# Strategy Specifications
## Deck Name And Archetype

Golgari Midrange is an Explorer black-green attrition deck registered as 60 main-deck cards and 15 sideboard cards. The active validation contract reports the deck as legal for Explorer deck-size rules, with at least 60 main-deck cards and no more than 15 sideboard cards; this guide should still defer to the rules engine for runtime legality, card availability, targets, costs, and priority windows.

The registered archetype tags are midrange and graveyard, with the duplicate source tag normalized as midrange, graveyard. The deck should be treated as a hybrid midrange shell rather than a pure stock list: it has familiar black-green disruption and removal through Thoughtseize, Fatal Push, Abrupt Decay, Tear Asunder, Culling Ritual, and Sheoldred, the Apocalypse, but it also uses deck-specific pressure and value pieces in Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, Unholy Annex // Ritual Chamber, Sentinel of the Nameless City, Graveyard Trespasser, Mutavault, Restless Cottage, Takenuma, Abandoned Mire, and Boseiju, Who Endures.

The strategic identity is interactive resource compression into resilient threats. Thoughtseize and Fatal Push should define early exchanges, Abrupt Decay and Tear Asunder should preserve tempo against permanents the opponent commits, and Graveyard Trespasser, Sentinel of the Nameless City, Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Mutavault, and Restless Cottage should convert stable boards into durable pressure. The guide should not assume hidden cards, exact opponent plans, or unverified card text when choosing lines.

The mana base is black-green with utility pressure, not a free-color mana base. Blooming Marsh, Overgrown Tomb, Llanowar Wastes, Wastewood Verge, Forest, Swamp, Urborg, Tomb of Yawgmoth, Boseiju, Who Endures, Takenuma, Abandoned Mire, Restless Cottage, and Mutavault create a flexible but sequencing-sensitive base; Mutavault and utility lands can increase threat density while also straining colored requirements. Sideboard Invoke Despair creates the highest visible black-density concern, and Sheoldred, the Apocalypse also rewards keeping reliable black access rather than overvaluing colorless utility in early turns.

The current role concern is that the deck must identify whether it is stabilizing, trading one-for-one, or turning the corner before spending premium interaction. The decision agent should not fire removal only because it is legal; it should compare visible pressure, life total, available blockers, known graveyard value, and whether the opponent has presented a must-answer permanent. The deck is allowed to win slowly, but it should avoid giving away tempo when the visible board shows a short clock.

Card text check required for Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, Withering Curse, and any newly released or renamed card object if the runtime engine exposes unfamiliar text. Until text is confirmed, tactical use of those cards should be conditional on the legal action label, visible card text from the engine, and current board context rather than memory.

Opponent information status: no specific opponent, matchup, opening hand, play/draw status, or metagame list is supplied for this batch. Matchup guidance later in the guide should therefore use broad Explorer opponent categories and must prefix opponent-only examples with opponent: when they appear in policy `Cards:` fields, while this section should only validate the registered Golgari Midrange configuration and runtime decision posture.

## Thesis

Golgari Midrange assembles early discard and removal into a board state where every remaining permanent either pressures life totals, taxes the opponent's resources, or converts stalled turns into advantage. Thoughtseize, Fatal Push, Abrupt Decay, Tear Asunder, and Culling Ritual create the first exchange pattern; Graveyard Trespasser, Sentinel of the Nameless City, Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Mutavault, and Restless Cottage are the cards that should make those exchanges matter.

The deck wins by compressing the opponent's useful turns, not by racing from turn one or locking the game indefinitely. The preferred win pattern is to remove or discard the opponent's highest-impact play, deploy a threat that survives ordinary combat or removal pressure, then use manlands, graveyard pressure, and repeatable value to close before the opponent rebuilds. Sheoldred, the Apocalypse is the clearest stabilizing payoff when life totals and card draw matter, while Unholy Annex // Ritual Chamber and resilient lands help win games where both players trade down to few cards.

The deck is not trying to be pure aggro, pure control, graveyard combo, or blind ramp. Do not over-prioritize damage if the visible board requires stabilization, and do not hoard removal while a legal threat is shortening the clock. The graveyard theme is a value layer around Graveyard Trespasser, Takenuma, Abandoned Mire, Restless Cottage, and sideboard Unlicensed Hearse, not permission to assume hidden recursion lines or expose the whole plan to graveyard hate.

Prioritize reliable black-green development, then efficient exchanges, then durable pressure. Mutavault and utility lands increase threat density but should not crowd out colored mana when the hand needs Thoughtseize, Fatal Push, Abrupt Decay, Graveyard Trespasser, Unholy Annex // Ritual Chamber, or Sheoldred, the Apocalypse on curve. When the rules engine offers legal actions, choose from visible board state and public information first; strategy guidance should break ties, not override legality or known text.

## Role Package

- Threats: Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, Sentinel of the Nameless City, Sheoldred, the Apocalypse, Mutavault, and Restless Cottage are the primary pressure package. Card text check required for Badgermole Cub and Professor Dellian Fel before assigning exact sequencing or combat value; until confirmed, treat their legal actions according to visible text, cost, board role, and whether the deck needs a body, an engine, or a threat that pressures planeswalkers and life totals.

- Payoffs: Sheoldred, the Apocalypse is the premium stabilizer and closer, especially when life totals, draw steps, or opposing card flow are visible pressure points. Unholy Annex // Ritual Chamber is a major attrition payoff when the game is expected to continue through removal and discard. Sentinel of the Nameless City should be valued as a midgame board-and-resource card when the engine confirms its visible output.

- Engines: Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sentinel of the Nameless City, Restless Cottage, Takenuma, Abandoned Mire, and Boseiju, Who Endures are the long-game texture. Use these to make one-for-one trades favorable, but do not delay urgent removal or discard merely to maximize a future engine turn.

- Velocity: Thoughtseize is the main informational velocity card because it converts hidden uncertainty into a known exchange. Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, Sentinel of the Nameless City, and Unholy Annex // Ritual Chamber may also affect flow depending on confirmed card text; Card text check required for Emeritus of Abundance before treating it as ramp, selection, payoff, or threat.

- Interaction: Fatal Push handles early creatures and tempo-critical attackers, Abrupt Decay answers cheap permanents cleanly, Tear Asunder covers broader permanent classes when legal, Culling Ritual is the reset lever against clustered low-cost boards, Thoughtseize breaks up high-impact plays before they resolve, and Boseiju, Who Endures supplies utility interaction through the mana base.

- Protection: The deck protects its plan mostly by trading, not by shielding individual threats. Thoughtseize can clear a path before committing Sheoldred, the Apocalypse or Unholy Annex // Ritual Chamber, while Graveyard Trespasser and manlands can reduce exposure to sorcery-speed removal depending on visible legality and board timing.

- Recursion: Takenuma, Abandoned Mire and Restless Cottage are the registered recursion-adjacent tools, with Graveyard Trespasser and Unlicensed Hearse affecting graveyards from different angles. Use recursion only when the target and timing are visible and legal; do not assume a card can be returned, exiled, or reused without engine confirmation.

- Mana: Blooming Marsh, Overgrown Tomb, Llanowar Wastes, Swamp, Forest, Wastewood Verge, Urborg, Tomb of Yawgmoth, Boseiju, Who Endures, Takenuma, Abandoned Mire, Restless Cottage, and Mutavault form a colored midrange base with utility pressure. Treat Mutavault as a spell-like land when colored requirements are already secure.

- Sideboard modules: Ray of Enfeeblement, Sheoldred's Edict, Culling Ritual, Withering Curse, Duress, Go Blank, Unlicensed Hearse, and Invoke Despair reshape the same attrition shell after sideboarding. Card text check required for Withering Curse before assigning exact targets or matchup function; otherwise treat each sideboard card by visible legal action, matchup role, and whether it improves removal, discard, graveyard pressure, sweeper density, or top-end inevitability.

## Primary Win Conditions

- Attrition-to-Sheoldred: Sheoldred, the Apocalypse is the cleanest closing plan when the game has already traded resources. Set up with Thoughtseize to remove the highest-impact answer or payoff, use Fatal Push, Abrupt Decay, Tear Asunder, or Culling Ritual to prevent early damage from snowballing, then commit Sheoldred, the Apocalypse when the opponent is low on visible pressure or must keep drawing to rebuild. Execute by protecting life total and board parity rather than forcing attacks; Sheoldred, the Apocalypse wins many stable games without exposing extra creatures. Prioritize this path against decks where life swings, draw steps, and topdeck pressure matter more than immediate creature volume.

- Annex value kill: Unholy Annex // Ritual Chamber is the preferred win path in removal-heavy or stalled games where repeated value matters more than one large attack. Set up by trading early with Thoughtseize, Fatal Push, and Abrupt Decay, then deploy Unholy Annex // Ritual Chamber when the opponent is unlikely to punish a noncombat investment. Card text check required for exact mode and trigger handling; at runtime, follow the engine's legal choices and favor lines that increase cards, damage, or durable board presence without sacrificing survival. Prioritize this path when both hands are shrinking, graveyards are filling, and Mutavault or Restless Cottage can convert extra turns into pressure.

- Graveyard-pressure midrange: Graveyard Trespasser is a primary bridge between stabilization and closing because it attacks while interacting with graveyards and life totals when the engine confirms legal exile choices. Set up by using discard and removal to create safe attacks, then execute by exiling visible cards that matter to recursion, escape-style pressure, delirium-like counting, or opposing value if the legal prompt exposes them. Disruption comes from instant-speed removal, exile effects, or combat trades; do not assume Graveyard Trespasser is protected beyond visible ward text and legal rules output. Prioritize this path when opposing graveyard resources are relevant or when incremental life drain helps race.

- Creature-land finish: Mutavault and Restless Cottage are primary closers after sweepers, discard exchanges, or stalled creature boards. Set up by preserving colored mana first, then treat creature-land activation as a spell-like pressure decision once Fatal Push, Abrupt Decay, Thoughtseize, Graveyard Trespasser, Unholy Annex // Ritual Chamber, and Sheoldred, the Apocalypse requirements are satisfied. Execute with attacks that do not expose the land to a visible profitable block or known instant-speed answer unless the race demands it. Prioritize this path when hands are empty, sorcery-speed removal is common, or committing another nonland permanent would overextend.

## Secondary Win Conditions

- Board-body pressure: Badgermole Cub, Professor Dellian Fel, Sentinel of the Nameless City, Emeritus of Abundance, and Graveyard Trespasser can win through ordinary combat when removal has cleared blockers. Card text check required for Badgermole Cub, Professor Dellian Fel, and Emeritus of Abundance before assigning exact engine value; until confirmed, use visible power, toughness, abilities, and legal actions to decide attacks, blocks, and sequencing. Prioritize this fallback when Sheoldred, the Apocalypse or Unholy Annex // Ritual Chamber is absent, too slow, or already answered.

- Sentinel resource snowball: Sentinel of the Nameless City is a secondary win condition when repeated attacks or enters-the-battlefield value can improve future draws and combat math. Set up by removing blockers with Fatal Push or Abrupt Decay and by using Thoughtseize to reduce the chance of a clean answer. Execute by attacking only when vigilance, token output, or visible board texture makes the exchange favorable under engine output. Prioritize this line in midrange mirrors and creature stalls where a single large finisher is likely to be removed.

- Interaction-tempo squeeze: Fatal Push, Abrupt Decay, Tear Asunder, Boseiju, Who Endures, and Culling Ritual can become a win condition by denying the opponent's first durable board while smaller threats attack. Use Culling Ritual as a swing card only when the visible permanents destroyed and mana generated justify the reset; do not fire it into low value unless survival requires it. Prioritize this line against clustered cheap permanents, tokens, or low-curve pressure, then immediately convert the cleared board into Graveyard Trespasser, Sentinel of the Nameless City, Sheoldred, the Apocalypse, Mutavault, or Restless Cottage pressure.

- Recursion-adjacent reach: Takenuma, Abandoned Mire and Restless Cottage give the deck late-game recovery when win conditions have been killed or traded. Use these only when the engine exposes legal targets and the returned or generated resource materially improves the current battlefield or next-turn pressure. Prioritize this line after discard-heavy games, sweepers, or long exchanges where normal topdecks are too slow.

## Emergency Lines

- Behind on life: Stabilize before maximizing value. Fatal Push, Abrupt Decay, Tear Asunder, and Culling Ritual should answer the visible source of the shortest clock, while Sheoldred, the Apocalypse and Graveyard Trespasser become higher priorities because they can change life-race math. Avoid Thoughtseize when the life loss creates a lethal or near-lethal window unless the revealed legal target prevents more damage than the life paid.

- Behind on board: Trade resources immediately and stop treating creature-lands as free pressure. Use Fatal Push and Abrupt Decay on attackers that constrain future turns, consider Culling Ritual when it removes multiple cheap permanents, and hold Mutavault back when losing a land would prevent double-spell recovery. Deploy Sheoldred, the Apocalypse only if it stabilizes combat or forces the opponent to answer it instead of killing you.

- Behind on cards: Prioritize repeatable engines and resilient threats over one-for-one exchanges that do not change the clock. Unholy Annex // Ritual Chamber, Sentinel of the Nameless City, Restless Cottage, Takenuma, Abandoned Mire, and creature-lands are the recovery tools, but survival checks still override value. Use Thoughtseize selectively; information is useful, but spending a card and life is poor if the opponent's visible board already demands answers.

- Behind on mana: Preserve colored sources and avoid optional activations that delay core spells. Mutavault, Boseiju, Who Endures, Takenuma, Abandoned Mire, and Restless Cottage should remain lands unless the activated line is clearly legal and necessary. Sequence Blooming Marsh, Overgrown Tomb, Llanowar Wastes, Swamp, Forest, Wastewood Verge, and Urborg, Tomb of Yawgmoth to cast black interaction first, then green answers.

- Win conditions removed: Shift to lands, recursion, and incremental drain instead of conceding pressure. Graveyard Trespasser, Mutavault, Restless Cottage, Sentinel of the Nameless City, and Unholy Annex // Ritual Chamber can still close after Sheoldred, the Apocalypse is gone. Keep trading down, preserve life total, and make the opponent answer every remaining permanent one at a time.

## Resource Model

- Life is a spendable resource only while the visible clock is controlled. Thoughtseize, Overgrown Tomb, and Llanowar Wastes can buy information, tempo, and color access, but stop spending life when the opponent has a short visible attack step, burn-like reach in hand from public reveal, or enough board pressure that Sheoldred, the Apocalypse and Graveyard Trespasser must stabilize rather than race.

- Hand size converts into pressure through selective one-for-one exchanges. Thoughtseize should take the card that beats the current legal line, Fatal Push and Abrupt Decay should answer permanents that constrain attacks or future mana, and Unholy Annex // Ritual Chamber should be protected as the card-flow engine when the game is about attrition. Do not trade cards for low-impact targets when Sentinel of the Nameless City, Sheoldred, the Apocalypse, Restless Cottage, or Takenuma, Abandoned Mire can win a longer exchange.

- Mana converts into leverage by enabling double-spell turns. Prioritize black mana for Thoughtseize, Fatal Push, Graveyard Trespasser, Unholy Annex // Ritual Chamber, and Sheoldred, the Apocalypse, then green mana for Abrupt Decay, Tear Asunder, Culling Ritual, Badgermole Cub, Professor Dellian Fel, Sentinel of the Nameless City, and Emeritus of Abundance. Card text check required for Badgermole Cub, Professor Dellian Fel, and Emeritus of Abundance before treating them as specific engines beyond visible board stats and legal prompts.

- Board presence converts into time and inevitability. Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, Sentinel of the Nameless City, Emeritus of Abundance, Sheoldred, the Apocalypse, Mutavault, and Restless Cottage should attack when removal has made combat favorable, but preserving a stabilizing blocker is better than forcing damage into a losing race.

- Graveyards are resources for both players, not automatic value. Graveyard Trespasser, Takenuma, Abandoned Mire, Restless Cottage, Go Blank, and Unlicensed Hearse should use only engine-exposed legal choices; prefer exiling or recurring cards that change combat, deny recursion, reduce future threats, or restore a win condition. Do not assume hidden graveyard synergies unless public information shows them.

- Exile is a denial zone and a sideboard axis. Tear Asunder, Graveyard Trespasser, Go Blank, and Unlicensed Hearse convert graveyard or permanent access into long-game advantage when legal targets matter. Withering Curse and Ray of Enfeeblement require card text check before assigning exact tactical conversion; use them according to visible legal action text.

- Lands are both mana and late-game spells. Mutavault and Restless Cottage are pressure after both players are low on cards; Boseiju, Who Endures and Takenuma, Abandoned Mire are utility lands only when activating them does not break colored mana for the next core spell. Treat sacrifice fodder as scarce: do not expose creature-lands or incidental bodies to exchanges unless the tempo, removal bait, or lethal math is worth the permanent loss.

- Sideboard bullets convert narrow matchups into cleaner exchanges. Add role cards such as Duress, Go Blank, Unlicensed Hearse, Invoke Despair, Culling Ritual, Sheoldred's Edict, Ray of Enfeeblement, and Withering Curse only when their legal text attacks the opponent's visible plan better than maindeck generic removal or threats.

## Mana Guide

- Keep hands that cast early black spells and one green answer on time. A strong opener usually has two or three lands, at least one black source, and a path to green for Abrupt Decay, Tear Asunder, Culling Ritual, or green creatures. Mulligan hands with only Mutavault plus utility lands unless they still cast Fatal Push, Thoughtseize, and a turn-two or turn-three play.

- Sequence untapped colored sources before utility pressure. Blooming Marsh is best early when it enters untapped; Overgrown Tomb should enter untapped when Thoughtseize, Fatal Push, Abrupt Decay, or a two-drop timing window matters, and tapped when life is under pressure and no immediate spell is needed. Llanowar Wastes fixes both colors but taxes life, so use it for precision rather than defaulting to pain.

- Preserve black density for double-black turns. Sheoldred, the Apocalypse asks for reliable black mana, and Thoughtseize plus Fatal Push or Graveyard Trespasser plus removal often determines the midgame. Urborg, Tomb of Yawgmoth can turn Mutavault and utility lands into black sources, so play it before colorless lands matter if the engine confirms the mana improvement and no opposing land consideration is visible.

- Treat Mutavault as a land first until spells are covered. Four Mutavault increase closing power but can make opening colors fragile; do not activate Mutavault if that prevents Abrupt Decay, Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sheoldred, the Apocalypse, or interaction in the same turn cycle. Attack with Mutavault when mana would otherwise go unused or when pressure is more important than holding removal.

- Delay Boseiju, Who Endures and Takenuma, Abandoned Mire activation until the opportunity cost is clear. Use Boseiju, Who Endures as mana unless a legal opposing artifact, enchantment, or land target matters more than casting spells. Use Takenuma, Abandoned Mire when the returned creature or planeswalker-like permanent, if any legal target exists, improves the current plan more than keeping a land drop or colored source.

- Play lands before draw or selection when mana unlocks a known legal action. If the hand already needs a specific color this turn, play the land first to enable the action list. Hold a land before drawing only when no current legal spell depends on it and a post-draw choice may change whether to play Overgrown Tomb tapped, keep Boseiju, Who Endures or Takenuma, Abandoned Mire as utility, or expose Mutavault.

- Use Culling Ritual mana only after the board reset is worth it. Do not cast Culling Ritual solely to generate mana unless the visible permanents destroyed and follow-up spell justify the tempo swing. When it resolves and the engine exposes mana, spend it immediately on board presence, Unholy Annex // Ritual Chamber, Invoke Despair after sideboarding, or interaction that preserves the reset.

## Mulligan Guide

- Strong keep: Keep two or three lands with black mana, green access, and at least one early exchange such as Thoughtseize, Fatal Push, or Abrupt Decay. A hand like Blooming Marsh, Overgrown Tomb, Thoughtseize, Fatal Push, Abrupt Decay, Graveyard Trespasser, and Unholy Annex // Ritual Chamber has discard, removal, colors, and an attrition engine.

- Strong keep: Keep a stable curve that produces pressure plus interaction. Two colored lands with Badgermole Cub or Professor Dellian Fel, Fatal Push or Thoughtseize, and Sheoldred, the Apocalypse is acceptable if the legal mana path casts the early creature and reaches double black; card text check required before valuing Badgermole Cub or Professor Dellian Fel beyond visible stats and legal prompts.

- Medium keep: Keep slower hands with three lands, Abrupt Decay, Unholy Annex // Ritual Chamber, and Sheoldred, the Apocalypse when the matchup is not visibly hyper-aggressive. These hands need the first removal spell to buy time, so avoid spending Thoughtseize on a low-impact card if a creature or engine card is likely to punish the slow start.

- Risky keep: Keep one-land hands only with Blooming Marsh or Overgrown Tomb, Thoughtseize or Fatal Push, and multiple two-mana plays if the draw step can plausibly unlock the hand. Ship one-land hands with Mutavault as the only land, Boseiju, Who Endures as the only colored source, or Takenuma, Abandoned Mire plus no castable spell.

- Automatic ship: Mulligan hands with no black source, no castable spell before turn three, four or more lands plus no Unholy Annex // Ritual Chamber or Sentinel of the Nameless City, or colorless-heavy land mixes that cannot cast Fatal Push, Thoughtseize, Abrupt Decay, or Graveyard Trespasser on time.

- Matchup-dependent keep: Keep removal-dense hands against visible creature decks even without Unholy Annex // Ritual Chamber, especially Fatal Push plus Abrupt Decay plus Culling Ritual. Against slower public information, prefer Thoughtseize, Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sentinel of the Nameless City, and Sheoldred, the Apocalypse over excess spot removal.

- Play/draw adjustment: On the play, value Thoughtseize into a two-drop or Unholy Annex // Ritual Chamber because initiative matters. On the draw, value Fatal Push, Abrupt Decay, Ray of Enfeeblement after sideboarding, and hands that answer the opponent's first threat before committing Sheoldred, the Apocalypse.

- Trap hand: Do not keep lands plus expensive threats just because Sheoldred, the Apocalypse is powerful. A hand with Mutavault, Restless Cottage, Boseiju, Who Endures, Sheoldred, the Apocalypse, Sentinel of the Nameless City, Unholy Annex // Ritual Chamber, and Culling Ritual is too likely to miss early colors or die before stabilizing.

## Turn Arc

- Turn 1: Lead with Thoughtseize when the opponent's first key play is unknown and the hand has follow-up pressure or removal. Lead with Fatal Push only when the engine shows an opposing creature that must die now; otherwise use Blooming Marsh or untapped Overgrown Tomb to establish black, and avoid opening on Mutavault unless no colored spell is available.

- Turn 1 deviation: Preserve life when the hand already has a turn-two answer and no one-mana action. Play Overgrown Tomb tapped if the legal action list does not need black immediately and the matchup pressure makes two life relevant.

- Turn 2: Prefer Badgermole Cub, Professor Dellian Fel, Fatal Push plus Thoughtseize, or Abrupt Decay according to board state. Cast the creature when the opponent has not presented a must-answer permanent; use Abrupt Decay when a visible permanent blocks combat, enables an engine, or threatens to make later removal inefficient.

- Turn 2 deviation: Hold removal if the visible threat is low impact and the hand needs a cleaner target for Fatal Push or Abrupt Decay. Do not fire Tear Asunder or Boseiju, Who Endures into a marginal target when mana development or future interaction matters more.

- Turn 3: Cast Graveyard Trespasser when it stabilizes combat, pressures a slow opponent, or uses a legal graveyard target that matters. Cast Unholy Annex // Ritual Chamber when life total and board allow an attrition engine; cast Sentinel of the Nameless City when visible combat favors a resilient board presence.

- Turn 3 deviation: Keep mana open for Fatal Push or Abrupt Decay when tapping out would allow a lethal attack, a known engine permanent, or a planeswalker-like threat shown by public information. Thoughtseize before committing Sheoldred, the Apocalypse if the opponent is likely to hold removal and the action is legal.

- Turns 4-5: Deploy Sheoldred, the Apocalypse when it stabilizes the board or punishes card draw, especially after Thoughtseize clears the best answer. Use Culling Ritual only when the visible reset is worth the lost permanents or when the generated mana enables an immediate follow-up such as Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sentinel of the Nameless City, or Sheoldred, the Apocalypse.

- Turns 4-5 deviation: Activate Mutavault only when it does not prevent interaction or a main spell. Use Tear Asunder, Boseiju, Who Endures, or Takenuma, Abandoned Mire only when the legal target or return materially changes combat, protects an engine, or recovers a key threat.

- Late game: Convert lands into threats and recursion. Restless Cottage and Mutavault close games after removal trades, Takenuma, Abandoned Mire should recover the best legal creature, and Unholy Annex // Ritual Chamber should be protected as the card-flow source unless life pressure demands immediate blockers.

- Late game deviation: Stop racing when the opponent's visible board presents a shorter clock. Hold Sheoldred, the Apocalypse, Graveyard Trespasser, Sentinel of the Nameless City, Badgermole Cub, Professor Dellian Fel, or Emeritus of Abundance back to block when survival beats extra damage; card text check required before relying on Emeritus of Abundance for any specific noncombat role.

## Card Roles

- Thoughtseize: Use Thoughtseize as the cleanest way to choose the game axis before committing a threat. On turn one, take the card that beats the current hand rather than the abstract strongest card: removal when protecting Sheoldred, the Apocalypse or Unholy Annex // Ritual Chamber, a fast threat when life pressure is the issue, or a card-advantage engine when both players are trading resources. Avoid spending Thoughtseize into an empty or low-impact hand if life total is already under pressure and the legal alternatives include Fatal Push or Abrupt Decay on a visible threat.

- Fatal Push: Treat Fatal Push as tempo protection, not just removal. Use it early against creatures that snowball, enable attacks, or make Sheoldred, the Apocalypse arrive too late; hold it when the visible creature is small and Abrupt Decay or combat can answer it later. Check the rules-engine action text for revolt or any boosted legality before assuming Fatal Push can hit a larger creature, and avoid using Mutavault or utility lands in ways that prevent a needed black mana response.

- Abrupt Decay: Use Abrupt Decay as the flexible answer to cheap permanents that Fatal Push cannot cleanly answer. Prioritize visible engines, blockers that blank Badgermole Cub or Professor Dellian Fel attacks, graveyard hate that suppresses Graveyard Trespasser or Takenuma, Abandoned Mire, and low-cost permanents that threaten repeated advantage. Do not burn Abrupt Decay on a marginal target when Tear Asunder, Boseiju, Who Endures, combat, or later Culling Ritual can answer the same board more efficiently.

- Badgermole Cub: Deploy Badgermole Cub as an early body when the hand needs pressure or a bridge to the midgame. Card text check required, so runtime decisions should use exact legal actions, visible stats, counters, keywords, and prompt text before relying on any specific trigger. In practice, prefer casting it before holding up excess interaction against slow or empty boards, but avoid attacking it into unfavorable blocks unless the legal text shows a tactical payoff or trading preserves life against aggression.

- Professor Dellian Fel: Use Professor Dellian Fel as a proactive two-drop or synergy piece when the board is not demanding immediate removal. Card text check required, so do not assume a particular buff, trigger, draw clause, token interaction, or combat keyword unless the engine exposes it. Sequence Professor Dellian Fel before Graveyard Trespasser or Sentinel of the Nameless City when early board presence matters; hold it back when a sweeper, Culling Ritual plan, or known removal exchange makes a two-mana creature low value.

- Graveyard Trespasser: Cast Graveyard Trespasser when graveyard interaction, life-buffering, or resilient pressure matters. Use its graveyard choice on cards that visibly fuel escape, delve, recursion, reanimation, or other graveyard payoffs; when no such card exists, prefer a card that changes life totals or denies future value according to the legal prompt. Its discard-tax pressure is strongest after Thoughtseize has exposed removal, so protect it in attrition games and be willing to block when stabilizing beats pushing damage.

- Unholy Annex // Ritual Chamber: Treat Unholy Annex // Ritual Chamber as a main attrition engine, not an automatic turn-three play. Card text check required for exact Room modes, triggers, life loss, creature creation, and unlock timing, so follow engine prompts and visible action labels. Cast or unlock it when life total and board state allow repeated value; delay it when the opponent has a short clock and Fatal Push, Abrupt Decay, Culling Ritual, Graveyard Trespasser, or Sheoldred, the Apocalypse is needed first. Protect it with Thoughtseize when the opponent is likely to answer enchantments or exploit the tempo window.

- Sheoldred, the Apocalypse: Use Sheoldred, the Apocalypse as the stabilizer, race-breaker, and punisher for opposing card draw. Prefer casting it after trading off early creatures or clearing the best answer with Thoughtseize; do not jam it into open mana when a known removal spell can undo the turn and a cheaper line advances the board. Against aggressive decks, prioritize Sheoldred, the Apocalypse as a life-total pivot and blocker; against slow decks, make it the threat that forces immediate interaction before Unholy Annex // Ritual Chamber or manlands finish the game.

- Sentinel of the Nameless City: Cast Sentinel of the Nameless City when the deck needs a sturdy midgame permanent that pressures planeswalker-like resources, blocks profitably, or produces incremental advantage. Card text check required for exact trigger and token details, so use visible engine output for any Map, explore, counter, or token decisions. It is better when removal has already traded and worse when the opponent can ignore the body and win through a separate engine; sideboard pressure may shift it down when Invoke Despair, Go Blank, or Duress is more important.

- Culling Ritual: Use Culling Ritual as a swing turn, not a panic button. Fire it when the visible board contains enough small permanents to justify resetting both sides or when the generated mana enables an immediate follow-up such as Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Graveyard Trespasser, or Sentinel of the Nameless City. Avoid casting it into your own Badgermole Cub, Professor Dellian Fel, or utility board unless the exchange prevents lethal pressure, clears multiple engines, or converts into a stronger post-Ritual board.

- Tear Asunder: Save Tear Asunder for permanents that the normal removal suite cannot answer cleanly. Card text is broadly known as flexible exile interaction, but runtime should still follow exact legal action text for target type and cost. Use it on artifacts, enchantments, or larger threats that Fatal Push and Abrupt Decay cannot manage; avoid spending it early on a target that Boseiju, Who Endures or Abrupt Decay can cover if the opponent may present a more important exile target later.

- Emeritus of Abundance: Treat Emeritus of Abundance as a conditional singleton threat or value card until its exact card text is verified. Card text check required, so do not assume mana production, counters, card draw, graveyard scaling, or combat text. Cast it when the legal action list shows it meaningfully improves the board or resource flow; deprioritize it when the deck needs guaranteed interaction, Sheoldred, the Apocalypse stabilization, or Unholy Annex // Ritual Chamber value.

- Mutavault: Use Mutavault as a post-trade threat and pressure source that does not cost a spell slot. Activate it when attacking does not give up Fatal Push, Abrupt Decay, Tear Asunder, or a key main-phase cast. In creature mirrors, respect that animating Mutavault exposes a land to removal or combat trades; in control games, it is a strong way to keep pressure after sweepers while preserving cards in hand.

- Restless Cottage: Use Restless Cottage as a late-game threat and graveyard-adjacent utility land. Card text check required for exact attack trigger and graveyard interaction, so rely on visible prompts before choosing targets. Its tapped-land cost matters in early turns, so avoid keeping hands where Restless Cottage is the only route to early green or black interaction unless the rest of the hand compensates.

- Boseiju, Who Endures: Use Boseiju, Who Endures as land first when mana is constrained and as interaction when the target matters more than the land drop. Channel it for visible artifacts, enchantments, or lands that Abrupt Decay and Tear Asunder cannot efficiently handle, but remember that giving the opponent a land can matter in races and against expensive spells. Do not hold Boseiju, Who Endures so long that missing green mana prevents Abrupt Decay or Culling Ritual.

- Takenuma, Abandoned Mire: Use Takenuma, Abandoned Mire as a black land until the graveyard contains a creature worth buying back. Channel it late for Sheoldred, the Apocalypse, Graveyard Trespasser, Sentinel of the Nameless City, Professor Dellian Fel, Badgermole Cub, or Emeritus of Abundance when the returned card is better than simply casting from hand. Avoid channeling it if black mana is scarce or if graveyard hate is visibly threatening the target.

- Blooming Marsh, Overgrown Tomb, Llanowar Wastes, Swamp, Forest, Urborg, Tomb of Yawgmoth, and Wastewood Verge: Sequence lands to guarantee black on turn one and black-green by turn two whenever possible. Blooming Marsh is the best painless early source, Overgrown Tomb supplies both colors at a life cost, Llanowar Wastes fixes while pressuring life in long games, Swamp supports Thoughtseize and Fatal Push, Forest is narrow but useful for green interaction, Urborg, Tomb of Yawgmoth improves colorless-heavy draws, and Wastewood Verge requires card text check before relying on specific fixing or activation details.

## Interaction Priorities

- Discard first against unknown opponents by using Thoughtseize to take the card that either invalidates the current hand or punishes the next tapped-out turn. Prioritize sweepers or hard removal when your hand is built around Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, Unholy Annex // Ritual Chamber, or Sheoldred, the Apocalypse; prioritize engines, combo pieces, or card-advantage permanents when your hand already has Fatal Push, Abrupt Decay, or Tear Asunder for creatures.

- Remove first the permanent that changes the next combat step or snowballs before your turn returns. Fatal Push should answer cheap creatures and tempo threats before life total drops below a stable Sheoldred, the Apocalypse window; Abrupt Decay should cover low-cost permanents that cannot be allowed to sit; Tear Asunder should be conserved for artifacts, enchantments, exile-needed threats, or permanents outside Abrupt Decay and Fatal Push coverage.

- Exile first only when graveyard recursion, death triggers, indestructible text, or artifact/enchantment pressure makes normal destruction insufficient. Tear Asunder is the main-deck exile answer, while Unlicensed Hearse and Go Blank become postboard graveyard pressure; do not spend exile interaction on a disposable target if Graveyard Trespasser can tax the graveyard or a normal removal spell handles the board.

- Counter and bounce priorities are normally inapplicable because the registered list has no counterspell or bounce spell. When a legal action resembles protection, retargeting, or temporary removal because of engine text, follow the rules-engine action label and treat it as interaction only if it prevents lethal pressure, protects a key engine, or answers a visible must-remove permanent.

- Ignore small creatures when your life total, blockers, and Sheoldred, the Apocalypse plan make them irrelevant over the next turn cycle. Do not burn Fatal Push or Abrupt Decay on a low-impact attacker if Thoughtseize can strip the real payoff, Culling Ritual can clear several permanents, or Graveyard Trespasser can stabilize while attacking the graveyard.

- Bait removal with redundant midrange bodies before committing Sheoldred, the Apocalypse or Unholy Annex // Ritual Chamber when the opponent is representing interaction. Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, and Sentinel of the Nameless City can force answers; if the opponent spends removal there, the later engine or stabilizer is more likely to survive.

- Preserve Abrupt Decay for cheap noncreature engines in matchups where creatures are not the main threat. Against aggressive decks, use Abrupt Decay freely on the best attacker; against control or combo, use Thoughtseize and Duress postboard to identify whether Abrupt Decay should answer a permanent engine or whether Go Blank, Invoke Despair, Unlicensed Hearse, or Sheoldred's Edict changes the interaction plan.

- Cast Culling Ritual only when it creates a real swing. It is best against wide boards of cheap permanents and weak when it merely trades with one threat while killing your own Badgermole Cub, Professor Dellian Fel, or support permanents; postboard, the second Culling Ritual raises the priority of waiting for a multi-permanent exchange.

## Combat And Trading Rules

- Attack when the board pressure advances a two-turn or three-turn clock without exposing a needed blocker. Mutavault and Restless Cottage are valuable after removal trades, but activating them should not consume mana needed for Fatal Push, Abrupt Decay, Tear Asunder, or a main-phase threat unless the attack meaningfully changes the race.

- Block aggressively once life total is the limiting resource rather than cards. Trade Badgermole Cub, Professor Dellian Fel, or Sentinel of the Nameless City for real attackers when Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, or Graveyard Trespasser will win a longer game; decline trades when the creature is your only pressure against a slow opponent with few visible threats.

- Preserve Graveyard Trespasser when its ward-like discard tax, graveyard pressure, or life swing matters more than the combat exchange. Use it as a blocker against aggressive decks when stabilizing is urgent, but do not trade it for a minor attacker if the opponent's graveyard, hand size, or removal constraints make the Trespasser trigger pattern a stronger plan.

- Protect Sheoldred, the Apocalypse as the race-breaker unless blocking prevents lethal or a near-lethal swing. Attacking with Sheoldred, the Apocalypse is correct when the opponent cannot crack back profitably; holding it back is correct when the lifegain swing from future draw steps and its blocking body will lock combat.

- Trade down to enable Culling Ritual or postcombat recovery only when the follow-up is visible and legal. If combat can reduce the opponent to a board that Culling Ritual clears while floating mana into Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Graveyard Trespasser, or Sentinel of the Nameless City, accept trades that would otherwise look even.

- Pressure planeswalker-like or engine opponents with creatures and manlands instead of holding back purely defensive bodies. Against slow decks, Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, Sentinel of the Nameless City, Mutavault, and Restless Cottage should convert removal-light windows into damage; against aggro, the same cards become trade pieces until life total is safe.

- Respect life-total thresholds after Thoughtseize, Overgrown Tomb, and Llanowar Wastes costs. If life is already under pressure, prioritize blocks, tapped-land patience, and removal before extra damage; if Sheoldred, the Apocalypse is about to stabilize, preserve enough life to survive the opponent's next visible attack plus known burn-like or haste-like pressure.

- Treat combat tricks and sacrifice windows as legal-action dependent, not assumed. If Veles shows a priority action involving Fatal Push, Abrupt Decay, Tear Asunder, Boseiju, Who Endures, Takenuma, Abandoned Mire, or another visible effect during combat, choose it only when it improves the current damage exchange, saves a key engine, or prevents lethal pressure.

## Selection And Tutor Rules

- Treat this deck as pseudo-selection, not true tutoring. There is no main-deck card that reliably searches for any chosen card, so selection decisions should improve draw quality, recover a visible graveyard card, or choose the opponent's most important exposed resource rather than chase an assumed hidden line.

- Make land drops before optional selection only when the land enables the current legal play. If the hand contains Blooming Marsh, Overgrown Tomb, Llanowar Wastes, Swamp, Forest, Urborg, Tomb of Yawgmoth, Wastewood Verge, Mutavault, Restless Cottage, Boseiju, Who Endures, or Takenuma, Abandoned Mire, choose the land that casts the visible turn spell while preserving future black-green access; delay Boseiju, Who Endures or Takenuma, Abandoned Mire as lands only when their channel text is likely to matter and mana is already stable.

- Use Thoughtseize and postboard Duress as selection against the opponent's hand, not as automatic turn-one clicks. Take the card that most changes the next two turns: a removal spell for Sheoldred, the Apocalypse or Unholy Annex // Ritual Chamber, a fast engine that outpaces Fatal Push and Abrupt Decay, a combo piece, or a sweeper that punishes committing Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, or Sentinel of the Nameless City.

- Choose Graveyard Trespasser graveyard targets according to visible value and timing. Exile recursive threats, escape or flashback fuel, reanimation targets, delirium-like enablers, or a card that reduces a known graveyard payoff before taking low-impact filler; if the trigger can target either graveyard, prefer the opponent's graveyard unless your own graveyard target directly improves a visible legal effect.

- Use Takenuma, Abandoned Mire only when the recovered creature matters more than the land or channel mana. Prioritize returning Sheoldred, the Apocalypse, Graveyard Trespasser, Sentinel of the Nameless City, Professor Dellian Fel, Badgermole Cub, or Emeritus of Abundance when that card is visible in your graveyard and immediately improves the board, pressure, or engine density; do not channel it just to fill the graveyard without a clear recovery target.

- Choose Boseiju, Who Endures targets only when the visible permanent is worth giving the opponent possible mana smoothing. Use it for artifacts, enchantments, or nonbasic lands that are beating Abrupt Decay, Fatal Push, or Tear Asunder timing, or when preserving a spell in hand is more important than keeping Boseiju, Who Endures as a land.

- Treat Sentinel of the Nameless City, Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, and Unholy Annex // Ritual Chamber selection text as conditional until verified by Veles action labels. Card text check required for any draw, explore, token, trigger, or room-specific selection from these cards; follow the legal action text and choose land, spell, graveyard, or trigger options according to current mana need, board pressure, and attrition value.

- Bottom, discard, or decline low-impact cards when mana and survival are already covered. Extra tapped lands, redundant legendary lands, removal with no visible target, or expensive cards without time to cast should be deprioritized; keep Fatal Push, Abrupt Decay, Tear Asunder, or Culling Ritual when the opponent's visible board or known hand indicates a near-term answer is required.

## Priority And Stack Rules

- Spend instant-speed interaction at the last safe window. Hold Fatal Push, Abrupt Decay, Tear Asunder, Boseiju, Who Endures, and postboard Ray of Enfeeblement, Sheoldred's Edict, or Withering Curse until the opponent commits mana, targets, attacks, blocks, or exposes a must-answer permanent, unless main-phase removal is needed to clear the way for combat or prevent a trigger before priority would return.

- Let low-impact spells resolve when your answer is better saved for the permanent or payoff. Do not fire Abrupt Decay, Fatal Push, Tear Asunder, or Boseiju, Who Endures into bait if the visible board is manageable and the opponent still has a stronger known card from Thoughtseize, Duress, or prior reveal information.

- Cast Thoughtseize and Duress before committing fragile engines when the opponent has open interaction. Use discard first to protect Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Graveyard Trespasser, or a large postboard Invoke Despair turn; cast the threat first only when mana, life total, or clock makes waiting worse.

- Use optional payments and triggers only when they advance the current plan. If Veles presents an optional trigger or payment from Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, Unholy Annex // Ritual Chamber, Graveyard Trespasser, or another registered card, accept it when it adds pressure, stabilizes life, improves material, or protects a key line; decline when it consumes mana needed for Fatal Push, Abrupt Decay, Tear Asunder, Boseiju, Who Endures, or a visible tax.

- Sequence Culling Ritual around the stack and board, not as a panic spell. Cast it when it clears multiple cheap permanents or unlocks a strong same-turn follow-up; avoid it when it destroys your own key Badgermole Cub, Professor Dellian Fel, Unholy Annex // Ritual Chamber, or support board without changing the opponent's best line.

- Activate Mutavault and Restless Cottage only after reserving interaction mana when the opponent can punish combat. Use manlands to pressure after sweepers or during empty-board turns, but do not tap out if Fatal Push, Abrupt Decay, Tear Asunder, or Boseiju, Who Endures is the visible answer to lethal, a combo piece, or a removal spell aimed at Sheoldred, the Apocalypse.

- Respond to graveyard actions before the opponent receives the payoff. Graveyard Trespasser triggers, Unlicensed Hearse, Go Blank, Takenuma, Abandoned Mire, and any visible graveyard-targeting legal action should be timed to remove the known card that matters, not merely to use mana.

- Respect Sheoldred, the Apocalypse stack pressure. When Sheoldred, the Apocalypse is on the battlefield, let opponent draw effects resolve if they help your life-race position and do not immediately kill you or answer Sheoldred; answer the spell or permanent first when the draw effect finds lethal, removes Sheoldred, the Apocalypse, or breaks your stabilization window.

## Sideboard Map

- Sideboard by role first and exact card count second. Bring in cards only when their text matches visible threats, known hand information, or the opponent's archetype; preserve the maindeck's core of Thoughtseize, Fatal Push, Abrupt Decay, Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sheoldred, the Apocalypse, and creature pressure unless the matchup clearly punishes that axis.

- Ray of Enfeeblement is a cheap creature answer for white creature decks, small aggressive decks with relevant one-toughness threats, and tempo starts where spending one mana matters more than Abrupt Decay flexibility. It is bad against creature-light control, large green creatures, artifact engines, and black mirrors where the target set is narrow or the toughness reduction fails to trade for a full card.

- Culling Ritual is a battlefield reset and mana-conversion card against cheap permanents, tokens, artifact clusters, enchantment engines, and go-wide low-mana boards. It is bad when your own Badgermole Cub, Professor Dellian Fel, Unholy Annex // Ritual Chamber, and early permanents are the better board, or when the opponent's meaningful threats cost four or more.

- Invoke Despair is the high-end attrition breaker against midrange, control, planeswalker-style boards, enchantment threats, and opponents trying to answer one permanent at a time. It is bad when the opponent can kill you before five mana, when your life total requires immediate removal, or when the board has expendable permanents that make the first sacrifice mode low impact.

- Unlicensed Hearse is graveyard pressure that also becomes a threat in long games. Bring it against recursive creatures, delve-style or escape-style graveyard plans, reanimation, self-mill, or decks where Graveyard Trespasser alone cannot keep pace; it is bad against fast board decks with little graveyard reliance and against control lists where spending two mana without affecting hand, stack, or board gives them time.

- Withering Curse is conditional interaction until card text is verified. Card text check required; bring it only when Veles legal action text confirms it answers or suppresses the opponent's relevant creature, engine, or combat pattern, and reduce its priority when the visible board does not match the exact text.

- Duress improves pre-threat protection and noncreature interaction density. Bring it against control, combo, sweepers, removal-heavy midrange, expensive engines, and any deck where Thoughtseize information shows that noncreature cards decide the game; it is bad against creature-dense aggro where missing a creature costs tempo.

- Go Blank is hand pressure plus graveyard denial for midrange, control, graveyard, and combo matchups. Bring it when the opponent keeps resources in hand, uses the graveyard as a second hand, or needs a specific pair of cards; it is bad when the opponent empties their hand quickly or when spending three mana without changing the battlefield risks lethal pressure.

- Sheoldred's Edict is clean interaction for hexproof-like threats, single large creatures, planeswalker-style permanents if legal action text allows that mode, and boards where Fatal Push or Abrupt Decay cannot target the threat that matters. It is bad against token decks, wide creature boards, and matchups where sacrifice choice gives the opponent an expendable permanent.

Balanced anti-aggro creatures plan
Side in: 2 Ray of Enfeeblement; 1 Culling Ritual; 1 Sheoldred's Edict
Cut: 2 Thoughtseize; 1 Emeritus of Abundance; 1 Tear Asunder

- Use the anti-aggro creatures plan when the opponent presents early attackers and removal must protect life total. Ray of Enfeeblement and Sheoldred's Edict lower the curve, while the second Culling Ritual punishes cheap permanent clusters; Thoughtseize loses value when life payments and non-board interaction make stabilization harder.

Balanced graveyard attrition plan
Side in: 2 Unlicensed Hearse; 2 Go Blank
Cut: 1 Culling Ritual; 1 Tear Asunder; 1 Emeritus of Abundance; 1 Sentinel of the Nameless City

- Use the graveyard attrition plan when the opponent's graveyard is a public resource, not just incidental cards in discard. Unlicensed Hearse and Go Blank should be timed before escape, recursion, reanimation, delve, or flashback-style payoffs resolve; Graveyard Trespasser remains important because it pressures while exiling.

Balanced control and combo disruption plan
Side in: 2 Duress; 2 Go Blank; 3 Invoke Despair
Cut: 4 Fatal Push; 1 Culling Ritual; 1 Tear Asunder; 1 Badgermole Cub

- Use the control and combo disruption plan when the opponent has few creature targets and the game is decided by hand contents, sweepers, counterplay, or expensive noncreature engines. Duress and Thoughtseize should clear the way for Unholy Annex // Ritual Chamber, Sheoldred, the Apocalypse, or Invoke Despair; Go Blank punishes slow hands and removes graveyard recovery.

Balanced midrange mirror plan
Side in: 3 Invoke Despair; 2 Duress; 1 Sheoldred's Edict
Cut: 2 Fatal Push; 1 Culling Ritual; 1 Tear Asunder; 1 Badgermole Cub; 1 Professor Dellian Fel

- Use the midrange mirror plan when both decks trade removal and the winner is likely to be the player with the last threat. Invoke Despair is the top-end breaker, Duress protects key permanents or checks for removal, and Sheoldred's Edict answers lone large threats without caring about targeted removal constraints.

- Add role cards: against token or cheap-permanent swarms, emphasize Culling Ritual, Ray of Enfeeblement, and Sheoldred's Edict only when the sacrifice target will not be blanked by expendable bodies. Reduce main-deck emphasis: expensive or conditional value pieces whose text does not stabilize before combat damage.

- Add role cards: against graveyard decks, emphasize Unlicensed Hearse, Go Blank, and Graveyard Trespasser as a layered package. Reduce main-deck emphasis: Culling Ritual and Tear Asunder unless the opponent's visible permanents make those cards live.

- Add role cards: against control, emphasize Duress, Go Blank, Invoke Despair, Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Mutavault, Restless Cottage, Takenuma, Abandoned Mire, and Boseiju, Who Endures. Reduce main-deck emphasis: Fatal Push and Culling Ritual when there are few targets.

- Add role cards: against artifact or enchantment engines, keep Abrupt Decay, Tear Asunder, and Boseiju, Who Endures live before assuming sideboard cards solve the matchup. Invoke Despair is stronger when it pressures multiple permanent types; Culling Ritual is stronger only if the engine uses cheap permanents.

- Add role cards: against black midrange, prefer Duress, Go Blank, Invoke Despair, and Sheoldred's Edict over Ray of Enfeeblement unless the opponent has white or small creature targets. Withering Curse remains text-dependent, so use it only when the legal action confirms it answers the visible threat pattern.

- Sideboard posture should preserve enough threats after adding disruption. Do not overload on discard and graveyard cards if the hand lacks Badgermole Cub, Professor Dellian Fel, Graveyard Trespasser, Sentinel of the Nameless City, Unholy Annex // Ritual Chamber, Sheoldred, the Apocalypse, Mutavault, or Restless Cottage to actually win the game.

## Matchup Guidance

- Aggro: Prioritize life total, board contact, and low-cost interaction over slow attrition. Fatal Push, Abrupt Decay, Ray of Enfeeblement, Sheoldred's Edict, Graveyard Trespasser, and Sheoldred, the Apocalypse are the stabilizing core; Thoughtseize becomes worse when the two life matters and when the opponent's hand is mostly creatures already pressuring the board. Use Badgermole Cub and Professor Dellian Fel as early board pieces when their visible legal actions trade or block profitably, but do not protect them over preserving life unless the board shows they will change combat. Add role cards: Ray of Enfeeblement, Culling Ritual, Sheoldred's Edict. Reduce main-deck emphasis: Emeritus of Abundance, Tear Asunder, and excess Thoughtseize in games decided before expensive value matters.

- Control: Protect a durable threat, pressure from multiple zones, and avoid overcommitting into sweepers. Thoughtseize and Duress should identify whether Unholy Annex // Ritual Chamber, Sheoldred, the Apocalypse, Sentinel of the Nameless City, Invoke Despair, Mutavault, Restless Cottage, or Takenuma, Abandoned Mire is the safest pressure point. Hold Fatal Push only if the opponent actually presents targets; otherwise prefer discard, manlands, and top-end value. Add role cards: Duress, Go Blank, Invoke Despair, Unlicensed Hearse if the opponent uses the graveyard as a resource. Reduce main-deck emphasis: Fatal Push, Culling Ritual, and creature removal that lacks visible targets.

- Combo: Attack the hand first, then commit a clock before the opponent rebuilds. Thoughtseize, Duress, and Go Blank are the highest-value actions when the opponent needs specific pieces, and Graveyard Trespasser or Unlicensed Hearse matters only when the combo visibly depends on graveyard cards. Do not spend early turns on slow creature development if discard can take the payoff or protection spell now. Sheoldred, the Apocalypse and Unholy Annex // Ritual Chamber are strong once disruption has bought time, but tapping out without prior information is risky against a hand that may already be assembled. Add role cards: Duress, Go Blank, Unlicensed Hearse when graveyard-dependent, Invoke Despair when combo also plays planeswalker-style or enchantment-style engines.

- Tempo: Preserve mana efficiency and deny the opponent clean one-for-one timing. Fatal Push and Abrupt Decay are strong when they answer the threat without giving up the whole turn; Thoughtseize is strongest before the opponent can hold up protection or permission. Mutavault is valuable as pressure that dodges sorcery-speed answers, but activating it into open interaction should be based on visible legal actions and current race math. Do not let Unholy Annex // Ritual Chamber or Sheoldred, the Apocalypse become a tempo liability if the opponent can punish a tapped-out turn with evasive damage. Add role cards: Ray of Enfeeblement if targets match, Duress against permission-heavy tempo, Sheoldred's Edict against single protected threats.

- Midrange: Trade resources early, then make the last meaningful permanent matter. Thoughtseize should take the card that either answers your next threat or creates an unchecked opposing threat; Abrupt Decay and Fatal Push should be conserved for permanents that pressure life, snowball value, or block your best clock. Unholy Annex // Ritual Chamber, Graveyard Trespasser, Sheoldred, the Apocalypse, Sentinel of the Nameless City, Invoke Despair, Mutavault, Restless Cottage, and Takenuma, Abandoned Mire are the attrition breakers. Add role cards: Invoke Despair, Duress, Go Blank, Sheoldred's Edict. Reduce main-deck emphasis: Culling Ritual and Tear Asunder unless the opponent's permanents make them live.

- Big mana: Disrupt setup, pressure quickly, and save answers for payoff permanents rather than incidental ramp pieces unless tempo demands it. Thoughtseize and Duress should take the card that converts mana into inevitability, while Go Blank can punish slow hands that keep expensive cards. Tear Asunder, Abrupt Decay, Boseiju, Who Endures, and Invoke Despair matter when the opponent's engine uses artifacts, enchantments, or singular noncreature permanents. Do not assume Fatal Push is useful unless the visible board provides targets. Add role cards: Duress, Go Blank, Invoke Despair, Tear Asunder when legal targets matter.

- Graveyard: Layer graveyard pressure instead of relying on one hate card. Graveyard Trespasser pressures life while removing cards, Unlicensed Hearse scales with graveyard size, and Go Blank attacks both hand and graveyard before recursion or delve-style turns happen. Thoughtseize should take the enabler or payoff according to visible hand information; if the graveyard is already stocked, prioritize actions that exile or stop the payoff now. Add role cards: Unlicensed Hearse, Go Blank. Reduce main-deck emphasis: Culling Ritual and Tear Asunder unless they answer visible support permanents.

- Artifact/enchantment: Keep flexible answers live and identify whether the engine is cheap-permanent wide or single-permanent dependent. Abrupt Decay, Tear Asunder, Boseiju, Who Endures, Culling Ritual, and Invoke Despair are the key cards, with Culling Ritual strongest against multiple cheap permanents and weakest against one expensive threat. Thoughtseize and Duress should take the engine card if removal cannot answer it cleanly or if the opponent can protect it. Add role cards: Invoke Despair and the second Culling Ritual when the board pattern supports them. Reduce main-deck emphasis: Fatal Push if it cannot interact.

- Go-wide: Stabilize the board before chasing card advantage. Culling Ritual is the swing card when the opponent commits many cheap permanents; Fatal Push and Abrupt Decay should break the best attack or engine piece before damage snowballs. Sheoldred's Edict is lower value if the opponent can sacrifice an expendable permanent, while Ray of Enfeeblement depends on target legality. Sheoldred, the Apocalypse is excellent only if you survive to untap or immediately affect the race. Add role cards: Culling Ritual, Ray of Enfeeblement, Withering Curse only after card text and legal action text confirm relevance.

- Single-threat: Answer the one permanent that matters and avoid diluting pressure. Sheoldred's Edict is important when targeted removal is blanked or the threat is too large for Fatal Push; Abrupt Decay, Tear Asunder, Boseiju, Who Endures, and Invoke Despair cover permanent types according to visible legality. Thoughtseize and Duress should strip protection or the next threat before committing your answer. Add role cards: Sheoldred's Edict, Duress, Invoke Despair. Reduce main-deck emphasis: Culling Ritual against one expensive permanent.

- Burn: Treat life total as the primary resource and stop paying life unless the hand information or untapped mana prevents lethal. Thoughtseize is still correct when it takes a lethal spell or protects Sheoldred, the Apocalypse, but it is poor as routine curve filler. Overgrown Tomb, Llanowar Wastes, and Thoughtseize life costs must be sequenced with lethal math in mind. Sheoldred, the Apocalypse is the best stabilizer if it resolves before death; Graveyard Trespasser can help by pressuring while blocking. Add role cards: Ray of Enfeeblement when targets exist, Duress if noncreature burn density is high, Invoke Despair only when the game is slow enough.

- Removal-heavy decks: Make them answer diverse threat types and avoid spending all threats into open removal. Unholy Annex // Ritual Chamber, Mutavault, Restless Cottage, Takenuma, Abandoned Mire, Sentinel of the Nameless City, Graveyard Trespasser, Sheoldred, the Apocalypse, and Invoke Despair create pressure from different angles. Thoughtseize and Duress should clear the answer that matches the threat you are about to commit. Badgermole Cub, Professor Dellian Fel, and Emeritus of Abundance need card text and board context checked before treating them as must-protect engines; use them when legal actions show they advance pressure or resource advantage through removal.

## Specific Matchup Notes

- General/archetype-only: Use these notes only until revealed cards, legal actions, and public board state identify the opponent's actual plan; revealed cards override assumptions. Thoughtseize and Duress should convert revealed information into a concrete next-turn plan, not a generic discard priority.

- Against creature aggro: Stabilize before extracting value. Fatal Push and Abrupt Decay should answer the creature that changes combat math most, while Culling Ritual is strongest when it can remove multiple cheap permanents without sacrificing your own decisive board. Sheoldred, the Apocalypse is a stabilizer only if life total and board allow you to survive the next attack. Add role cards: Ray of Enfeeblement when legal targets exist, Culling Ritual, Sheoldred's Edict against single large or protected threats, Withering Curse only after card text and legal action text confirm relevance. Reduce main-deck emphasis: Thoughtseize on low life unless it prevents lethal.

- Against control or removal-heavy midrange: Diversify threats and deny the answer that lines up with your next permanent. Unholy Annex // Ritual Chamber, Mutavault, Restless Cottage, Takenuma, Abandoned Mire, Graveyard Trespasser, Sentinel of the Nameless City, Sheoldred, the Apocalypse, and Invoke Despair pressure from different zones or card types. Thoughtseize and Duress should take sweepers, hard answers, or card-advantage engines according to the revealed hand. Add role cards: Duress, Go Blank, Invoke Despair. Reduce main-deck emphasis: Culling Ritual and Fatal Push when visible targets are scarce.

- Against graveyard decks: Apply graveyard pressure early, then keep mana open for the payoff turn. Graveyard Trespasser, Unlicensed Hearse, and Go Blank are the key tools; Thoughtseize should take the enabler when the graveyard is small and the payoff when the graveyard is already threatening. Add role cards: Unlicensed Hearse, Go Blank, Duress if the deck relies on noncreature setup. Reduce main-deck emphasis: Culling Ritual and Tear Asunder unless visible permanents make them live.

- Against artifact or enchantment engines: Preserve flexible interaction for the permanent that actually generates inevitability. Abrupt Decay, Tear Asunder, Boseiju, Who Endures, Culling Ritual, and Invoke Despair should be mapped to visible target types before spending Thoughtseize. Add role cards: Invoke Despair and Culling Ritual when the opponent presents engines or cheap-permanent density. Reduce main-deck emphasis: Fatal Push when creatures are incidental.

- Against combo or big mana: Pressure while stripping the conversion card. Thoughtseize, Duress, and Go Blank should attack the card that turns setup into a win or the card that protects that turn; Mutavault and early creatures should shorten the clock when removal is low value. Add role cards: Duress, Go Blank, Invoke Despair, Unlicensed Hearse only if the graveyard matters. Reduce main-deck emphasis: Fatal Push and Culling Ritual when they lack targets.

- Against burn or direct-damage tempo: Treat life as the bottleneck. Avoid unnecessary Overgrown Tomb, Llanowar Wastes, and Thoughtseize life loss unless the chosen action prevents more damage or protects Sheoldred, the Apocalypse. Add role cards: Duress for noncreature damage, Ray of Enfeeblement if targets exist. Reduce main-deck emphasis: slow Invoke Despair plans unless the game visibly slows.

## Risk Summary

- Mana risk: The deck needs early black for Thoughtseize and Fatal Push, green for Abrupt Decay and Tear Asunder, and enough untapped sources to double-spell. Overgrown Tomb, Llanowar Wastes, Thoughtseize, and Sheoldred, the Apocalypse create life-total tension, while Mutavault, Boseiju, Who Endures, Takenuma, Abandoned Mire, Restless Cottage, Wastewood Verge, and Urborg, Tomb of Yawgmoth can make sequencing color-sensitive.

- Matchup risk: The maindeck is broad but can draw the wrong half. Fatal Push and Abrupt Decay are weak against nonpermanent-heavy opponents, while Thoughtseize loses value against empty-handed aggro or late topdeck states.

- Draw risk: Hands with only interaction can fail to close, and hands with only threats can lose to faster engines. Keep hands that pair a clock with disruption unless legal mulligan context or matchup knowledge says otherwise.

- Over-sideboarding risk: Do not dilute the core pressure package with too many reactive cards. Duress, Go Blank, Unlicensed Hearse, Invoke Despair, Ray of Enfeeblement, Withering Curse, Culling Ritual, and Sheoldred's Edict should enter only when their legal targets or matchup roles are visible or strongly implied.

- Graveyard risk: Graveyard Trespasser and Takenuma, Abandoned Mire give value but do not make the deck a dedicated graveyard deck. Opposing graveyard hate can reduce recursion and attrition value without necessarily invalidating Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, Mutavault, or Invoke Despair.

- Sweeper/removal risk: Creature-heavy starts can fold into sweepers or stacked removal if every threat is committed at once. Sequence Mutavault, Restless Cottage, Unholy Annex // Ritual Chamber, and Takenuma, Abandoned Mire to keep post-removal pressure available.

- Closer risk: Sheoldred, the Apocalypse and Invoke Despair are powerful but expensive. Do not keep slow hands that need them to stabilize unless early interaction and mana already support survival.

- Interaction risk: Abrupt Decay and Fatal Push must be spent according to visible pressure, not card reputation. Save Tear Asunder and Boseiju, Who Endures for targets that other cards cannot answer when possible.

- Sequencing risk: Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, Withering Curse, and Wastewood Verge require card text checks if legal action text does not make their tactical role clear. Treat their use as conditional on rules-engine output and visible board impact.

## Test Feedback Checklist

- Deciding factor: Identify whether the game turned on mana development, early life loss, threat density, removal timing, graveyard pressure, sideboard cards, or a single protected finisher such as Sheoldred, the Apocalypse or Invoke Despair.

- Mulligans: Record whether each kept hand had early black mana, green access, a playable first two turns, and either pressure or disruption. Flag keeps that relied on drawing a missing color, a third land, or a specific threat.

- Mana: Track every game where Blooming Marsh, Overgrown Tomb, Llanowar Wastes, Mutavault, Boseiju, Who Endures, Takenuma, Abandoned Mire, Restless Cottage, Wastewood Verge, Urborg, Tomb of Yawgmoth, Forest, or Swamp changed the turn sequence. Note whether pain or shock damage made Thoughtseize or Sheoldred, the Apocalypse worse.

- Velocity: Ask whether the deck spent turns advancing a clock or only answering threats. If Badgermole Cub, Professor Dellian Fel, Sentinel of the Nameless City, Graveyard Trespasser, Unholy Annex // Ritual Chamber, or Mutavault was available but not used to pressure, explain the visible board reason.

- Engines: Record whether Unholy Annex // Ritual Chamber generated meaningful advantage or demanded too much life, mana, or setup. For Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, Withering Curse, and Wastewood Verge, write "Card text check required" whenever the log did not expose enough legal-action text to evaluate their role.

- Removal: Check whether Fatal Push, Abrupt Decay, Tear Asunder, Culling Ritual, Boseiju, Who Endures, Ray of Enfeeblement, and Sheoldred's Edict answered the permanent that mattered most to the current combat or engine state. Flag any removal spell held until its target stopped mattering.

- Discard: Evaluate whether Thoughtseize, Duress, and Go Blank took the card that changed the next turn cycle, not merely the highest-known power card. Record life-loss mistakes from Thoughtseize when the opponent was pressuring life total.

- Graveyard plan: Record whether Graveyard Trespasser, Takenuma, Abandoned Mire, Unlicensed Hearse, and Go Blank were used early enough to matter against graveyard opponents. Flag games where graveyard tools were drawn against opponents with no visible graveyard dependency.

- Sideboard: Ask whether each sideboard card had a visible job after sideboarding. Invoke Despair should be judged by whether it broke parity or punished low-resource opponents; Unlicensed Hearse and Go Blank by whether they disrupted actual graveyard or hand resources; Ray of Enfeeblement, Withering Curse, Culling Ritual, and Sheoldred's Edict by whether legal targets existed.

- Closing: Record whether the deck converted advantage into lethal pressure through Sheoldred, the Apocalypse, Invoke Despair, Mutavault, Restless Cottage, Graveyard Trespasser, Sentinel of the Nameless City, or Unholy Annex // Ritual Chamber. Flag games where the deck stabilized but let the opponent rebuild.

- Role: After each match, decide whether Golgari Midrange was supposed to be the beatdown, stabilizer, attrition deck, or disruption deck. Mark mistakes where actions followed the wrong role for the visible board.

- Stranded cards: List cards stranded in hand and why: mana cost, color, no legal targets, timing, life-total pressure, opponent card type, or card-text uncertainty.

- Overperformers and underperformers: Name cards that repeatedly changed outcomes, then separate true performance from matchup luck. Do not upgrade or downgrade Badgermole Cub, Professor Dellian Fel, Emeritus of Abundance, Withering Curse, or Wastewood Verge without confirmed card text and multiple relevant decisions.

## First Tuning Questions

- Card quantities: Should the deck keep four Fatal Push and four Abrupt Decay if control, combo, or low-permanent opponents strand removal too often, or does creature pressure make the full removal package necessary?

- Discard density: Should Thoughtseize remain a four-copy maindeck anchor if aggro and burn punish life loss, or is the information and disruption still essential to protect Sheoldred, the Apocalypse, Unholy Annex // Ritual Chamber, and Invoke Despair plans?

- Threat mix: Are four Badgermole Cub, four Professor Dellian Fel, three Graveyard Trespasser, two Sentinel of the Nameless City, three Sheoldred, the Apocalypse, and four Unholy Annex // Ritual Chamber producing enough pressure across removal-heavy games? Card text check required for Badgermole Cub and Professor Dellian Fel before changing their roles.

- Mana base: Are four Mutavault plus Boseiju, Who Endures, Takenuma, Abandoned Mire, Restless Cottage, Wastewood Verge, and Urborg, Tomb of Yawgmoth causing too many colored-mana failures for Thoughtseize, Fatal Push, Abrupt Decay, Tear Asunder, and Sheoldred, the Apocalypse?

- Life-total tension: Do Overgrown Tomb, Llanowar Wastes, Thoughtseize, and Unholy Annex // Ritual Chamber cost too much life in fast matchups, or does Sheoldred, the Apocalypse recover enough games to justify the pressure?

- Aggro plan: Does the deck need more cheap stabilizers, more Ray of Enfeeblement-style sideboard space, or a different balance between removal and blockers if early creature swarms remain the main loss pattern?

- Control plan: Does the deck need more resilient closing power if Sheoldred, the Apocalypse and Invoke Despair are answered, or are Mutavault, Restless Cottage, Unholy Annex // Ritual Chamber, Takenuma, Abandoned Mire, Duress, and Go Blank already enough?

- Graveyard plan: Are two Unlicensed Hearse and two Go Blank enough against graveyard decks, or are Graveyard Trespasser and incidental pressure failing to cover the matchup?

- Sweeper plan: Is Culling Ritual winning the games where cheap permanents matter, or is it too narrow beside Fatal Push, Abrupt Decay, Tear Asunder, and Boseiju, Who Endures?

- Sideboard slots: Are Invoke Despair, Withering Curse, Ray of Enfeeblement, Duress, Go Blank, Unlicensed Hearse, Culling Ritual, and Sheoldred's Edict each entering matches with clear legal targets or roles, or are any slots repeatedly unused?

- Role conflicts: Does the deck lose because it mixes beatdown pressure with reactive holding patterns too often? If so, tune toward either faster pressure around Badgermole Cub, Professor Dellian Fel, Mutavault, and Graveyard Trespasser, or slower attrition around Unholy Annex // Ritual Chamber, Sheoldred, the Apocalypse, Invoke Despair, and utility lands.

## Veles Tactical Policy

### Policy: Opening Hand Role Gate
- Priority: High
- Decision families: mulligan; pregame
- Cards: Thoughtseize; Fatal Push; Abrupt Decay; Badgermole Cub; Professor Dellian Fel; Unholy Annex // Ritual Chamber; Sheoldred, the Apocalypse; Graveyard Trespasser
- Phase windows: opening hand; mulligan decisions
- Runtime cues: prompt:mulligan; visible hand; known matchup label
- Use when: a keep or mulligan decision is legal.
- Avoid when: the hand cannot cast any spell before turn three or relies on unconfirmed card text to function.
- Instructions: Keep hands with two or three lands, black mana, and either Thoughtseize, Fatal Push, Abrupt Decay, Badgermole Cub, Professor Dellian Fel, or Unholy Annex // Ritual Chamber. Mulligan slow hands with only four-mana plays against aggressive or combo opponents.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Early Setup Permanent Gate
- Priority: Medium
- Decision families: mana; priority
- Cards: Badgermole Cub; Professor Dellian Fel; Graveyard Trespasser; Sentinel of the Nameless City; Unholy Annex // Ritual Chamber
- Phase windows: turns 1-4 main phases
- Runtime cues: action:cast; hand contains early threat or engine
- Use when: the deck can deploy its first pressure or advantage permanent.
- Avoid when: holding mana for Fatal Push or Abrupt Decay prevents lethal or protects against a visible high-impact permanent.
- Instructions: Advance board presence before pure attrition unless the opponent has a visible threat that changes combat immediately. Card text check required for Badgermole Cub and Professor Dellian Fel; treat them as proactive pressure only when Forge action text confirms their function.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Black Mana First
- Priority: Medium
- Decision families: mana
- Cards: Blooming Marsh; Overgrown Tomb; Llanowar Wastes; Swamp; Urborg, Tomb of Yawgmoth; Wastewood Verge
- Phase windows: land play; spell payment
- Runtime cues: action:play land; action:pay mana
- Use when: multiple land or mana-payment actions are legal.
- Avoid when: green mana is required this turn for Abrupt Decay, Tear Asunder, Culling Ritual, Boseiju, Who Endures, or sideboard actions.
- Instructions: Prioritize untapped black for Thoughtseize, Fatal Push, Graveyard Trespasser, Unholy Annex // Ritual Chamber, and Sheoldred, the Apocalypse. Preserve life total against pressure by preferring Blooming Marsh or Swamp over pain or shock lines when timing stays intact.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Land Activation Payment
- Priority: Low
- Decision families: mana
- Cards: Mutavault; Restless Cottage; Boseiju, Who Endures; Takenuma, Abandoned Mire
- Phase windows: mana payment; activated ability payment
- Runtime cues: action:pay mana
- Use when: exactly one legal mana-payment action pays for the already selected land activation or channel ability.
- Avoid when: more than one payment action is legal or another spell must still be cast this turn.
- Instructions: Execute the exact visible payment after the strategic activation choice has already been selected.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Thoughtseize Target Opponent
- Priority: Low
- Decision families: interaction; selection
- Cards: Thoughtseize; Duress
- Phase windows: main phase discard resolution
- Runtime cues: action:target opponent Thoughtseize
- Use when: the legal action text offers only target opponent for Thoughtseize or Duress.
- Avoid when: multiple opponent-like targets are legal or redirection/replacement choices appear.
- Instructions: Choose target opponent for the discard spell; card selection from the revealed hand remains a separate light-model decision.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Hand Attack Selection
- Priority: High
- Decision families: interaction; selection
- Cards: Thoughtseize; Duress; Go Blank
- Phase windows: discard spell resolution; precombat main phase
- Runtime cues: prompt:choose card from revealed hand; action:discard
- Use when: a revealed-hand discard choice is legal.
- Avoid when: the revealed options are not visible or Forge does not expose names.
- Instructions: Take the card that most changes the next turn cycle: combo piece, sweeper, planeswalker, removal for Sheoldred, the Apocalypse, or card-advantage engine. Against pressure, avoid paying life for Thoughtseize unless the taken card prevents more damage than the life spent.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Removal Commitment Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Fatal Push; Abrupt Decay; Tear Asunder; Culling Ritual; Ray of Enfeeblement; Sheoldred's Edict
- Phase windows: opponent combat; end step; main phases; stack interaction
- Runtime cues: action:cast removal; visible targets
- Use when: removal can answer a visible threat, engine permanent, or lethal attacker.
- Avoid when: the target is low-impact and a more dangerous permanent is likely already visible.
- Instructions: Spend removal on threats that alter combat, protect an opponent engine, or stop your clock. Preserve Abrupt Decay and Tear Asunder for noncreature permanents when Fatal Push or Ray of Enfeeblement can answer the creature.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Fatal Push Exact Target After Selection
- Priority: Low
- Decision families: interaction
- Cards: Fatal Push
- Phase windows: spell target prompt
- Runtime cues: action:target Fatal Push
- Use when: exactly one legal target action for Fatal Push is present.
- Avoid when: two or more target actions are visible.
- Instructions: Select the only visible Fatal Push target after the cast has already been chosen.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Unholy Annex Commitment Gate
- Priority: High
- Decision families: priority; mana
- Cards: Unholy Annex // Ritual Chamber; Sheoldred, the Apocalypse
- Phase windows: main phase; upkeep or trigger windows exposed by Forge
- Runtime cues: action:cast Unholy Annex // Ritual Chamber; prompt:trigger; life total visible
- Use when: Unholy Annex // Ritual Chamber is castable or asks for a meaningful trigger decision.
- Avoid when: life total is under immediate pressure and the board needs Fatal Push, Abrupt Decay, or a blocker first.
- Instructions: Commit Unholy Annex // Ritual Chamber when the life total can absorb its costs or Sheoldred, the Apocalypse can stabilize later. Card text check required for exact trigger sequencing; follow Forge legal prompts.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sheoldred Tap-Out Gate
- Priority: High
- Decision families: mana; priority
- Cards: Sheoldred, the Apocalypse; Thoughtseize; Duress; Go Blank
- Phase windows: main phase; post-discard sequencing
- Runtime cues: action:cast Sheoldred, the Apocalypse
- Use when: Sheoldred, the Apocalypse is castable.
- Avoid when: visible information shows a clean answer and a discard spell can be cast first this turn.
- Instructions: Cast Sheoldred, the Apocalypse when it stabilizes life, blocks profitably, or pressures a low-resource opponent. Lead with Thoughtseize or Duress when legal and mana permits before tapping out.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Graveyard Trespasser Pressure And Exile
- Priority: Medium
- Decision families: interaction; combat; selection
- Cards: Graveyard Trespasser; Unlicensed Hearse; Go Blank
- Phase windows: main phase; attack step; triggered exile prompts
- Runtime cues: action:cast Graveyard Trespasser; prompt:exile card from graveyard; action:crew or activate Unlicensed Hearse
- Use when: graveyard interaction or pressure is legal.
- Avoid when: exiling a harmless card misses a visible escape, flashback, recursion, or delirium-style resource.
- Instructions: Exile cards that enable the opponent's next visible graveyard action first, then remove card types or recursive threats. Attack with Graveyard Trespasser when trading does not give away the only graveyard pressure.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Mutavault And Restless Cottage Combat Gate
- Priority: Medium
- Decision families: combat; mana
- Cards: Mutavault; Restless Cottage; Urborg, Tomb of Yawgmoth
- Phase windows: combat; end step; post-sweeper boards
- Runtime cues: action:activate Mutavault; action:activate Restless Cottage; action:attack
- Use when: creature-land activation or attack is legal.
- Avoid when: activation prevents casting interaction required for a visible threat or exposes the land to a trade that loses the race.
- Instructions: Use creature lands to close games after resources are low or planes are empty. Keep them back when blocking or mana for Abrupt Decay, Fatal Push, or Tear Asunder matters more this turn.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Broad Attack And Block Discipline
- Priority: High
- Decision families: combat
- Cards: Badgermole Cub; Professor Dellian Fel; Graveyard Trespasser; Sentinel of the Nameless City; Sheoldred, the Apocalypse; Mutavault; Restless Cottage
- Phase windows: declare attackers; declare blockers; combat damage setup
- Runtime cues: prompt:declare attackers; prompt:declare blockers
- Use when: combat choices are legal.
- Avoid when: Forge exposes only a single mandatory combat action.
- Instructions: Trade creatures when the trade protects life total, clears a path for Sheoldred, the Apocalypse, or denies an opponent engine. Avoid attacks that leave no blocker against visible lethal or short-clock pressure.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Single Combat Action
- Priority: Low
- Decision families: combat
- Cards: none
- Phase windows: declare attackers; declare blockers
- Runtime cues: action:attack; action:block
- Use when: exactly one legal attack or block action exists and no alternative pass or different assignment exists.
- Avoid when: multiple attacks, blocks, or pass choices are visible.
- Instructions: Submit the only combat action exposed by the engine.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Selection And Recursion Targets
- Priority: Medium
- Decision families: selection; priority
- Cards: Takenuma, Abandoned Mire; Boseiju, Who Endures; Sentinel of the Nameless City; Emeritus of Abundance; Wastewood Verge
- Phase windows: activated ability resolution; channel choices; selection prompts
- Runtime cues: prompt:choose card; action:channel; action:select
- Use when: a selection, recursion, discover, token, or special-card-text prompt appears.
- Avoid when: card text or legal destination is not exposed.
- Instructions: Route target selection through the light model and prefer choices that immediately affect board, hand quality, or lethal race. Card text check required for Emeritus of Abundance, Sentinel of the Nameless City, and Wastewood Verge whenever Forge text is not visible.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Invoke Despair Closing Gate
- Priority: High
- Decision families: priority; interaction
- Cards: Invoke Despair; Sheoldred, the Apocalypse; Unholy Annex // Ritual Chamber
- Phase windows: post-sideboard main phase; low-resource midgame
- Runtime cues: action:cast Invoke Despair
- Use when: Invoke Despair is castable after sideboarding.
- Avoid when: tapping out loses to a visible lethal board or when mana must answer a specific permanent first.
- Instructions: Cast Invoke Despair when it breaks parity, pressures planeswalkers or enchantments if present, or converts attrition into damage and cards. Sequence discard first when legal to clear counters or protection.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sweeper And Cheap-Permanent Punish
- Priority: Medium
- Decision families: interaction; priority
- Cards: Culling Ritual; Abrupt Decay; Fatal Push; Tear Asunder
- Phase windows: main phase before combat; reset turns
- Runtime cues: action:cast Culling Ritual; visible cheap permanents
- Use when: Culling Ritual is legal and the battlefield contains multiple cheap permanents.
- Avoid when: it destroys more of your meaningful board than the opponent's or removes pressure needed to finish.
- Instructions: Fire Culling Ritual to reset creature swarms, artifact/enchantment boards, or token-heavy positions when the mana burst can convert into another play. Use spot removal instead when one permanent is the problem.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sideboard Role Lock
- Priority: High
- Decision families: sideboard; pregame
- Cards: Ray of Enfeeblement; Culling Ritual; Invoke Despair; Unlicensed Hearse; Withering Curse; Duress; Go Blank; Sheoldred's Edict; Fatal Push; Abrupt Decay; Thoughtseize; Unholy Annex // Ritual Chamber
- Phase windows: between games; sideboard submission
- Runtime cues: prompt:sideboard; matchup label; previous game public log
- Use when: a legal sideboarding choice is requested.
- Avoid when: the proposed plan violates registered 75 constraints.
- Instructions: Add Ray of Enfeeblement, Culling Ritual, Withering Curse, and Sheoldred's Edict against creature pressure; add Duress, Go Blank, Invoke Despair, and Unlicensed Hearse against control, combo, graveyard, or attrition roles. Reduce removal against low-creature decks and reduce slow engines against fast pressure.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Graveyard Hate Commitment
- Priority: Medium
- Decision families: interaction; priority; sideboard
- Cards: Unlicensed Hearse; Go Blank; Graveyard Trespasser; Takenuma, Abandoned Mire
- Phase windows: post-sideboard main phase; graveyard interaction windows
- Runtime cues: action:cast Unlicensed Hearse; action:cast Go Blank; prompt:exile graveyard card
- Use when: the opponent has visible graveyard resources or the matchup guide identifies graveyard dependency.
- Avoid when: graveyards are empty and pressure or discard would affect the current board more.
- Instructions: Commit Unlicensed Hearse early when repeated exiling matters, and use Go Blank when hand disruption plus graveyard exile attacks the same plan. Do not spend graveyard hate merely because it is legal.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes
