the Screen, Authority of the Consuls, and sideboard Stasis Snare are permanent-based interaction; use them to clear blockers, contain opposing engines, or slow creature pressure while also feeding enchantment synergies.

- Protection: No More Lies is the primary protection card because it can stop the opponent from undoing a committed board or punishing an Ethereal Armor line. Sheltered by Ghosts may also function as interaction that changes combat math or insulates life total depending exact text; Card text check required before assigning protection certainty.

- Recursion: The registered main deck has no clear dedicated graveyard-recursion plan, so do not choose lines that depend on returning spent threats unless Veles exposes an explicit legal action. Rest in Peace after sideboard can also make graveyard recursion unavailable for either player, so treat it as a hate piece that may constrain any graveyard-adjacent text on your own cards.

- Mana: Plains, Island, Floodfarm Verge, Desert Cenote, and Valgavoth's Lair support a white-first curve with enough blue for No More Lies, Entity Tracker, Inquisitive Glimmer, and Proft's Eidetic Memory. Sequence lands to cast early white threats while preserving blue by the turn No More Lies or Entity Tracker becomes strategically relevant.

- Sideboard modules: Authority of the Consuls, Rest in Peace, Negate, Kutzil's Flanker, Stasis Snare, and extra Ethereal Armor change role by matchup. Use Authority of the Consuls and Stasis Snare against creature pressure, Rest in Peace against graveyard reliance, Negate against noncreature interaction or sweepers, Kutzil's Flanker as a flexible tactical card only after Card text check required, and extra Ethereal Armor when racing or fast closing matters more than resilience.

## Primary Win Conditions
- Enchantment-pressure curve: Win by establishing Optimistic Scavenger, Mothlight Processionist, Gremlin Tamer, Inquisitive Glimmer, Enduring Innocence, or Entity Tracker early, then chaining enchantment permanents so each legal cast increases board pressure or card flow. Setup requires at least one early body, enough white mana to continue deploying threats, and preferably blue access for No More Lies; execute by adding Sheltered by Ghosts, Trapped in the Screen, Authority of the Consuls, Valgavoth's Lair, Ethereal Armor, or another enchantment-linked spell while attacking with the best visible lane. Prioritize this line against slower boards, tapped-low opponents, and hands with multiple enchantment payoffs; disruption to respect includes visible sweepers, high-value removal, and blockers that make one large attacker worse than a wide board.

- Wide-board token and small-creature damage: Win by using Mothlight Processionist and Gremlin Tamer as pressure multipliers while Enduring Innocence and Entity Tracker keep the deck from running out of material; Card text check required for exact triggers and replacement modes. Setup requires multiple bodies or repeatable enchantment entries; execute by removing one critical blocker with Sheltered by Ghosts or Trapped in the Screen, then attack in ways that preserve enough creatures to keep future enchantment turns lethal. Prioritize this line against spot-removal decks and opponents relying on single blockers; avoid it when the opponent visibly threatens a board wipe and No More Lies cannot be held.

- Tall Ethereal Armor clock: Win by placing Ethereal Armor on a creature that can attack immediately or survive the most likely visible interaction, using enchantment count to compress the race. Setup requires a legal creature, multiple enchantments already on board or in hand, and a combat step where the enhanced attacker changes the clock; execute when the opponent is tapped out, shielded by No More Lies, or forced to answer immediately. Prioritize this line when racing combo, planeswalker-style engines, or stalled boards where normal attacks do not matter; delay it when removal is open and spreading pressure would keep more threats alive.

- Tempo-lock pressure: Win by developing a modest board, then using No More Lies to protect it while Sheltered by Ghosts, Trapped in the Screen, Authority of the Consuls, and Valgavoth's Lair slow opposing damage or remove the blockers that matter. Setup requires an existing clock and mana discipline; execute by passing with No More Lies when the opponent's next spell is more dangerous than your next creature. Prioritize this line when ahead on board or when one protected attack step will force lethal soon.

## Secondary Win Conditions
- Attrition value: Win longer games by making each enchantment or enchantment-adjacent permanent replace material through Enduring Innocence, Entity Tracker, Inquisitive Glimmer, or Proft's Eidetic Memory; Card text check required before assuming exact draw, counter, or discount text. Setup requires stable life total or blockers; execute by taking legal card-flow actions over marginal attacks when the board is clogged. Prioritize this when both players have traded resources and No More Lies can stop the first high-impact comeback spell.

- Authority of the Consuls race swing: Win creature races by making opposing creatures enter tapped and gaining enough time or life to keep attacking. Setup requires Authority of the Consuls before the opponent's creature flood matters; execute by continuing to add pressure rather than playing pure defense unless the visible board forces blocks. Prioritize this against haste, go-wide, and low-to-ground creature boards; treat the fourth Authority of the Consuls after sideboard as a role card, not a universal plan.

- Removal-backed chip damage: Win through repeated small attacks when Ethereal Armor or major engines are absent by using Sheltered by Ghosts and Trapped in the Screen to clear exactly the blocker, attacker, or engine that changes combat. Setup requires any creature presence; execute by choosing removal that creates immediate damage or prevents the largest visible counterattack. Prioritize this when hand size is low and every point of damage matters.

- Sideboard closing speed: Win post-board races with extra Ethereal Armor when the matchup rewards faster kills over resilience. Setup requires a creature that can carry the aura and enough enchantment density; execute only when the visible exchange favors shortening the game. Do not treat the sideboard Ethereal Armor plan as correct against heavy instant-speed removal without protection or redundancy.

## Emergency Lines
- Behind on life: Stabilize first with Authority of the Consuls, Sheltered by Ghosts, Trapped in the Screen, and blockers from Mothlight Processionist, Gremlin Tamer, Enduring Innocence, or Entity Tracker before maximizing damage. Choose attacks only when the crack-back remains survivable by visible math; hold No More Lies for the spell that breaks stabilization rather than a low-impact tempo exchange.

- Behind on board: Use Sheltered by Ghosts or Trapped in the Screen on the creature or permanent that makes blocks impossible, then rebuild with multiple bodies instead of a single Ethereal Armor target unless the aura creates an immediate survival clock. If only one legal removal spell exists, let Veles' visible board state decide whether the emergency is blocker removal, attacker containment, or engine containment.

- Behind on cards: Prioritize Enduring Innocence, Entity Tracker, Inquisitive Glimmer, and Proft's Eidetic Memory when legal and relevant, but mark exact sequencing as Card text check required. Trade creatures less aggressively if they are needed to turn future enchantments into damage or cards.

- Behind on mana or color: Sequence Plains, Island, Floodfarm Verge, Desert Cenote, and Valgavoth's Lair to unlock the next two turns rather than the single flashiest turn. Prefer castable threats and interaction over hands or lines that strand No More Lies, Entity Tracker, Inquisitive Glimmer, or Proft's Eidetic Memory without blue.

- Engines removed: Shift to removal-backed combat with any remaining creature, and reserve Ethereal Armor for a spot where it immediately changes the clock or forces a favorable answer. Do not concede strategic agency just because Optimistic Scavenger, Gremlin Tamer, Mothlight Processionist, Enduring Innocence, or Entity Tracker is gone; the deck can still win through layered enchantments and tempo.

- Opponent graveyard recursion or combo: Use Rest in Peace after sideboard when legal against visible graveyard reliance, and use No More Lies or Negate post-board for the spell that enables the decisive turn. Do not assume hidden combo pieces; act from revealed cards, public zones, matchup label, and current legal actions only.

## Resource Model
- Life is a tempo buffer: Spend life only when visible combat math says the next attack step stays survivable, because the deck wins by keeping bodies in play long enough for enchantments and protection to compound. Authority of the Consuls converts life into extra turns against creature pressure; Sheltered by Ghosts and Trapped in the Screen convert life pressure into time by removing the attacker or blocker that changes the race.

- Hand size is pressure insurance: Prioritize keeping at least one follow-up creature or enchantment when the opponent can answer the first threat. Enduring Innocence, Entity Tracker, Inquisitive Glimmer, and Proft's Eidetic Memory are the main ways to turn enchantment development into continued material, but Card text check required for exact trigger timing, draw conditions, counters, and replacement effects.

- Mana is a double-spell and protection resource: The strongest turns usually cast a threat or enchantment while leaving No More Lies available, or cast removal and still affect combat. Avoid spending the last blue source on a low-impact line when the opponent's next visible spell or matchup role makes No More Lies more important than adding a small body.

- Board presence is the core currency: Optimistic Scavenger, Mothlight Processionist, Gremlin Tamer, Enduring Innocence, and Entity Tracker turn enchantment turns into damage, bodies, or cards, so preserve creatures that make future Sheltered by Ghosts, Trapped in the Screen, Ethereal Armor, Authority of the Consuls, and Valgavoth's Lair matter. Do not trade away the only legal Ethereal Armor carrier unless the trade prevents lethal or removes the opponent's key clock.

- Graveyard is not a primary resource: Treat your graveyard mainly as public information and attrition history unless a legal card text from the engine says otherwise. Rest in Peace is a sideboard bullet that can shut off graveyard plans, but it may also erase incidental graveyard value if any appears; Card text check required before assuming your own cards benefit from graveyards.

- Exile is mostly removal bookkeeping: Sheltered by Ghosts, Trapped in the Screen, Stasis Snare, and Rest in Peace can move opposing resources out of normal recursion paths, but the pilot must obey the exact visible rules-engine objects and any attached conditions. Do not assume an exiled permanent is permanently solved if the engine shows a linked enchantment, trigger, or return condition.

- Lands are tempo pieces, not just sources: Plains enables most early white development, Island enables No More Lies and blue engines, Floodfarm Verge smooths Azorius color access, Desert Cenote is a utility land whose exact mana text needs runtime confirmation, and Valgavoth's Lair is an enchantment or utility land whose tactical value depends on visible legal actions; Card text check required for Desert Cenote and Valgavoth's Lair details.

- Sacrifice fodder has no registered payoff by default: Creature tokens or extra bodies should be valued as attackers, blockers, aura carriers, and protection against spot removal, not as resources to sacrifice unless a legal action from a visible card explicitly offers that exchange.

- Tempo converts into wins through protected attacks: Use No More Lies to stop the spell that breaks your clock, not the first spell available. Use removal on the permanent that changes immediate combat, clock math, or engine stability.

- Information comes from public zones and legal actions: Infer matchup role from revealed cards, battlefield, graveyard, exile, known sideboard stage, and action prompts, but never assume hidden hand contents. A pass with open mana should be treated as a risk signal, not proof of a specific answer.

- Sideboard bullets are role-specific resources: Rest in Peace answers graveyard dependence, Negate improves noncreature stack fights, Kutzil's Flanker supplies flexible creature-sideboard pressure or disruption with Card text check required, Stasis Snare adds instant-speed-style removal if legal, extra Ethereal Armor increases closing speed, and the fourth Authority of the Consuls improves creature-race starts.

## Mana Guide
- Keep hands that cast spells on time: A normal keep needs at least two lands, at least one white source for Optimistic Scavenger, Mothlight Processionist, Authority of the Consuls, Ethereal Armor, Sheltered by Ghosts, or Trapped in the Screen, and a realistic path to blue for No More Lies, Entity Tracker, Inquisitive Glimmer, or Proft's Eidetic Memory. One-land hands need an engine-verified reason, multiple cheap castable spells, and a draw-risk profile that beats a mulligan.

- Sequence white first when developing pressure: Lead with Plains or a land that produces white when the hand contains early creatures, Authority of the Consuls, or removal. Sequence Island or a blue-capable dual earlier when the hand's protection plan depends on No More Lies by turn two or when Entity Tracker, Inquisitive Glimmer, or Proft's Eidetic Memory is the next material play.

- Treat Floodfarm Verge as fixing until proven otherwise: Use Floodfarm Verge to satisfy whichever Azorius color the next two turns require, based on engine-reported legal mana. Do not assume it produces a color in a board state where the rules engine does not list that payment.

- Treat Desert Cenote and Valgavoth's Lair as conditional utility: Play them early only when they do not strand immediate white or blue requirements, or when their visible legal actions are more valuable than perfect untapped color sequencing. If their text is not fully exposed in the runtime state, mark Card text check required and choose the line that preserves castability.

- Play lands before spells when mana choices affect legality: Make the land drop before casting when it unlocks No More Lies, enables double-spelling, pays for removal plus protection, or turns on a visible utility-land action. Delay the land drop until after a draw or selection effect only when the current hand can already cast the intended spell and the extra information could change whether Plains, Island, Floodfarm Verge, Desert Cenote, or Valgavoth's Lair is best.

- Preserve blue when passing with interaction: If No More Lies or post-board Negate is the plan, choose mana payments that leave the required blue available whenever legal. Spend spare white on creature and enchantment development only after checking whether the opponent's next visible window can punish tapped-out play.

- Preserve white when removal or aura pressure matters: If Sheltered by Ghosts, Trapped in the Screen, Stasis Snare, Ethereal Armor, or Authority of the Consuls is the stabilizing or lethal line, sequence lands so white remains available after any blue setup. Do not hold blue protection at the cost of dying to a visible attacker unless the counter is the only answer to the lethal spell.

- Mulligan color-skewed hands aggressively when they strand role cards: Hands with only Plains and multiple blue cards, or only Island and white-heavy early plays, need either Floodfarm Verge, Desert Cenote, Valgavoth's Lair legality, or enough castable action to justify the risk. Prioritize smooth two-color hands over speculative high-ceiling hands because the deck's advantage comes from compounding small legal plays.

## Mulligan Guide
- Strong keep: Keep two or three lands with Plains or Floodfarm Verge, one early enchantment creature such as Optimistic Scavenger or Mothlight Processionist, one engine threat such as Enduring Innocence or Entity Tracker, and either No More Lies, Sheltered by Ghosts, Trapped in the Screen, or Ethereal Armor. This hand develops pressure, converts later enchantments into material advantage, and still interacts before the opponent can take over.

- Medium keep: Keep two-color hands with Authority of the Consuls, Mothlight Processionist, Entity Tracker, and No More Lies when the first two turns are legal but not explosive. This hand is slower, but it has a clear role against creature decks and can pivot into draw-protection tempo if the opponent presents noncreature pressure.

- Risky keep: Keep one-land hands only on the draw with Plains or Floodfarm Verge, at least two one- or two-mana legal plays, and no double-blue dependency. Ship one-land hands with Island plus white-heavy spells, or any one-land hand leaning on Desert Cenote or Valgavoth's Lair unless the engine confirms the exact early mana works; Card text check required.

- Automatic ship: Mulligan hands with zero lands, five or more lands and no Entity Tracker or Proft's Eidetic Memory, only Island plus white starts, only Plains plus multiple No More Lies or Entity Tracker, or no legal play before turn three. Also ship hands where Ethereal Armor is the only proactive card and there is no creature to carry it.

- Matchup-dependent keep: Keep Authority of the Consuls plus removal-heavy hands against visible creature pressure, especially with Sheltered by Ghosts or Trapped in the Screen. Keep No More Lies plus blue access against slower spell-heavy opponents, but do not keep a counterspell-only hand if it cannot produce pressure.

- Play/draw adjustment: On the play, prefer Optimistic Scavenger, Mothlight Processionist, or Authority of the Consuls into protected tempo. On the draw, value Sheltered by Ghosts, Trapped in the Screen, Authority of the Consuls, and stable two-color mana more highly because the first opposing threat may already be ahead.

- Trap hand: Do not keep double Ethereal Armor, Proft's Eidetic Memory, No More Lies, and three lands without an early creature or Entity Tracker. The hand looks powerful, but it can spend turns holding cards while the opponent pressures life total or removes the single eventual carrier.

## Turn Arc
- Turn 1: Lead with Plains, Floodfarm Verge, or another engine-confirmed white source to cast Optimistic Scavenger or Authority of the Consuls when legal. Prefer Optimistic Scavenger when racing or when follow-up enchantments are already present; prefer Authority of the Consuls when opposing creature tempo is visible or likely from public information.

- Turn 1 deviation: Play Island only when the hand cannot use white on turn one and needs blue for turn-two No More Lies, Inquisitive Glimmer, Entity Tracker, or Proft's Eidetic Memory. Play Desert Cenote or Valgavoth's Lair early only if doing so does not block the next legal spell; Card text check required for their exact utility.

- Turn 2: Develop Mothlight Processionist, Inquisitive Glimmer, Gremlin Tamer, or hold No More Lies according to visible risk. Cast Mothlight Processionist or Gremlin Tamer when building a board matters; hold No More Lies when the opponent's next spell is likely to invalidate your engine or answer your only threat.

- Turn 2 deviation: Cast Ethereal Armor only when it creates immediate pressure on a creature that can attack safely or forces a race the opponent cannot visibly win. Avoid exposing Ethereal Armor into open interaction when another creature or Entity Tracker would make future enchantments stronger.

- Turn 3: Prioritize Entity Tracker or Enduring Innocence when the battlefield is stable enough to turn future enchantments into cards, bodies, or pressure. If the opponent already has a key attacker or engine permanent, use Sheltered by Ghosts or Trapped in the Screen before adding more fragile value.

- Turn 3 deviation: Keep No More Lies open instead of tapping out when you already have a clock and the opponent's open mana or public zone suggests a high-impact answer. Tap out for Proft's Eidetic Memory only when the engine confirms legality and the board will not collapse before it produces value; Card text check required for exact text.

- Turns 4-5: Double-spell whenever legal by pairing a creature or engine with Sheltered by Ghosts, Trapped in the Screen, Authority of the Consuls, Ethereal Armor, or No More Lies protection. The best midgame turns usually add enchantment count while removing a blocker, protecting the lead, or drawing into another threat.

- Turns 4-5 deviation: Fire removal before combat when it changes attacks, lethal math, or saves a key creature from a bad block. Hold removal when the visible permanent is not affecting the next turn cycle and No More Lies can protect a larger tempo swing.

- Late game: Convert every legal enchantment into pressure through Entity Tracker, Enduring Innocence, Optimistic Scavenger, Mothlight Processionist, Gremlin Tamer, and Ethereal Armor. Preserve at least one meaningful attacker, avoid overcommitting into visible sweep-risk patterns, and use No More Lies or post-board Negate only on spells that beat the current board or stop the winning attack.

- Late-game recovery: If behind, stabilize first with Sheltered by Ghosts, Trapped in the Screen, Authority of the Consuls, or Stasis Snare after sideboarding, then rebuild with Entity Tracker or Enduring Innocence. Do not chase a larger Ethereal Armor attack if a visible crack-back is lethal or if the carrier is the only blocker that matters.

## Card Roles
- Optimistic Scavenger: Treat Optimistic Scavenger as the preferred pressure seed when the hand already contains follow-up enchantments or a creature that can receive counters safely. Cast it early when the engine confirms white mana and legal timing, then aim later Authority of the Consuls, Sheltered by Ghosts, Trapped in the Screen, Entity Tracker, Enduring Innocence, Mothlight Processionist, Gremlin Tamer, Ethereal Armor, Proft's Eidetic Memory, or Valgavoth's Lair lines at making the counter triggers matter. Do not assume counters can target through protection, ward, hexproof, or missing legal targets; follow the rules-engine target list. Against removal-heavy decks, avoid loading every counter onto the only creature unless that creature is the only way to win the race or No More Lies is available.

- Mothlight Processionist: Use Mothlight Processionist as an early enchantment-body that advances both board count and enchantment count. Cast it before Ethereal Armor when that creates an additional attacker or safer Aura carrier, and cast it before Gremlin Tamer or Optimistic Scavenger trigger payoffs when the visible board rewards going wide. Hold it only when No More Lies must protect a stronger engine turn or when a visible sweeper pattern makes adding a small body low impact. Card text check required for exact triggered ability and token/body details, so rely on visible Forge action labels for any generated or modified permanents.

- Gremlin Tamer: Treat Gremlin Tamer as a board-snowball piece, not as a naked value spell. Cast it before a chain of cheap enchantments when you can immediately convert Authority of the Consuls, Sheltered by Ghosts, Trapped in the Screen, Ethereal Armor, or Valgavoth's Lair into board pressure. Do not expose Gremlin Tamer into a board where the opponent can remove it before it produces material unless the alternative is passing with no pressure. Against creature decks, Gremlin Tamer is better when the extra bodies can block or widen attacks; against control, it is better when protected by No More Lies or backed by Enduring Innocence and Entity Tracker.

- Inquisitive Glimmer: Use Inquisitive Glimmer as a setup and cost-smoothing piece when the hand has multiple enchantments and the next two turns need mana efficiency. Cast it early when it enables double-spelling or lets Sheltered by Ghosts, Trapped in the Screen, Ethereal Armor, Authority of the Consuls, or Valgavoth's Lair fit into a protected turn. Do not keep slow hands just because Inquisitive Glimmer might improve future turns; it still needs legal spells and a board that will not fall behind. Card text check required for exact discount, stats, and trigger details, so runtime decisions should honor only engine-listed costs and legal payments.

- Enduring Innocence: Treat Enduring Innocence as a major attrition engine and recovery threat. Cast it when the opponent cannot easily punish a tap-out or when you need a durable source of cards/material after early pressure. It is especially valuable with cheap creatures and enchantment bodies because each later small play can rebuild after removal. Do not sacrifice a winning tempo position by casting Enduring Innocence before removing a lethal attacker with Sheltered by Ghosts or Trapped in the Screen. Card text check required for exact draw condition and post-death behavior; use visible engine zones and triggers rather than assuming resilience always applies.

- Entity Tracker: Treat Entity Tracker as the deck's cleanest enchantment payoff when the hand can continue casting enchantments after it resolves. Prioritize it on turn three or later when you can untap into multiple enchantments or immediately follow with a cheap enchantment if legal. Against spot removal, prefer casting Entity Tracker with No More Lies open when the current board already pressures enough to justify waiting. Against fast creature decks, do not cast Entity Tracker over Sheltered by Ghosts or Trapped in the Screen if the visible attacker will push the game out of reach. Card text check required for exact token/draw/exile tracking details.

- No More Lies: Use No More Lies as tempo protection for a board lead, not as a reason to stop developing when behind. Hold it when the opponent's next legal turn can remove Entity Tracker, Enduring Innocence, a large Ethereal Armor carrier, or resolve a spell that invalidates the battlefield. Cast proactive threats instead when the opponent has low-impact open mana, when you are behind on board, or when No More Lies will age poorly against spare mana. Post-board, compare No More Lies with Negate: No More Lies is usually stronger early and against mixed threats, while Negate is narrower but can remain relevant against noncreature haymakers.

- Authority of the Consuls: Use Authority of the Consuls as an early stabilizer against creature pressure and as a cheap enchantment that turns on the deck's payoff web. Cast it on turn one when opposing haste, go-wide pressure, or race math matters; cast a creature first when the opponent is slower and you need a threat to receive Optimistic Scavenger counters or carry Ethereal Armor. Do not overvalue additional copies unless the engine shows stacked effects matter in the current board. The fourth copy in the sideboard is for matchups where entering-tapped creatures and life-buffer effects materially change the race.

- Ethereal Armor: Treat Ethereal Armor as the deck's highest-risk pressure multiplier. Cast it when the carrier can attack immediately, survive visible blocks, or force a short clock protected by No More Lies. Prefer carriers with counters, evasion, resilience, or expendability over the only creature needed to block. Do not cast Ethereal Armor into open removal when another creature, Entity Tracker, Enduring Innocence, Sheltered by Ghosts, or Trapped in the Screen produces value without risking a two-for-one. Post-board, extra Ethereal Armor copies come in when racing and closing speed matter more than attrition.

- Sheltered by Ghosts: Use Sheltered by Ghosts as premium tempo removal that also increases enchantment count. Cast it before combat when removing a blocker changes attacks, when removing an attacker prevents a bad race, or when the enchantment trigger materially grows Optimistic Scavenger lines. Do not spend it on a low-impact permanent if Trapped in the Screen can handle a more important target later or if No More Lies can stop the actual problem spell. Card text check required for exact attachment, ward, lifelink, or exile conditions; choose only legal targets exposed by the engine.

- Proft's Eidetic Memory: Treat Proft's Eidetic Memory as a one-copy scaling engine for slower boards. Cast it when you can afford a non-removal turn and have enough cards or draw triggers to make the effect matter. Do not tap out for it while behind to a visible attacker unless Authority of the Consuls, Sheltered by Ghosts, Trapped in the Screen, or Stasis Snare has already stabilized the battlefield. Card text check required for exact draw-step and counter behavior, so never assume a specific pump line unless the engine displays the trigger or legal target.

- Trapped in the Screen: Use Trapped in the Screen as the flexible answer for permanents that Sheltered by Ghosts cannot efficiently handle or when an enchantment-based removal spell is needed to trigger the deck. Cast it on the permanent that most affects the next turn cycle: lethal attacker, key blocker, engine permanent, or planeswalker-like threat if the engine lists it as legal. Do not fire it merely to increase enchantment count when the opponent has a visible high-impact permanent likely to arrive or already has a better target.

- Valgavoth's Lair: Treat Valgavoth's Lair as a land-slot enchantment resource only when the engine confirms its mana and timing. Play it when it supports enchantment count, color access, or late-game utility without blocking the next spell. Do not keep or sequence hands that rely on unverified Valgavoth's Lair text for early white or blue mana; Card text check required. If it enters as an enchantment or creates enchantment-relevant triggers, route those triggers through the same Optimistic Scavenger, Entity Tracker, Gremlin Tamer, and Ethereal Armor priorities.

- Plains: Prioritize Plains early because the deck's best starts are white-heavy. Plains casts Optimistic Scavenger, Authority of the Consuls, Mothlight Processionist, Gremlin Tamer, Enduring Innocence, Sheltered by Ghosts, Ethereal Armor, and often the white sideboard cards. Do not lead Island over Plains unless the hand has no turn-one white play and needs blue immediately.

- Island: Use Island to unlock No More Lies, Entity Tracker, Inquisitive Glimmer, Proft's Eidetic Memory, and post-board Negate. Do not keep Island-only hands with white one-drops unless the engine confirms a legal path to white quickly. In sideboard games, value Island slightly higher when Negate is important, but not above casting early white pressure.

- Floodfarm Verge: Treat Floodfarm Verge as the best smoothing land when it supports both colors on curve. Sequence it early when it enables white starts plus blue interaction, but verify exact land text through engine output before relying on conditional color production. Do not assume it fixes every awkward hand if the rules engine shows only one usable color.

- Desert Cenote: Treat Desert Cenote as conditional fixing or utility until exact text is confirmed. Play it when the engine shows it preserves the next legal spell and improves future color access. Avoid hands where Desert Cenote is the only reason early white enchantments, No More Lies, or Entity Tracker are castable unless the visible mana actions prove the curve works. Card text check required.

## Interaction Priorities

- Priority: Counter spells that break your existing pressure before spells that merely add another body to the board. Use No More Lies on sweepers, efficient removal pointed at Entity Tracker, Enduring Innocence, an Ethereal Armor carrier, or a spell that invalidates combat math; use Negate post-board on the same noncreature classes when the engine exposes it as legal. Let low-impact cantrips, redundant tapped creatures under Authority of the Consuls, and small blockers resolve when Sheltered by Ghosts, Trapped in the Screen, or Stasis Snare can answer the resulting permanent while adding enchantment count.

- Priority: Exile or neutralize the permanent that changes the next attack step first. Use Sheltered by Ghosts, Trapped in the Screen, or sideboard Stasis Snare on the lethal attacker, the blocker that stops your best attack, the engine permanent producing repeated advantage, or the creature whose static ability makes racing impossible. Card text check required for the exact exile, attachment, and return conditions on Sheltered by Ghosts, Trapped in the Screen, and Stasis Snare; choose only legal targets listed by the engine and never assume a target type outside the prompt.

- Priority: Protect engines before protecting replaceable pressure when the board is not immediately lethal. Entity Tracker, Enduring Innocence, and Proft's Eidetic Memory are the cards that let the deck recover from one-for-one interaction; Mothlight Processionist, Optimistic Scavenger, Gremlin Tamer, and Inquisitive Glimmer are more expendable unless they are carrying Ethereal Armor, holding key counters, or presenting lethal. If the opponent points removal at a small creature while Entity Tracker or Enduring Innocence is already generating value, often conserve No More Lies for the next high-impact spell.

- Priority: Bait interaction with low-commitment enchantments before exposing Ethereal Armor. Authority of the Consuls, Valgavoth's Lair, Sheltered by Ghosts on a necessary target, or a normal creature can draw out removal or counter-magic while still progressing the board. Cast Ethereal Armor only when the carrier can attack immediately, when No More Lies or Negate can defend against the visible response, or when waiting gives the opponent a better chance to stabilize.

- Priority: Ignore permanents that do not affect damage, engine output, or card access in the next turn cycle. Do not spend Sheltered by Ghosts, Trapped in the Screen, Stasis Snare, No More Lies, or Negate on a small creature stalled by Authority of the Consuls, a redundant mana piece, or a slow value permanent when your board can race. There is no registered discard or bounce plan in this deck; if the rules engine offers a discard or bounce action from an external effect, treat it as incidental and choose by visible impact rather than deck identity.

- Archetype shift: Against aggro, trade interaction for time and life before value. Authority of the Consuls becomes premium, removal targets should be attackers over engines unless the engine creates lethal pressure, and No More Lies should stop haste, pump, burn, or removal that flips the race. Against control or combo, protect Entity Tracker, Enduring Innocence, Proft's Eidetic Memory, and fast Ethereal Armor clocks; counter the spell that answers your board or wins the game, not the spell that merely delays you. Against graveyard decks after sideboard, Rest in Peace is a priority permanent, but do not fire removal poorly just because graveyards matter.

## Combat And Trading Rules

- Attacks: Attack when the visible damage advances a two-turn or three-turn clock without sacrificing the only creature needed to hold the board. Ethereal Armor carriers, counter-grown Optimistic Scavenger threats, and evasive or resilient bodies should press damage; small creatures should stay back when the opponent's crack-back beats your clock or when preserving enchantment-engine material matters more than one damage.

- Blocks: Block to preserve life total once the opponent's next attack plus known board threatens to erase your tempo advantage. Against creature decks, trade Mothlight Processionist, Gremlin Tamer tokens if produced, or unenhanced small creatures for meaningful attackers while protecting Entity Tracker and Enduring Innocence when their continued triggers will take over. Do not chump early unless the next turn produces lethal, stabilizes with Sheltered by Ghosts or Trapped in the Screen, or prevents dying to a visible attack.

- Trades: Accept trades that clear blockers for an Ethereal Armor clock or remove an attacker that Authority of the Consuls cannot neutralize. Decline trades involving an enchanted or heavily countered creature unless the trade prevents lethal, removes the opponent's best permanent, or converts into a stronger post-combat board. If the engine shows death triggers, token creation, or card draw for Enduring Innocence or another card, use only the displayed trigger information and do not infer hidden value.

- Protection: Preserve No More Lies or Negate through combat when the opponent can interact after blocks or before damage. If attacking with an Ethereal Armor carrier into open mana, prefer lines where losing the carrier does not collapse the whole board; if the only winning line requires the carrier, keep protection available unless the engine shows the opponent cannot pay or respond. Card text check required for exact protection, ward, lifelink, and counter behavior from Sheltered by Ghosts or related effects.

- Life thresholds: Treat life above 12 as a resource for developing Entity Tracker, Enduring Innocence, or Proft's Eidetic Memory, but reassess every visible attack step. At 8 to 12, prioritize removing the largest attacker or creating a blocker before extra card advantage. At 7 or lower, survival outranks enchantment count unless the legal action creates lethal this turn or forces the opponent to answer immediately.

- Archetype differences: Race control, stabilize against aggro, and disrupt combo. Against control, keep attacking with multiple modest threats rather than stacking all value on one Ethereal Armor carrier without protection. Against aggro, block earlier, value Authority of the Consuls life-buffer effects if displayed, and use removal before combat when it changes attacks. Against combo or graveyard decks, pressure life total while using No More Lies, Negate, Rest in Peace, and removal only on pieces that visibly enable the opponent's next decisive turn.

## Selection And Tutor Rules

- No true tutors: Treat Azorius Enchantments as a draw-and-pressure deck, not a search deck. The registered list has no card that reliably finds a named card from the library; if the engine offers library search, filter, surveil, or scry from Valgavoth's Lair, Desert Cenote, Proft's Eidetic Memory, or an outside effect, follow the visible prompt and do not assume hidden library contents.

- Draw sequencing: Put Entity Tracker, Enduring Innocence, and Proft's Eidetic Memory onto the battlefield before spending low-impact enchantments when possible. If an enchantment cast can trigger visible card draw, counters, tokens, or combat growth, prefer casting the engine first unless delaying removal lets the opponent attack for lethal or resolve a decisive permanent.

- Pseudo-selection: Use extra cards to find missing role pieces rather than chase generic value. Against aggro, prioritize actions that lead toward Authority of the Consuls, Sheltered by Ghosts, Trapped in the Screen, Stasis Snare, and stable blockers. Against control or combo, prioritize Entity Tracker, Enduring Innocence, No More Lies, Negate, and a fast Ethereal Armor clock.

- Land-drop timing: Make the land drop before priority decisions when mana is needed for No More Lies, Negate, Sheltered by Ghosts, Trapped in the Screen, or multiple spells. Delay a land drop only when the engine shows a legal draw/filter decision first and the choice could reveal whether Plains, Island, Floodfarm Verge, Desert Cenote, or Valgavoth's Lair is needed for color access or curve completion.

- Bottoming and filtering: Keep hands or top cards that supply early white mana, a cheap creature, and either an enchantment engine or interaction. Bottom redundant late lands, extra legendary or slow value pieces if constrained, and duplicate protection when no board exists. Do not bottom the only removal against visible creature pressure, the only No More Lies or Negate against a stack-based opponent, or the only threat in a threat-light hand.

- Card identity checks: Card text check required for exact selection, draw, and trigger conditions on Mothlight Processionist, Gremlin Tamer, Inquisitive Glimmer, Enduring Innocence, Entity Tracker, Proft's Eidetic Memory, Desert Cenote, and Valgavoth's Lair. Use displayed engine triggers as authoritative; if a trigger is optional, choose it only when the resulting card, counter, token, life, or tempo change advances the current role.

## Priority And Stack Rules

- Priority default: Spend mana on your own turn to develop pressure unless the opponent has a visible high-impact spell window. This deck wins by turning enchantment count and repeated triggers into tempo; passing with mana up is strongest when No More Lies or Negate can stop a sweeper, combo piece, removal spell on an Ethereal Armor carrier, or planeswalker-like value permanent shown by the engine.

- Counterspell discipline: Use No More Lies on spells that change the next two turns, not on every legal target. Counter removal that breaks your only clock, sweepers or board resets, engines that outdraw Entity Tracker and Enduring Innocence, and combo pieces that create an immediate loss risk. Let small creatures, replaceable cantrips, and low-impact setup resolve when Sheltered by Ghosts, Trapped in the Screen, Authority of the Consuls, or racing can handle them.

- Sideboard stack role: Use Negate after sideboard for noncreature spells that beat your battlefield or stop your hate. Protect Rest in Peace from removal if the graveyard is central, protect Ethereal Armor or engine permanents from noncreature interaction, and counter sweepers or combo payoffs before routine card selection. Do not use Negate on a creature spell; choose another legal action if the engine lists no valid target.

- Instant-speed removal: Use Stasis Snare at the last profitable priority window shown by the engine when waiting preserves information. Against attackers, cast it before combat damage if it prevents lethal, wins combat, or removes an Ethereal Armor blocker. Against haste or triggered threats, act before the relevant trigger or attack if the engine exposes that window. Card text check required for exact timing and target limits.

- Enchantment removal timing: Cast Sheltered by Ghosts and Trapped in the Screen proactively when the target is already the visible bottleneck. Do not wait for stack interaction if the opponent's permanent is stopping attacks, threatening lethal, or enabling a combo line. If the opponent can sacrifice, blink, counter, or remove the attached object in response, use No More Lies or Negate only when the protected line is worth the mana.

- Optional triggers and payments: Accept optional triggers from Authority of the Consuls, Entity Tracker, Enduring Innocence, Proft's Eidetic Memory, Optimistic Scavenger, Gremlin Tamer, Inquisitive Glimmer, or Mothlight Processionist when the engine shows they add cards, life, counters, tokens, or tempo without harming the plan. Decline optional costs only when paying them blocks a higher-priority counterspell, removal spell, or lethal attack line.

- Combat stack windows: Recheck priority after attackers, after blockers, and before damage when an Ethereal Armor carrier, counter-grown Optimistic Scavenger, or key blocker is exposed. Hold interaction if no visible spell or ability changes combat; fire No More Lies, Negate, Sheltered by Ghosts, Trapped in the Screen, or Stasis Snare when the legal action prevents lethal, saves the only winning threat, or opens a lethal swing.

- Let-resolve rule: Let opponent spells resolve when they do not affect life total, board access, graveyard plan, or your next attack. Preserve mana and cards for the first spell that actually contests Entity Tracker, Enduring Innocence, Rest in Peace, Ethereal Armor, or the current lethal clock.

## Sideboard Map

- Sideboard principle: Keep the deck's enchantment density high enough for Entity Tracker, Enduring Innocence, Optimistic Scavenger, Gremlin Tamer, Inquisitive Glimmer, Mothlight Processionist, and Ethereal Armor to remain functional. Sideboarding should change the interaction profile, not turn Azorius Enchantments into a low-synergy pile of answers.

- Authority of the Consuls: Add the fourth copy against creature decks where tapped entry, life padding, or combat delay changes the race. It is strongest against haste, token swarms, convoke-style pressure, and low-curve red or white aggro. It is weak against control, spell combo, planeswalker-heavy shells, and creature-light graveyard decks where it does not affect the decisive axis. When added, shift toward a stabilizing tempo role: survive the first attacks, then turn lifegain time into Entity Tracker or Enduring Innocence card advantage.

- Ethereal Armor: Add extra copies when the opponent has limited instant-speed removal or when the matchup is about closing before a larger engine takes over. It is strongest against slow combo, tap-out control, midrange with few clean answers, and creature decks that cannot profitably block a large evasive or protected attacker. It is poor against heavy instant removal, exile-heavy answers, bounce-heavy tempo, and decks that punish one large threat. When added, prioritize cheap enchantments and a carrier that can survive combat; do not load every copy onto a creature if the visible board already shows efficient removal or sacrifice effects.

- Rest in Peace: Add all relevant copies against graveyard recursion, reanimation, escape-like effects, self-mill, flashback-style plans, and decks whose threats or card advantage depend on graveyard contents. It is weaker against normal creature decks where graveyards are incidental, and it can be low impact when the opponent has already deployed the relevant battlefield engine. When added, treat it as a hate permanent that must be sequenced before the opponent's graveyard payoff when possible; protect it with No More Lies or Negate only if the graveyard plan is visibly central.

- Negate: Add Negate against control, combo, sweepers, noncreature engines, planeswalker-like permanents if the engine represents them as noncreature spells, and removal-heavy decks where protecting a developed enchantment board matters. It is weak against low-curve creature aggro when most legal opposing spells are creatures. When added, slow down slightly: leave mana open once you have a clock, and counter the spell that invalidates your board or wins the opponent the next turn rather than routine setup.

- Kutzil's Flanker: Add Kutzil's Flanker against graveyard decks, creature races, and matchups where flash speed or a surprise blocker changes combat. Card text check required for exact modes and targets; use only engine-visible choices. It is weaker against removal-heavy control if it is only a small creature, and weaker against combo if the graveyard mode is not relevant. When added, it changes the deck toward instant-speed stabilization: hold mana when the opponent must attack, then use the visible mode that answers the current pressure, graveyard, or race.

- Stasis Snare: Add Stasis Snare against creature decks with large attackers, hard-to-race threats, or creatures that must be answered at instant speed. It is weaker against creature-light control, spell combo, and decks where enchantment removal is common and tempo loss is severe. When added, reduce dependence on sorcery-speed answers and keep mana open in combat or end step when the opponent's best threat is already visible.

Aggro / Haste / Tokens Balanced Plan
Side in: 1 Authority of the Consuls; 2 Stasis Snare; 3 Kutzil's Flanker
Cut: 4 No More Lies; 1 Proft's Eidetic Memory; 1 Valgavoth's Lair

- Aggro plan notes: This plan lowers clunky stack interaction and one slow value card to increase battlefield survival. Keep Sheltered by Ghosts and Trapped in the Screen as primary answers, use Authority of the Consuls to buy attacks, and use Stasis Snare or Kutzil's Flanker only when the visible combat math or threat quality justifies spending the turn.

Graveyard Engine Balanced Plan
Side in: 4 Rest in Peace; 3 Kutzil's Flanker; 3 Negate
Cut: 3 Authority of the Consuls; 2 Ethereal Armor; 3 Sheltered by Ghosts; 1 Proft's Eidetic Memory; 1 Valgavoth's Lair

- Graveyard plan notes: This plan assumes the opponent's graveyard is the central engine and creature combat is secondary. Rest in Peace is the priority permanent, Negate protects it or stops noncreature payoffs, and Kutzil's Flanker supplies backup graveyard interaction or flash pressure if the engine presents relevant modes. Preserve enough threats to win; do not keep hands that only answer the graveyard and cannot attack.

Control / Sweepers / Spell Combo Balanced Plan
Side in: 3 Negate; 2 Ethereal Armor
Cut: 3 Authority of the Consuls; 1 Trapped in the Screen; 1 Sheltered by Ghosts

- Control plan notes: This plan converts low-impact anti-creature cards into faster closing power and better stack defense. Develop one or two resilient threats, hold No More Lies or Negate after establishing pressure, and use Ethereal Armor to shorten the clock only when the opponent's visible mana and prior actions do not make a blowout obvious.

Big Creature Midrange Balanced Plan
Side in: 2 Stasis Snare; 2 Ethereal Armor; 1 Authority of the Consuls
Cut: 1 Proft's Eidetic Memory; 1 Valgavoth's Lair; 1 Inquisitive Glimmer; 1 Mothlight Processionist; 1 No More Lies

- Big midrange plan notes: This plan keeps the enchantment engine intact while adding instant-speed removal and stronger combat scaling. Authority of the Consuls matters when the opponent's creatures are racing or entering with haste; Stasis Snare handles the single creature that makes attacks impossible. Reduce main-deck emphasis on slow value and a small amount of protection if the opponent mostly wins through battlefield size rather than stack fights.

- Broad creature advice: Add role cards: Authority of the Consuls; Stasis Snare; Kutzil's Flanker. Reduce main-deck emphasis: No More Lies when the opponent's threats are mostly creatures, Proft's Eidetic Memory when the matchup is decided before long-card advantage matters, and Valgavoth's Lair when tapped or slow mana costs tempo.

- Broad graveyard advice: Add role cards: Rest in Peace; Kutzil's Flanker; Negate. Reduce main-deck emphasis: Authority of the Consuls if the opponent is not racing with creatures, Ethereal Armor if removal or combo pressure makes single-threat commitment risky, and some aura-style removal if Rest in Peace plus counters handles the key axis better.

- Broad control advice: Add role cards: Negate; Ethereal Armor. Reduce main-deck emphasis: Authority of the Consuls, excess creature-only removal, and slow lands when mana efficiency matters. Keep enough enchantments to trigger Entity Tracker and grow Ethereal Armor; do not dilute the deck below its pressure engine.

- Post-board mulligan shift: Keep hands that combine a clock with the sideboard card that matters for the matchup. Against aggro, a hand with Authority of the Consuls or removal plus early creatures is stronger than a pure draw-engine hand. Against graveyard decks, Rest in Peace or Kutzil's Flanker plus pressure is stronger than removal-only interaction. Against control, a threat plus No More Lies or Negate is stronger than a hand full of creature removal.

## Matchup Guidance

- Aggro: Prioritize survival before snowballing the enchantment engine. Keep hands with early creatures, Authority of the Consuls, Sheltered by Ghosts, or Trapped in the Screen, and avoid hands that depend on Proft's Eidetic Memory without early board presence. Use Sheltered by Ghosts and Trapped in the Screen on the creature that changes combat now, not automatically on the largest creature if smaller haste or evasion pressure is determining the race. Add role cards: Authority of the Consuls; Stasis Snare; Kutzil's Flanker. Reduce main-deck emphasis: No More Lies when the opponent commits mostly creatures, Proft's Eidetic Memory when the game is unlikely to go long, and one Valgavoth's Lair when tempo loss is visible.

- Control: Establish a compact clock, then defend it with No More Lies and Negate. Do not overextend extra creatures or enchantments into suspected sweepers when one Entity Tracker, Enduring Innocence, Gremlin Tamer, or Mothlight Processionist plus enchantment triggers already pressures life total. Ethereal Armor is strongest when it converts a protected creature into a short clock; it is weakest when the opponent can answer the enchanted creature with open mana. Add role cards: Negate; Ethereal Armor. Reduce main-deck emphasis: Authority of the Consuls, excess creature-only answers, and some Sheltered by Ghosts or Trapped in the Screen if the opponent presents few creatures.

- Combo: Race first, counter the payoff second, and avoid spending interaction on setup unless the visible engine makes the next turn lethal or irreversible. No More Lies and Negate should be reserved for the spell or noncreature permanent that actually completes the opponent's plan when possible. Ethereal Armor can shorten the clock, but do not move all damage onto one vulnerable creature unless waiting gives the opponent another full turn. Add role cards: Negate; Ethereal Armor; Rest in Peace only when the combo uses the graveyard. Reduce main-deck emphasis: Authority of the Consuls and creature removal that has no visible target role.

- Tempo: Win the battlefield while respecting stack pressure. Deploy cheap threats before holding up No More Lies unless the opponent has already shown a must-counter spell pattern, and favor lines that add an enchantment while leaving protection available on the following turn. Sheltered by Ghosts and Trapped in the Screen should be used when they unlock attacks or stop an evasive threat; do not fire them into open bounce or protection if passing still preserves parity. Add role cards: Negate if noncreature interaction is central; Kutzil's Flanker if flash-speed board presence matters. Reduce main-deck emphasis: slow Valgavoth's Lair sequencing and Proft's Eidetic Memory when tempo is decided by mana efficiency.

- Midrange: Preserve the enchantment density engine and answer only threats that beat your scaling. Entity Tracker and Enduring Innocence help grind through removal, while Optimistic Scavenger, Gremlin Tamer, and Mothlight Processionist reward steady enchantment deployment. Save No More Lies for planeswalker-like engines, sweepers, or premium removal when the board is stable; otherwise, add material and force the opponent to answer multiple bodies. Add role cards: Stasis Snare; Ethereal Armor; Authority of the Consuls when entering tapped or life-buffer text is relevant. Reduce main-deck emphasis: Proft's Eidetic Memory if already ahead on cards, or a small amount of No More Lies if the opponent is creature-dense.

- Big mana: Start fast and punish setup turns. Mulligan slow hands that only interact after the opponent lands a large threat, and prioritize early creatures plus enchantments that increase damage output. No More Lies and Negate should stop ramp payoffs, sweepers, or large noncreature engines rather than low-impact setup when your clock is already credible. Stasis Snare is important if the opponent resolves one large creature that blanks combat. Add role cards: Negate; Ethereal Armor; Stasis Snare. Reduce main-deck emphasis: Authority of the Consuls unless life gain or tapped entries materially changes the race.

- Graveyard: Treat Rest in Peace as the highest-impact axis when the opponent's graveyard is a resource, not just a history zone. Mulligan toward Rest in Peace plus pressure or Kutzil's Flanker plus pressure when the opponent's visible plan depends on graveyard contents. Protect Rest in Peace with No More Lies or Negate if losing it reopens the opponent's engine; otherwise continue developing threats. Add role cards: Rest in Peace; Kutzil's Flanker; Negate. Reduce main-deck emphasis: Authority of the Consuls, Ethereal Armor when single-threat exposure is risky, and some aura removal if graveyard hate answers the true threat.

- Artifact/enchantment: Identify whether the opponent's permanents are threats, engines, or defensive pieces before spending removal. Sheltered by Ghosts and Trapped in the Screen are valuable against creature permanents that block or race, but do not assume they answer every artifact or enchantment engine unless the rules engine lists the legal target. No More Lies and Negate should stop noncreature engines that outscale Entity Tracker and Enduring Innocence. Add role cards: Negate; Ethereal Armor when racing is better than answering; Stasis Snare only for creature threats. Reduce main-deck emphasis: Authority of the Consuls if the opponent is not creature-combat focused.

- Go-wide: Stabilize life total and prevent the opponent from making attacks that ignore one large blocker. Authority of the Consuls is important when repeated creatures or haste pressure matter, while Sheltered by Ghosts and Trapped in the Screen should answer anthem-like or evasive threats if the engine exposes them as legal targets. Avoid relying on one Ethereal Armor creature if the opponent can chump indefinitely; spread counters and pressure across multiple bodies when Optimistic Scavenger or enchantment triggers allow it. Add role cards: Authority of the Consuls; Kutzil's Flanker; Stasis Snare. Reduce main-deck emphasis: No More Lies and Proft's Eidetic Memory.

- Single-threat: Answer the one permanent that invalidates combat, then resume pressure. Stasis Snare, Sheltered by Ghosts, and Trapped in the Screen should be saved for the visible threat that blocks all attacks, races alone, or carries protection-like pressure; do not spend them on minor creatures if the opponent's deck is built around one large body. Ethereal Armor is strong when the opponent lacks visible instant-speed removal and you can end the game before a second threat arrives. Add role cards: Stasis Snare; Ethereal Armor; Negate if the threat is protected by noncreature spells. Reduce main-deck emphasis: Authority of the Consuls unless life gain or tapped entry is directly relevant.

- Burn: Value life, mana efficiency, and distributed threats over slow card advantage. Authority of the Consuls is a premium card when opposing creatures contribute to burn math, and Kutzil's Flanker may matter if its visible mode stabilizes life, graveyards, or combat; Card text check required for exact mode use. No More Lies and Negate should counter direct damage, sweepers, or tempo-positive noncreature spells once you have pressure. Add role cards: Authority of the Consuls; Negate; Kutzil's Flanker. Reduce main-deck emphasis: Proft's Eidetic Memory, Valgavoth's Lair, and Ethereal Armor when creature removal makes a single large attacker too fragile.

- Removal-heavy: Force removal to trade down by presenting recursive or value threats before auras. Enduring Innocence and Entity Tracker are key because they reward continued enchantment deployment through attrition, while Gremlin Tamer and Mothlight Processionist help rebuild if removal is one-for-one. Hold Ethereal Armor until it immediately changes the clock or the opponent is tapped low; do not expose it into obvious open removal for marginal damage. Add role cards: Negate; Ethereal Armor only when a protected clock matters; Kutzil's Flanker if flash threats punish sorcery-speed removal. Reduce main-deck emphasis: Authority of the Consuls and some creature-only removal if the opponent wins through answers rather than attackers.

## Specific Matchup Notes
Exact opponent lists are not supplied, so these notes are general/archetype-only and revealed cards must override assumptions at runtime.

- Creature aggro: Stabilize first, then turn the corner with enchantment-backed creatures. Authority of the Consuls is a priority keep when opposing creatures matter for tempo or life total, and Sheltered by Ghosts, Trapped in the Screen, and Stasis Snare should answer the creature that changes combat math most. Add role cards: Authority of the Consuls; Stasis Snare; Kutzil's Flanker. Reduce main-deck emphasis: Proft's Eidetic Memory and some No More Lies when the opponent is creature-dense.

- Tempo or flash: Protect mana efficiency and avoid walking an aura into open interaction for small gains. No More Lies and Negate should fight the spell that breaks parity, while Entity Tracker and Enduring Innocence are better than single large Ethereal Armor exposure when the opponent is holding up mana. Add role cards: Negate; Kutzil's Flanker. Reduce main-deck emphasis: slow Valgavoth's Lair sequencing and Proft's Eidetic Memory if the game is decided before extra cards matter.

- Removal-heavy midrange: Lead with resilient engines and make removal answer multiple bodies. Entity Tracker, Enduring Innocence, Mothlight Processionist, and Gremlin Tamer are important because they keep pressure functional after one-for-one answers. Ethereal Armor is best when it immediately compresses the clock or the opponent is constrained on mana. Add role cards: Negate; Ethereal Armor; Kutzil's Flanker. Reduce main-deck emphasis: Authority of the Consuls if opposing creatures are not the main pressure.

- Graveyard strategy: Treat Rest in Peace as the cleanest axis when the opponent visibly uses the graveyard. Keep Rest in Peace plus pressure more aggressively than slow enchantment-value hands, and protect Rest in Peace with No More Lies or Negate when losing it reopens the opponent's engine. Kutzil's Flanker may support this role, but Card text check required for exact mode use. Add role cards: Rest in Peace; Kutzil's Flanker; Negate. Reduce main-deck emphasis: Authority of the Consuls and some aura-based closing when graveyard hate plus bodies is enough.

- Big mana or control: Present a fast clock before holding up permission forever. Optimistic Scavenger, Mothlight Processionist, Gremlin Tamer, Entity Tracker, and Ethereal Armor should pressure early, while No More Lies and Negate protect against sweepers, expensive payoff spells, or noncreature engines. Add role cards: Negate; Ethereal Armor; Stasis Snare if large creatures are the payoff. Reduce main-deck emphasis: Authority of the Consuls unless life gain or tapped entry is relevant.

- Single-threat decks: Save exile-style answers for the permanent that invalidates attacks or wins alone. Sheltered by Ghosts, Trapped in the Screen, and Stasis Snare should not be spent on minor creatures if the opponent's visible plan centers on one large or protected threat. Add role cards: Stasis Snare; Negate; Ethereal Armor when racing is better than answering. Reduce main-deck emphasis: Authority of the Consuls unless the threat enters through creature combat.

## Risk Summary
- Mana risk: The deck can stumble when hands contain Island-heavy or Valgavoth's Lair-heavy mana without early white, because Optimistic Scavenger, Mothlight Processionist, Authority of the Consuls, Ethereal Armor, and several removal enchantments pressure white timing. Mulligan hands that cannot cast early white spells unless the visible hand has a clear No More Lies plan and a credible second-turn line.

- Matchup risk: The deck is strongest when enchantment deployment creates pressure and cards simultaneously, but it can fall behind strategies that ignore combat or punish small creatures before engines matter. Shift toward Negate, Rest in Peace, Stasis Snare, or Authority of the Consuls only when those cards answer the opponent's revealed axis.

- Draw risk: Hands with only Proft's Eidetic Memory, Valgavoth's Lair, or reactive No More Lies can fail to create a clock. Prioritize at least one early creature or engine unless the opponent's revealed deck makes a reactive opener clearly necessary.

- Over-sideboarding risk: Removing too much enchantment density weakens Entity Tracker, Optimistic Scavenger, Gremlin Tamer, Mothlight Processionist, Ethereal Armor, and the deck's pressure plan. Sideboard for the opponent's main axis, but preserve enough cheap enchantments and creatures to end the game.

- Graveyard risk: Rest in Peace may also change the value of graveyard-adjacent lines if any are exposed by the rules engine. Do not assume it is free against every opponent; use it when the opponent's revealed cards make graveyard access important.

- Sweeper/removal risk: Ethereal Armor can create a fast closer but also concentrates risk on one creature. Delay Ethereal Armor when the opponent represents instant-speed removal, and prefer Enduring Innocence or Entity Tracker when attrition is visible.

- Closer risk: The deck can generate material without ending the game if it refuses to attack or delays Ethereal Armor too long. When the board is stable, count damage, identify safe attacks, and use No More Lies or Negate to protect the closing turn.

- Interaction risk: No More Lies and Negate lose value if held for a perfect target while the board collapses. Counter the spell that changes the next turn cycle, especially sweepers, payoff engines, or removal that breaks the only viable clock.

- Sequencing risk: Casting removal before developing an enchantment engine can leave later draws underpowered. Prefer sequences that add Entity Tracker, Enduring Innocence, Gremlin Tamer, or Mothlight Processionist before reactive play unless a visible threat must be answered immediately.

## Test Feedback Checklist
- Deciding factor: Identify whether the game was decided by early pressure, enchantment-engine velocity, removal tempo, counterspell timing, mana stumble, sideboard card impact, or a failure to close after stabilizing.

- Mulligans: Record whether each keep had early white mana, a first proactive play, and either pressure or interaction; flag hands that kept No More Lies, Proft's Eidetic Memory, or Valgavoth's Lair without a credible clock.

- Mana: Check whether Plains, Island, Floodfarm Verge, Desert Cenote, and Valgavoth's Lair sequencing let the deck cast Optimistic Scavenger, Mothlight Processionist, Authority of the Consuls, No More Lies, and removal on time.

- Velocity: Ask whether Entity Tracker, Enduring Innocence, Inquisitive Glimmer, Mothlight Processionist, and Gremlin Tamer generated enough board presence or cards before the opponent stabilized.

- Engine timing: Note whether Entity Tracker or Enduring Innocence was deployed before low-impact enchantments when the board allowed it, or whether removal had to interrupt setup for survival.

- Removal use: Review each Sheltered by Ghosts, Trapped in the Screen, and Stasis Snare decision for whether it answered the permanent that most changed combat, tempo, or the opponent's next-turn plan.

- Permission use: Review each No More Lies and Negate decision for whether it stopped a decisive spell, protected the clock, or was held while a visible board problem became worse.

- Closing: Count turns where attacks were legal after stabilization and ask whether Ethereal Armor, creature development, or protected attacks should have compressed the clock sooner.

- Role: Mark whether Azorius Enchantments correctly acted as aggro, tempo, or defensive control in the matchup, and identify the exact turn where that role should have changed.

- Sideboard: Record whether Authority of the Consuls, Ethereal Armor, Rest in Peace, Negate, Kutzil's Flanker, and Stasis Snare matched the opponent's revealed axis; Card text check required for exact Kutzil's Flanker mode evaluation.

- Stranded cards: List cards stranded by mana, timing, target availability, or role mismatch, especially Ethereal Armor without a safe creature, No More Lies without open mana, and removal without legal targets.

- Mistakes: Flag aura exposure into visible interaction, holding permission too long, spending exile removal on minor creatures, failing to attack with safe pressure, or overvaluing life gain when the opponent was not racing through creatures.

- Overperformers and underperformers: Track which exact cards won tempo, cards, or damage, and which exact cards repeatedly failed to affect the board before the game was decided.

## First Tuning Questions
- Card quantities: Does Optimistic Scavenger need the fourth copy if early pressure is the most common win pattern, or are three copies enough because Mothlight Processionist, Gremlin Tamer, Enduring Innocence, and Entity Tracker already provide enough early bodies?

- Engine balance: Is the full Entity Tracker and Enduring Innocence package producing cards quickly enough, or does the deck sometimes spend too many turns setting up while creature aggro or big mana advances its own plan?

- Aura pressure: Should Ethereal Armor move toward a higher total when games are lost by failing to close, or does added aura density increase exposure to instant-speed removal and board stalls?

- Removal mix: Are Sheltered by Ghosts and Trapped in the Screen enough main-deck answers, or do repeated large-threat losses suggest more Stasis Snare access after sideboarded games?

- Permission mix: Is No More Lies strong enough in main-deck games, or does it become weak too often when the deck taps out for enchantment engines and removal?

- Mana base: Do four Desert Cenote, four Floodfarm Verge, three Island, nine Plains, and three Valgavoth's Lair support early white plus No More Lies reliably, or are losses clustering around Island-heavy, tapped, or colorless-feeling openings?

- Valgavoth's Lair: Is Valgavoth's Lair providing enough value to justify tempo risk, or should the deck prioritize smoother early spell deployment in aggressive and tempo matchups?

- Proft's Eidetic Memory: Does the single Proft's Eidetic Memory win attrition games, or is it too slow compared with additional pressure, interaction, or enchantment density?

- Authority plan: Is Authority of the Consuls main-deck-worthy across the tested field, or does it need to be more sideboard-focused when opponents ignore creature tempo and life totals?

- Graveyard plan: Are four Rest in Peace necessary because graveyard matchups demand immediate hate, or are some copies excessive when pressure plus Negate already wins post-board games?

- Kutzil's Flanker role: Does Kutzil's Flanker materially improve creature, graveyard, or tempo games after text verification, or is that sideboard space better used for clearer matchup-specific interaction?

- Role conflict: Are sideboard plans preserving enough enchantment density for Optimistic Scavenger, Gremlin Tamer, Mothlight Processionist, Entity Tracker, and Ethereal Armor, or are post-board games becoming reactive without a fast kill?

- Control matchup: Does the deck need more Negate-style protection against sweepers and payoff spells, or are losses to control mainly caused by slow pressure and delayed Ethereal Armor commitment?

- Aggro matchup: Does the deck need more Authority of the Consuls or Stasis Snare effects, or are aggro losses mostly from mulligan and sequencing errors rather than card availability?

## Veles Tactical Policy

### Policy: Opening Keep Gate
Priority: High
Decision families: mulligan
Cards: Plains; Island; Floodfarm Verge; Desert Cenote; Optimistic Scavenger; Mothlight Processionist; Authority of the Consuls; Gremlin Tamer; Entity Tracker; No More Lies
Phase windows: pregame, opening hand, mulligan decisions
Runtime cues: opening_hand, action:mulligan, action:keep
Use when: choose keep only when the visible hand has early white mana, at least one proactive one- or two-mana play, and either pressure, enchantment velocity, or No More Lies with mana to hold it soon.
Avoid when: hand has no white source, only reactive cards, only Valgavoth's Lair plus slow spells, or no credible play before turn three.
Instructions: Prefer hands that curve a cheap permanent into Entity Tracker, Enduring Innocence, Gremlin Tamer, or protected pressure. Keep slower hands only when matchup guidance says interaction is decisive and the mana supports it.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: First Enabler Setup
Priority: Medium
Decision families: pregame, mana, priority
Cards: Optimistic Scavenger; Mothlight Processionist; Authority of the Consuls; Inquisitive Glimmer; Entity Tracker; Enduring Innocence
Phase windows: turns 1-3 main phases
Runtime cues: action:cast Optimistic Scavenger, action:cast Mothlight Processionist, action:cast Authority of the Consuls, action:cast Entity Tracker
Use when: the deck has a legal early permanent and the opponent has not presented a threat that must be answered immediately.
Avoid when: visible combat damage or a decisive opposing permanent requires Sheltered by Ghosts, Trapped in the Screen, Stasis Snare, No More Lies, or Negate instead.
Instructions: Establish a creature or enchantment engine before spending low-impact interaction. Favor Entity Tracker or Enduring Innocence before redundant enchantments when safe because later enchantments can convert into cards, counters, or board growth according to visible legal triggers.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: White Mana First
Priority: Medium
Decision families: mana
Cards: Plains; Island; Floodfarm Verge; Desert Cenote; Valgavoth's Lair; No More Lies; Authority of the Consuls; Optimistic Scavenger; Mothlight Processionist
Phase windows: land play, early main phases, turns 1-4
Runtime cues: action:play Plains, action:play Floodfarm Verge, action:play Desert Cenote, action:play Island
Use when: multiple land plays are legal and early white spells are present or likely to be cast this turn.
Avoid when: No More Lies or Negate must be represented immediately and the current land choice would remove blue access.
Instructions: Prioritize untapped or functional white access for the deck's first proactive spell, then preserve blue for No More Lies, Entity Tracker, Inquisitive Glimmer, and Negate. Treat Valgavoth's Lair as a tempo-risk land unless the current hand already casts its early spells.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Hold-Up Permission Gate
Priority: High
Decision families: priority, interaction, mana
Cards: No More Lies; Negate
Phase windows: opponent main phases, end steps, stack windows, turns 2+
Runtime cues: action:cast No More Lies, action:cast Negate, action:pass
Use when: visible mana can hold permission and the opponent can cast a spell that beats the current clock, removes the only engine, sweeps the board, or resolves a payoff.
Avoid when: tapping out develops lethal or near-lethal pressure, the opponent is constrained by visible mana, or permission is weak against the visible board.
Instructions: Spend No More Lies or Negate on spells that change the next turn cycle more than another creature or enchantment would. Do not counter low-impact spells just because mana is open.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Removal Commitment Gate
Priority: High
Decision families: interaction, priority
Cards: Sheltered by Ghosts; Trapped in the Screen; Stasis Snare
Phase windows: main phases, combat trick windows, opponent combat, end step if legal
Runtime cues: action:cast Sheltered by Ghosts, action:cast Trapped in the Screen, action:cast Stasis Snare
Use when: a visible permanent threatens lethal, invalidates attacks, blocks the only clock, or enables the opponent's engine before the next Azorius turn.
Avoid when: the target is minor, the current board can race, or holding removal covers a known larger threat from public information.
Instructions: Use exile-style answers to preserve tempo and attacks, not as routine cleanup. Card text check required for exact target restrictions on Sheltered by Ghosts and Trapped in the Screen; obey only legal engine targets.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Enchantment Engine Commitment
Priority: High
Decision families: priority, mana
Cards: Entity Tracker; Enduring Innocence; Inquisitive Glimmer; Gremlin Tamer; Mothlight Processionist
Phase windows: main phases with enough mana to cast engine pieces
Runtime cues: action:cast Entity Tracker, action:cast Enduring Innocence, action:cast Inquisitive Glimmer, action:cast Gremlin Tamer
Use when: committing an engine creates immediate or near-term enchantment velocity and the opponent cannot visibly punish the tap-out more severely than the engine advances the game.
Avoid when: No More Lies or Negate must be held for a decisive stack threat, or removal must answer lethal pressure first.
Instructions: Prefer the engine that makes subsequent legal enchantments stronger this turn or next turn. Card text check required for exact draw, token, cost-reduction, and trigger limits; reason from runtime legal prompts.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Ethereal Armor Kill Gate
Priority: High
Decision families: combat, priority, interaction
Cards: Ethereal Armor; Sheltered by Ghosts; No More Lies; Negate
Phase windows: precombat main phase, combat, lethal setup turns
Runtime cues: action:cast Ethereal Armor, action:attack
Use when: a legal Ethereal Armor line creates lethal, forces survival-blocks, or shortens the clock while visible interaction risk is acceptable.
Avoid when: the only target can be removed by visible open mana and no protection or replacement threat is available.
Instructions: Put Ethereal Armor on the creature that converts enchantment count into the strongest safe attack through visible blockers. Do not expose the only threat unless the game is slipping or the attack decisively closes.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Aura Target After Selection
Priority: Low
Decision families: selection, interaction
Cards: Ethereal Armor
Phase windows: target selection after Ethereal Armor is already selected
Runtime cues: action:target Ethereal Armor
Use when: exactly one legal target creature is offered by the rules engine for Ethereal Armor.
Avoid when: two or more legal target creatures are offered.
Instructions: Select the only legal Ethereal Armor target shown in the legal action text.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Removal Target After Selection
Priority: Low
Decision families: selection, interaction
Cards: Sheltered by Ghosts; Trapped in the Screen; Stasis Snare
Phase windows: target selection after a removal spell is already selected
Runtime cues: action:target Sheltered by Ghosts, action:target Trapped in the Screen, action:target Stasis Snare
Use when: exactly one legal opposing target is offered for the selected removal card.
Avoid when: two or more legal targets are offered.
Instructions: Select the only legal target printed in the current legal action list. Do not infer legality beyond the engine prompt.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Authority Race Stabilizer
Priority: Medium
Decision families: priority, mana, sideboard
Cards: Authority of the Consuls
Phase windows: early main phases, creature-heavy matchups, post-board games
Runtime cues: action:cast Authority of the Consuls
Use when: the opponent's visible or expected plan relies on creature tempo and Azorius can still develop pressure afterward.
Avoid when: the opponent is noncreature-focused and casting Authority delays Entity Tracker, Enduring Innocence, Gremlin Tamer, or interaction.
Instructions: Use Authority of the Consuls to buy attack steps and life against creature decks. Treat extra copies as diminishing returns unless the race math or matchup guide says tapped entries matter.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Attack Gate
Priority: Medium
Decision families: combat
Cards: Optimistic Scavenger; Mothlight Processionist; Gremlin Tamer; Inquisitive Glimmer; Enduring Innocence; Entity Tracker; Kutzil's Flanker
Phase windows: declare attackers, precombat main phase
Runtime cues: action:attack with
Use when: attacks preserve key engines or force blocks that improve the clock, removal tempo, or race math.
Avoid when: attacking trades away the only engine creature, loses a necessary blocker under a short clock, or walks into visible unfavorable blocks.
Instructions: Attack to close once the board is stable, but keep a creature back when its survival enables future enchantment triggers or blocks lethal pressure. Card text check required for exact Kutzil's Flanker combat role.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Single Forced Attack Execution
Priority: Low
Decision families: combat
Cards: none
Phase windows: declare attackers
Runtime cues: action:attack with
Use when: exactly one attack action is legal and it is the only non-pass combat action shown by the engine.
Avoid when: multiple attack groups, optional attackers, or block-risk choices are offered.
Instructions: Choose the single legal attack action only when no alternative attack configuration exists.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Block For Survival
Priority: High
Decision families: combat
Cards: Optimistic Scavenger; Mothlight Processionist; Gremlin Tamer; Inquisitive Glimmer; Enduring Innocence; Entity Tracker; Kutzil's Flanker
Phase windows: declare blockers, combat damage prevention windows
Runtime cues: action:block, action:no blocks
Use when: visible attacks threaten lethal, make the next turn unwinnable, or remove enough life buffer that Authority of the Consuls and removal cannot recover.
Avoid when: no-block preserves lethal crack-back or removal after blocks answers the attacking threat more cleanly.
Instructions: Preserve life over engine value when the visible clock is shorter than Azorius's own clock. Make trades that keep enough board to rebuild with enchantment triggers.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Stack Response To Removal
Priority: High
Decision families: priority, interaction
Cards: No More Lies; Negate; Ethereal Armor; Entity Tracker; Enduring Innocence
Phase windows: opponent stack windows targeting Azorius threats or engines
Runtime cues: action:cast No More Lies, action:cast Negate, stack:target
Use when: an opposing spell on the stack targets the only lethal attacker, the only draw or token engine, or the permanent carrying Ethereal Armor.
Avoid when: another threat already provides the same clock and permission is needed for a larger visible threat.
Instructions: Protect the card that turns the next attack or enchantment trigger into a decisive advantage. Do not spend permission on removal if the board remains ahead without that permanent.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Proft's Eidetic Memory Commitment
Priority: Medium
Decision families: priority, mana
Cards: Proft's Eidetic Memory; Entity Tracker; Enduring Innocence
Phase windows: main phases in attrition games
Runtime cues: action:cast Proft's Eidetic Memory
Use when: the game is expected to continue, Azorius has card-flow support or stable board position, and tapping out does not concede tempo.
Avoid when: immediate pressure, removal, Authority of the Consuls, No More Lies, or Negate is needed to survive the next turn.
Instructions: Treat Proft's Eidetic Memory as an attrition commitment, not an emergency stabilizer. Card text check required for exact counter or draw-size interactions.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Rest In Peace Commitment
Priority: High
Decision families: sideboard, priority, interaction
Cards: Rest in Peace
Phase windows: early main phases, before opponent graveyard payoff turns
Runtime cues: action:cast Rest in Peace
Use when: public matchup, revealed cards, or visible graveyard use makes graveyard denial central to survival or clock protection.
Avoid when: the opponent is not using the graveyard and Rest in Peace delays pressure or permission.
Instructions: Cast Rest in Peace before the opponent converts graveyard resources, but keep pressure flowing because the card does not win alone. Respect runtime legal effects and do not assume hidden graveyard payoffs.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Plan Selection
Priority: High
Decision families: sideboard
Cards: Authority of the Consuls; Ethereal Armor; Rest in Peace; Negate; Kutzil's Flanker; Stasis Snare; No More Lies; Sheltered by Ghosts; Trapped in the Screen; Proft's Eidetic Memory
Phase windows: between games, sideboard lock
Runtime cues: sideboard_options, match_result, revealed_opponent_cards
Use when: a validated sideboard plan or generated legal swap set must be chosen.
Avoid when: proposed swaps reduce main deck below legal size, exceed registered copies, or remove too much enchantment density for the deck's engines.
Instructions: Add role cards only when they answer the opponent's revealed axis: Authority of the Consuls and Stasis Snare for creatures, Rest in Peace for graveyard engines, Negate for noncreature payoffs, Ethereal Armor for faster closing, and Kutzil's Flanker only after text verification.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Pass With Pressure Discipline
Priority: Medium
Decision families: priority
Cards: No More Lies; Negate; Sheltered by Ghosts; Trapped in the Screen; Stasis Snare
Phase windows: all priority windows, especially opponent turn and end step
Runtime cues: action:pass
Use when: passing preserves permission, removal, or combat information and no legal proactive action improves the next turn cycle.
Avoid when: passing wastes mana while behind on board, misses a legal engine deployment, or lets a visible threat attack again unanswered.
Instructions: Pass deliberately, with a reason tied to stack interaction, removal timing, or combat. If the deck has pressure and open permission, passing can be correct; if behind without interaction, seek a legal board-affecting action.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes
