# Strategy Specifications
## Deck Name And Archetype
Katara, Waterbending Master is a Brawl mono-blue command-zone strategy built as combo-control, with Katara, Waterbending Master as the named commander and a 100-card registered main deck. The validation contract supplied for this guide says the deck passes active Brawl validation: 100 main cards, 0 sideboard cards, singleton construction outside basic lands, and 29 Island as the only repeated non-singleton entry. Do not flag this list as a 60-card constructed deck, and do not expect sideboard actions at runtime because the registered sideboard is empty.

The deck is best classified as a hybrid rogue combo-control build rather than a stock metagame shell. The registered list combines a dense permission suite, cheap card selection, tempo bounce, flash threats, commander-centric protection, and a small number of expensive or engine-like closers. Treat the tags `combo` and `control` as role priorities, not as proof that any deterministic combo is already assembled; Veles must still obey legal actions and visible game state before committing to a line.

The control identity is anchored by exact registered interaction such as Counterspell, Mana Leak, Memory Lapse, Remand, Spell Pierce, Wash Away, Force Spike, Force of Negation, Mystical Dispute, Change the Equation, Concerted Defense, Annul, Tale's End, Stifle, Spell Snare, Stern Scolding, Glorious Gale, Long River's Pull, Cryptic Command, Subtlety, Tishana's Tidebinder, Venser, Shaper Savant, Brazen Borrower, Fading Hope, Into the Flood Maw, Stern Dismissal, Unsubstantiate, Cyclonic Rift, Witness Protection, Unable to Scream, Octopus Form, Bounce Off, and Sink into Stupor. Use these names only when the runtime action text confirms they are available, castable, or otherwise relevant.

The combo and value identity appears to depend on Katara, Waterbending Master plus a spell-dense blue shell, but several registered cards require card text confirmation before the guide can assume exact synergies. Card text check required for Katara, Waterbending Master; Secret Identity; Cunning Azurescale; Magic Damper; Saiba Syphoner; Talion's Throneguard; Hydroelectric Specimen; Fresh Start; Bounce Off; Brainsurge; Consult the Star Charts; Agna Qel'a; Wan Shi Tong, Librarian; Long River's Pull; Glorious Gale; Into the Flood Maw; Octopus Form; Unable to Scream; and Astrologian's Planisphere. Until confirmed by rules-engine output, treat these as visible legal actions with contextual roles rather than guaranteed combo pieces.

The mana base is heavily Island-centered with Cavern of Souls, Flooded Strand, Polluted Delta, Misty Rainforest, Scalding Tarn, Gemstone Caverns, Otawara, Soaring City, Mystic Sanctuary, Sink into Stupor, Sea Gate Restoration, Mox Amber, and Astrologian's Planisphere adding flexibility or nonstandard resource patterns. The main legality and role concern is not color access in normal mono-blue games, but tempo discipline: one-mana interaction and selection must preserve time for Katara, Waterbending Master, flash creatures, and higher-cost control turns instead of being spent on low-impact actions into unknown boards.

Opponent information is currently unspecified, so matchup assumptions must stay archetype-level and public-information based. Do not infer hidden cards, exact opposing removal, commander protection, tutors, ramp, or utility cards unless the runtime state, deck registration, revealed zones, or public logs show them. When the opponent is unknown, pilot Katara, Waterbending Master as a permission-heavy control deck that delays commitment until it can protect a key spell, punish a high-value opposing action, or convert card selection into a stable command-zone or flash-threat advantage.

## Thesis
Katara, Waterbending Master assembles a mono-blue command-zone control shell that turns cheap permission, tempo bounce, flash-speed creatures, and card selection into a protected commander or engine turn. Win by making the opponent spend mana into Counterspell, Mana Leak, Memory Lapse, Remand, Wash Away, Spell Pierce, Force Spike, Force of Negation, and similar interaction, then convert the tempo gap into pressure from Katara, Waterbending Master, Brazen Borrower, Vendilion Clique, Subtlety, Venser, Shaper Savant, Tishana's Tidebinder, Malcolm, Alluring Scoundrel, Cunning Azurescale, Saiba Syphoner, Talion's Throneguard, Hydroelectric Specimen, or Wan Shi Tong, Librarian when legal actions and visible board state support it.

Prioritize time, information, and protected commitment over raw board presence. The deck is not trying to curve away with many creatures, race through combat from turn one, or tap away for speculative value while the opponent can resolve a decisive spell. Treat Katara, Waterbending Master as a strategic anchor, but do not assume exact commander text or combo output without rules-engine confirmation; Card text check required for Katara, Waterbending Master and several new or uncommon registered cards before making deterministic synergy claims.

Use selection to sculpt interaction, not to chase hidden-perfect lines. Brainstorm, Consider, Opt, Impulse, Peek, Thought Scour, Mystical Tutor, Brainsurge, Consult the Star Charts, Sea Gate Restoration, and Mystic Sanctuary should support a concrete plan: hit land drops, locate the right counter or bounce spell, reset a high-impact instant, or prepare a protected closing turn. When the opponent presents immediate pressure, prioritize survival interaction and tempo first; when the board is stable, prioritize command-zone development, flash threats, and card-advantage actions that keep mana open.

Respect the rules engine as the source of truth for every combo-control decision. Do not invent hidden opposing cards, assume Cavern of Souls creature types, assume Mox Amber produces mana, or assume a spell can be copied, blinked, discounted, or recurred unless legal actions or visible text expose that option. If the legal action list offers only pass, land, or low-impact selection, choose from those legal actions and preserve the control plan rather than narrating unavailable plays.

## Role Package
- Threats: Katara, Waterbending Master is the command-zone threat and likely engine, but exact tactical triggers require runtime confirmation. Brazen Borrower, Malcolm, Alluring Scoundrel, Vendilion Clique, Snapcaster Mage, Subtlety, Tishana's Tidebinder, Venser, Shaper Savant, Harbinger of the Seas, Cunning Azurescale, Saiba Syphoner, Talion's Throneguard, Hydroelectric Specimen, and Wan Shi Tong, Librarian are the creature-based pressure or stabilizing bodies; Card text check required for Cunning Azurescale, Saiba Syphoner, Talion's Throneguard, Hydroelectric Specimen, and Wan Shi Tong, Librarian before assigning exact payoff priority.

- Payoffs: Temporal Manipulation, Cryptic Command, Cyclonic Rift, Sea Gate Restoration, Mystic Sanctuary, Otawara, Soaring City, and protected Katara, Waterbending Master turns are the large swing points. Treat Octopus Form, Secret Identity, Fresh Start, Magic Damper, Brainsurge, Consult the Star Charts, Agna Qel'a, Long River's Pull, Glorious Gale, Into the Flood Maw, Unable to Scream, and Bounce Off as conditional payoff or interaction candidates only after card text or action labels confirm their function.

- Engines: Katara, Waterbending Master, Snapcaster Mage, Mystic Sanctuary, Mox Amber, Astrologian's Planisphere, Malcolm, Alluring Scoundrel, Saiba Syphoner, Wan Shi Tong, Librarian, and repeated cheap spell casting form the likely engine layer. Card text check required for Astrologian's Planisphere, Saiba Syphoner, and Wan Shi Tong, Librarian; use them as engine pieces only when visible legal actions show mana, cards, recursion, or selection output.

- Velocity: Brainstorm, Consider, Opt, Impulse, Peek, Thought Scour, Mystical Tutor, Brainsurge, Consult the Star Charts, Sea Gate Restoration, and fetch lands Flooded Strand, Polluted Delta, Misty Rainforest, and Scalding Tarn improve hand quality and draw sequencing. Use Brainstorm more carefully when a shuffle effect or immediate need exists; use Peek and other information actions before committing counters or commander turns when mana allows.

- Interaction: Counterspell, Mana Leak, Memory Lapse, Remand, Spell Pierce, Wash Away, Force Spike, Force of Negation, Mystical Dispute, Change the Equation, Concerted Defense, Annul, Tale's End, Stifle, Spell Snare, Stern Scolding, Glorious Gale, Long River's Pull, Cryptic Command, Subtlety, Tishana's Tidebinder, Venser, Shaper Savant, Brazen Borrower, Fading Hope, Into the Flood Maw, Stern Dismissal, Unsubstantiate, Cyclonic Rift, Witness Protection, Unable to Scream, Octopus Form, Bounce Off, and Sink into Stupor are the control spine. Spend narrow counters on matching high-impact targets; preserve universal counters when a broader threat class is visible or expected from public information.

- Protection: Shore Up, cheap phase protection, Essence Flux, Secret Identity, Force of Negation, cheap counters, bounce, and flash timing protect Katara, Waterbending Master or a key creature. Card text check required for Secret Identity; do not treat it as protection unless the legal action text supports that use.

- Recursion: Snapcaster Mage and Mystic Sanctuary are the clear recursion tools, with Essence Flux potentially reusing enter-the-battlefield creatures only if legal target and timing text allow it. Prioritize recurring Counterspell, Cryptic Command, Cyclonic Rift, Temporal Manipulation, or efficient selection according to the current threat, not generic card count.

- Mana: Island is the stable base, while Cavern of Souls, Gemstone Caverns, Mox Amber, Astrologian's Planisphere, Otawara, Soaring City, Mystic Sanctuary, Sink into Stupor, Sea Gate Restoration, and fetch lands create tempo or utility choices. Keep mana open for interaction unless a visible legal action meaningfully advances the protected engine plan.

- Sideboard module: none registered. Do not request sideboard plans, decklist changes, or post-game configuration changes for this deck.

## Primary Win Conditions
- Protected commander engine is the preferred closing path when the board is stable enough to keep mana open. Set up with Island-heavy mana, cheap selection from Brainstorm, Consider, Opt, Impulse, Peek, Thought Scour, Brainsurge, Consult the Star Charts, and interaction held for the turn Katara, Waterbending Master enters or starts generating value; Card text check required for Katara, Waterbending Master before assuming any exact trigger, combo loop, or damage output. Execute by committing Katara, Waterbending Master only when legal actions show protection or counterplay is available through Counterspell, Mana Leak, Memory Lapse, Remand, Spell Pierce, Wash Away, Force Spike, Force of Negation, Mystical Dispute, Change the Equation, Concerted Defense, Shore Up, cheap phase protection, Essence Flux, or bounce timing. Prioritize this path against slower decks, stalled boards, and hands with both mana development and protection; delay it when the opponent has visible lethal pressure or when tapping away would expose the commander to a known answer.

- Tempo-control pressure wins by denying one decisive turn and turning flash or evasive bodies into a clock. Set up by trading narrow interaction for the opponent's highest-impact visible spell or ability, then deploy Brazen Borrower, Malcolm, Alluring Scoundrel, Vendilion Clique, Snapcaster Mage, Subtlety, Tishana's Tidebinder, Venser, Shaper Savant, Harbinger of the Seas, Cunning Azurescale, Saiba Syphoner, Talion's Throneguard, Hydroelectric Specimen, or Wan Shi Tong, Librarian when the rules engine presents legal creature actions. Execute with end-step threats, attack steps that preserve blockers when life is pressured, and bounce/counter turns using Fading Hope, Into the Flood Maw, Stern Dismissal, Unsubstantiate, Cyclonic Rift, Cryptic Command, Otawara, Soaring City, Sink into Stupor, or Venser, Shaper Savant. Prioritize this path when the opponent stumbles on mana, commits one expensive permanent, or must spend a turn answering a small threat.

- Big-spell swing turns close games when the deck has survived into enough mana and cards. Set up by preserving land drops, protecting Mystic Sanctuary access, and using Mystical Tutor only for a concrete legal follow-up such as Counterspell, Cryptic Command, Cyclonic Rift, Temporal Manipulation, Force of Negation, or another action exposed by runtime context. Execute by resolving Temporal Manipulation for an extra attack/development turn, using Cryptic Command or Cyclonic Rift to reset combat or permanents, or casting Sea Gate Restoration when the hand is low and survival is not immediately threatened. Prioritize this path when incremental pressure is too slow, when the opponent's board can be neutralized in one stack exchange, or when Mystic Sanctuary plus a shuffle/fetch or draw action can rebuy a decisive spell.

## Secondary Win Conditions
- Creature fallback pressure matters whenever the commander plan is delayed by tax, removal, or unsafe timing. Use Brazen Borrower, Vendilion Clique, Subtlety, Venser, Shaper Savant, Tishana's Tidebinder, Snapcaster Mage, Malcolm, Alluring Scoundrel, Harbinger of the Seas, and other legal creatures as chip damage while keeping enough mana to stop the opponent's stabilizer. Do not overcommit multiple creatures into visible sweepers or large blockers unless the current legal line creates a near-term lethal clock or protects a decisive follow-up.

- Recursion-value wins come from reusing the exact spell the game currently needs, not from maximizing generic card count. Snapcaster Mage should rebuy cheap selection when mana is constrained, a counterspell when the stack is the fight, or bounce/removal when survival depends on the battlefield; Mystic Sanctuary should place Counterspell, Cryptic Command, Cyclonic Rift, Temporal Manipulation, or efficient selection on top only when the draw timing and Island count are legal and visible. Prioritize this line in attrition games after both players have traded resources.

- Permanent-neutralization fallback buys enough time for small threats to finish. Witness Protection, Unable to Scream, Octopus Form, Magic Damper, and Fresh Start require card text check before assigning exact tactical function, but if legal action text shows they shrink, disable, transform, bounce, or otherwise answer a permanent, use them to neutralize the threat that changes the shortest clock or unlocks attacks. Prioritize this line when countering is no longer possible because the threat resolved.

- Information and selection can become a win condition by preventing the wrong fight. Peek and Vendilion Clique should guide whether to protect Katara, Waterbending Master, hold Counterspell, or force a tempo threat through; Brainstorm, Impulse, Opt, Consider, Thought Scour, Brainsurge, and Consult the Star Charts should dig for the interaction class the visible position demands. Do not chase speculative combo text when the legal board state asks for land, counter, bounce, or blocker.

## Emergency Lines
- Behind on life, spend interaction on the source of the next lethal or near-lethal attack before protecting long-term value. Prioritize bounce, tap, counter, or neutralization actions from Fading Hope, Stern Dismissal, Unsubstantiate, Cyclonic Rift, Cryptic Command, Witness Protection, Unable to Scream, Octopus Form, Subtlety, Tishana's Tidebinder, Venser, Shaper Savant, and Otawara, Soaring City over cantrips unless selection is the only legal route to an answer.

- Behind on board, trade tempo for time instead of saving every counter for a perfect target. Counter or delay the spell that adds the most immediate pressure, then use flash bodies as blockers if the rules engine shows profitable blocks or survival blocks; avoid attacking with the only relevant blocker under a short visible clock unless the attack is lethal or creates a forced win.

- Behind on cards, convert selection and recursion into a specific stabilizer. Sea Gate Restoration is a recovery tool only when mana and life allow a tap-away turn; Snapcaster Mage and Mystic Sanctuary should rebuy the highest-impact answer already known, while Brainstorm without a shuffle should avoid locking dead cards on top unless survival requires it.

- Behind on mana, keep land drops and cheap interaction above expensive setup. Use fetch lands, Mystic Sanctuary timing, Sink into Stupor, Sea Gate Restoration, Mox Amber, Astrologian's Planisphere, and Gemstone Caverns only as their legal action text allows; Card text check required for Astrologian's Planisphere and Mox Amber production in the current board state.

- If Katara, Waterbending Master is removed or too expensive, pivot to tempo threats plus recursion rather than waiting indefinitely. Protect the next meaningful creature or big spell, preserve universal interaction for the opponent's payoff, and win through chip damage, extra turns, or a reset spell when the legal action list supports it.

## Resource Model
- Life is a tempo buffer for a draw-go control deck, not a payment resource to spend casually. Preserve life by countering or bouncing the spell or permanent that shortens the visible clock, especially when the hand contains selection but no guaranteed battlefield answer.

- Hand quality matters more than raw hand size until the deck reaches a stable board. Spend Brainstorm, Consider, Opt, Impulse, Peek, Thought Scour, Brainsurge, Consult the Star Charts, and Mystical Tutor to find the exact class of card the current game asks for: land, cheap counter, bounce, commander protection, flash threat, or reset spell. Card text check required for Brainsurge and Consult the Star Charts before assuming selection depth or timing.

- Mana is the deck's main constraint because most wins require acting while holding interaction. Treat every turn as a choice between developing Katara, Waterbending Master or another threat and representing Spell Pierce, Wash Away, Force Spike, Spell Snare, Stern Scolding, Mana Leak, Memory Lapse, Counterspell, Remand, Annul, Mystical Dispute, Change the Equation, Concerted Defense, Long River's Pull, Force of Negation, or Cryptic Command.

- Board material is mostly tactical pressure and defensive time, not a wide battlefield plan. Brazen Borrower, Malcolm, Alluring Scoundrel, Snapcaster Mage, Vendilion Clique, Tishana's Tidebinder, Subtlety, Venser, Shaper Savant, Harbinger of the Seas, Cunning Azurescale, Saiba Syphoner, Talion's Throneguard, Hydroelectric Specimen, Wan Shi Tong, Librarian, and Katara, Waterbending Master should attack only when the visible crack-back, blocker needs, and held interaction permit it.

- Graveyard value is highest when it turns a traded spell into the current answer. Prioritize Snapcaster Mage and Mystic Sanctuary for Counterspell, Cryptic Command, Cyclonic Rift, Temporal Manipulation, Force of Negation, cheap selection, or bounce only when the rules engine exposes legal timing and the line solves the present stack, board, or card-flow problem.

- Exile is a tracked strategic zone because Force of Negation, Subtlety, flashback-style permission, adventure-like cards, and temporary cast permissions may change available resources. Card text check required for Secret Identity, Cunning Azurescale, Saiba Syphoner, Talion's Throneguard, Hydroelectric Specimen, Fresh Start, Bounce Off, Magic Damper, Octopus Form, Agna Qel'a, and Wan Shi Tong, Librarian before treating exile cards as playable, copied, transformed, or recurring resources.

- Lands are both mana and spell-like utility. Flooded Strand, Polluted Delta, Misty Rainforest, and Scalding Tarn fix Island count, shuffle Brainstorm locks, and set up Mystic Sanctuary; Otawara, Soaring City and Sink into Stupor are interaction or mana depending on urgency; Sea Gate Restoration is a land early and a refill spell only when survival is secure.

- Sacrifice fodder is not a planned resource in this list unless visible legal action text creates a specific sacrifice or casualty-style prompt. Do not preserve small creatures for imaginary sacrifice value; preserve them as blockers, attackers, commander-enablers, or flash-speed interaction bodies.

- Information is a real resource because the deck must choose which fight matters. Use Peek and Vendilion Clique information to decide whether to tap away for Katara, Waterbending Master, hold a counter, fire Mystical Tutor, or sequence a flash threat, but never assume hidden cards beyond revealed information and archetype-level risk.

- Extra-card bullets do not exist for this registered 100-card Brawl configuration. There is no legal sideboard plan, so all matchup adaptation must come from mulligans, sequencing, tutor choices, priority discipline, and runtime-visible card selection.

## Mana Guide
- Keep mana bases that cast early interaction and reach three to four mana on time. A functional opener normally needs at least two mana sources, at least one blue source, and either cheap selection or cheap interaction; one-land keeps need multiple legal cantrips and should be rejected when the opponent's visible or expected speed punishes missing land two.

- Prioritize blue density over utility greed because nearly every spell is blue or requires blue timing. Island is the default stable land, while Cavern of Souls should name the creature type only when the legal prompt and hand make that relevant; Card text check required for Katara, Waterbending Master and creature types before relying on Cavern of Souls for uncounterable commander or creature lines.

- Sequence fetch lands around Brainstorm, Mystic Sanctuary, and landfall-free information. Hold Flooded Strand, Polluted Delta, Misty Rainforest, or Scalding Tarn when Brainstorm needs a shuffle or Mystic Sanctuary needs exact Island timing; crack them earlier when land drops, untapped blue, or a known top card matter more than future shuffle value.

- Play lands before draw spells when the hand already contains the needed interaction and the turn requires mana certainty. Delay the land drop until after Brainstorm, Consider, Opt, Impulse, Brainsurge, or Consult the Star Charts when the decision could change between Island, a fetch land, Mystic Sanctuary, Otawara, Soaring City, Sink into Stupor, or Sea Gate Restoration.

- Treat modal lands as lands until the game clearly needs their spell face. Sink into Stupor and Sea Gate Restoration should be played as mana in low-land hands, while their spell modes are reserved for stabilized games, emergency interaction, or refill turns where the legal action text and available mana support the higher-impact mode.

- Use Mox Amber only after confirming it produces mana from the visible board. Card text check required for Mox Amber in the current engine state; do not keep a hand that depends on it unless Katara, Waterbending Master or another qualifying permanent is already reliably available by legal action.

- Use Gemstone Caverns only according to the pregame legal action presented by Forge. If it starts in hand and the engine offers a legal pregame choice, weigh the tempo boost against the exact card exiled; do not exile the only land, only cheap interaction, or only selection spell unless the matchup speed makes the acceleration necessary.

- Preserve untapped mana when the opponent can present a decisive stack or combat action. Passing with Counterspell, Mana Leak, Memory Lapse, Remand, Force Spike, Spell Pierce, Wash Away, Spell Snare, Stern Scolding, Mystical Dispute, Change the Equation, Annul, Stifle, Tale's End, Subtlety, Tishana's Tidebinder, Venser, Shaper Savant, Fading Hope, Into the Flood Maw, Unsubstantiate, Stern Dismissal, Cyclonic Rift, Otawara, Soaring City, or Cryptic Command available is often stronger than adding a small threat.

- Tap away only for a concrete payoff or survival line. Katara, Waterbending Master, Temporal Manipulation, Sea Gate Restoration, Wan Shi Tong, Librarian, or Cryptic Command can justify using most mana when the opponent is constrained, shields are available through Force of Negation, Subtlety, Shore Up, cheap phase protection, or Essence Flux, or waiting makes the visible position worse.

## Mulligan Guide
- Strong keep: two or three blue-producing mana sources plus a one-mana filter or answer is the baseline. Island, Flooded Strand, Polluted Delta, Misty Rainforest, or Scalding Tarn with Brainstorm, Consider, Opt, Peek, Spell Pierce, Force Spike, Stern Scolding, Spell Snare, Fading Hope, or Wash Away lets the deck make land drops while keeping the opponent from resolving the first decisive play.

- Strong keep: two lands plus Counterspell, Mana Leak, Memory Lapse, Remand, or Change the Equation is excellent on the draw against proactive decks. Preserve the first two turns for survival and information, then decide whether Katara, Waterbending Master is safe after the opponent spends mana.

- Medium keep: two lands plus Impulse, Brainsurge, Consult the Star Charts, Mystical Tutor, or Snapcaster Mage is acceptable when at least one cheap interaction spell is also present. Without cheap interaction, the hand is slower control setup and should be kept only against visibly slower opponents.

- Risky keep: one Island plus Brainstorm and Consider or Opt is keepable only with another cheap action and a matchup where missing land two is not fatal. One-land hands with Brainstorm but no shuffle land are traps unless the visible hand already contains the exact interaction needed for the first turn cycle.

- Automatic ship: no-land hands, one-land hands without legal one-mana selection, hands that rely on Mox Amber before a qualifying visible permanent is available, and hands with Sea Gate Restoration or Sink into Stupor as the only mana source should be mulliganed. Do not keep a hand that needs Card text check required cards such as Secret Identity, Magic Damper, Fresh Start, Bounce Off, Octopus Form, Agna Qel'a, or Wan Shi Tong, Librarian to be functional.

- Matchup-dependent keep: Force of Negation, Subtlety, Mystical Dispute, Annul, Stifle, Tale's End, and Tishana's Tidebinder are high-value only when the opposing commander, archetype, or revealed line makes their target class likely. Against unknown opponents, pair them with generic interaction or selection rather than keeping them as the only action.

- Play/draw adjustment: on the play, prioritize Force Spike, Spell Pierce, Stern Scolding, Spell Snare, Malcolm, Alluring Scoundrel, and cheap selection because tempo snowballs. On the draw, prioritize Fading Hope, Stern Dismissal, Into the Flood Maw, Unsubstantiate, Subtlety, Remand, Mana Leak, and Memory Lapse because the opponent may present the first threat before Katara, Waterbending Master can stabilize.

- Trap hand: Island, Island, Cryptic Command, Temporal Manipulation, Sea Gate Restoration, Wan Shi Tong, Librarian, and Cyclonic Rift looks powerful but lacks early play and should be shipped against pressure. Trap hand: fetch land, Brainstorm, Mystical Tutor, Force of Negation, Subtlety, Cryptic Command, and no second mana source is too dependent on finding land and pitching real cards.

## Turn Arc
- Turn 1: establish untapped blue mana and keep interaction available unless selection is needed to hit land two. Prefer Island or a fetch land into Consider, Opt, Peek, Thought Scour, Spell Pierce, Force Spike, Stern Scolding, Spell Snare, Fading Hope, or Wash Away; hold Brainstorm when a fetch land can later clear bad cards.

- Turn 1 deviation: use Gemstone Caverns only if Forge exposes a legal pregame action and the exiled card is not the only land, only cheap counter, or only card-selection spell. Play Mox Amber only when the visible board makes its mana text relevant; otherwise treat it as future acceleration, not a land.

- Turn 2: leave Counterspell, Mana Leak, Memory Lapse, Remand, Change the Equation, Annul, Stifle, Tale's End, Fading Hope, Into the Flood Maw, Stern Dismissal, or Unsubstantiate available when the opponent can commit a commander, engine, or snowball permanent. Deploy Malcolm, Alluring Scoundrel or Snapcaster Mage only when the opponent is constrained or the legal line directly answers pressure.

- Turn 2 deviation: cast Mystical Tutor during the opponent's end step when the next turn needs a known answer such as Counterspell, Cyclonic Rift, Cryptic Command, Temporal Manipulation, or Force of Negation. Do not tutor before seeing the opponent's turn if a counter or bounce spell may need to be used first.

- Turn 3: decide whether the game is about shields-up control or a protected commander turn. Cast Katara, Waterbending Master only if the opponent is tapped down, the hand still has Force of Negation, Subtlety, Shore Up, cheap phase protection, Essence Flux, or cheap interaction, or the visible board makes waiting worse.

- Turn 3 deviation: use Vendilion Clique, Brazen Borrower, Tishana's Tidebinder, Saiba Syphoner, Harbinger of the Seas, or Venser, Shaper Savant as flash-speed pressure or disruption when passing with mana is already part of the plan. Card text check required for Saiba Syphoner and Harbinger of the Seas before relying on exact disruptive text.

- Turns 4-5: convert tempo into a protected engine or a major exchange. Preferred plays are Cryptic Command with interaction mana discipline, Cyclonic Rift when a reset changes combat or tempo, Temporal Manipulation when a board or commander presence can exploit the extra turn, and Mystic Sanctuary when it legally returns the best graveyard spell.

- Turns 4-5 deviation: use Sink into Stupor or Otawara, Soaring City as interaction only when the threat must be answered now; otherwise keep land drops and mana density high. Sea Gate Restoration is still usually a land unless the hand is emptying and survival is already secured.

- Late game: win by chaining protected card flow, flash threats, commander value, and recycled interaction rather than tapping away blindly. Prioritize Mystic Sanctuary, Snapcaster Mage, Saiba Syphoner, Cryptic Command, Cyclonic Rift, Temporal Manipulation, Sea Gate Restoration, and Wan Shi Tong, Librarian when legal actions show they create a decisive turn cycle; Card text check required for Wan Shi Tong, Librarian before treating it as a deterministic finisher.

## Card Roles
- Commander engine: Katara, Waterbending Master is the deck's named plan, but exact text must be verified before treating any trigger, combo line, or protection timing as deterministic. Cast Katara only when legal actions and visible mana show protection, interaction, or an opponent tapped low; do not walk the commander into open mana for generic value.

- Mana base: Island is the reliable blue source and should be prioritized over utility lines when Counterspell, Cryptic Command, or multiple one-mana spells matter. Flooded Strand, Polluted Delta, Misty Rainforest, and Scalding Tarn are Brainstorm cleanup tools as much as mana, so delay cracking them when the hand has Brainstorm and enough mana already. Cavern of Souls should name the creature type that matters for the current protected spell only after legal text confirms the choice; do not assume it fixes noncreature interaction. Gemstone Caverns is a pregame tempo card when legal, but exiling the only cheap answer or only land is usually too costly. Otawara, Soaring City and Sink into Stupor are lands first and emergency interaction second. Mystic Sanctuary is a late-game recursion land for Counterspell, Cryptic Command, Cyclonic Rift, Temporal Manipulation, or Force of Negation when its condition is legal. Sea Gate Restoration is a land in most openers and a reload only when survival is already stable.

- Cheap selection: Brainstorm is strongest with fetch lands or a known shuffle, and weakest when it traps expensive cards on top. Consider, Opt, Impulse, Peek, Thought Scour, Brainsurge, and Consult the Star Charts keep land drops and answer density flowing; Card text check required for Brainsurge and Consult the Star Charts before relying on exact card quantity or ordering. Peek is information first, so use it before deciding whether to fight a stack or tap away. Mystical Tutor should find the specific next-turn instant or sorcery required by the visible problem, not a vague powerful card.

- Baseline counters: Spell Pierce, Force Spike, Wash Away, Stern Scolding, Spell Snare, Annul, Concerted Defense, Glorious Gale, Change the Equation, Mana Leak, Memory Lapse, Remand, Counterspell, Long River's Pull, Mystical Dispute, Force of Negation, and Cryptic Command are the permission spine. Use soft counters early while the opponent's mana is constrained, then preserve Counterspell, Force of Negation, and Cryptic Command for commanders, engines, sweepers, or stack fights. Card text check required for Concerted Defense, Glorious Gale, Long River's Pull, and Stern Scolding before assuming target limits. Memory Lapse and Remand are tempo counters, so favor them when the extra turn cycle matters more than permanent denial. Annul, Mystical Dispute, Change the Equation, Spell Snare, Wash Away, and Tale's End are matchup-shaped answers; keep them live only when visible commanders, mana values, card types, or stack objects make the target class real.

- Trigger and ability interaction: Stifle, Tale's End, Tishana's Tidebinder, and Magic Damper punish activated, triggered, or commander-centered turns when legal actions expose a target. Hold these cards for a high-leverage trigger or ability rather than spending them on small tempo unless a short clock forces survival. Card text check required for Magic Damper before assigning it a specific counter or tax role.

- Bounce and tempo answers: Fading Hope, Stern Dismissal, Into the Flood Maw, Unsubstantiate, Brazen Borrower, Venser, Shaper Savant, Cyclonic Rift, Otawara, Soaring City, Sink into Stupor, and Bounce Off convert opposing mana into lost tempo. Use one-mana bounce to survive early pressure or protect Katara, Waterbending Master from removal when legal. Use Unsubstantiate, Brazen Borrower, and Venser, Shaper Savant as stack-or-board flexibility when the opponent commits mana. Save Cyclonic Rift for a decisive reset unless a single permanent would end the game. Card text check required for Into the Flood Maw and Bounce Off before relying on exact restrictions.

- Permanent neutralizers: Witness Protection, Unable to Scream, Octopus Form, and Secret Identity appear to be transformation or debuff-style interaction, but Card text check required for Secret Identity, Unable to Scream, and Octopus Form before using them as removal. Prioritize these effects on commanders or static engines that counters and bounce cannot permanently answer. Avoid turning a minor creature into a long-term aura target if bounce or counter magic can answer the real threat later.

- Protection and blink: Shore Up, cheap phase protection, Essence Flux, and potentially Fresh Start protect Katara, Waterbending Master or flash creatures from removal and combat blowouts. Hold them when the commander or a key disruptive creature is the path to winning. Use them proactively only if legal action text shows a deterministic benefit; Card text check required for Fresh Start before treating it as protection, reset, or combo support.

- Flash threats and disruptive creatures: Snapcaster Mage, Vendilion Clique, Brazen Borrower, Tishana's Tidebinder, Subtlety, Venser, Shaper Savant, Saiba Syphoner, Hydroelectric Specimen, Cunning Azurescale, Talion's Throneguard, Harbinger of the Seas, Wan Shi Tong, Librarian, and Malcolm, Alluring Scoundrel are the deck's board presence. Snapcaster Mage should rebuy cheap interaction or selection after the graveyard has a clear target. Vendilion Clique is best after draw step or before a protected tap-away, guided by visible and revealed information only. Subtlety is a tempo emergency or pitch interaction, not a default value spell. Malcolm, Alluring Scoundrel can start pressure and filtering if the opponent cannot punish the tap-away. Card text check required for Saiba Syphoner, Hydroelectric Specimen, Cunning Azurescale, Talion's Throneguard, Harbinger of the Seas, and Wan Shi Tong, Librarian before assigning exact trigger or combat roles.

- Acceleration and artifacts: Mox Amber is not a keepable land unless legal board state shows it can produce mana through Katara, Waterbending Master or another qualifying permanent. Astrologian's Planisphere is Card text check required; use it only as a mana or card-quality tool after runtime text confirms its mode and timing.

- Extra turn and finishers: Temporal Manipulation is a conversion card, not a rescue spell; cast it when Katara, Waterbending Master, a flash threat, Mystic Sanctuary loop, or a protected board can exploit the extra turn. Wan Shi Tong, Librarian may be a late-game payoff, but Card text check required before treating it as a finisher. Cyclonic Rift plus a threat, Cryptic Command plus tempo, and Mystic Sanctuary plus high-impact spell recursion are the cleanest visible late-game closing patterns.

## Interaction Priorities
- Counter the first card that invalidates the control plan, not the first spell that is legal to counter. Spend Spell Pierce, Force Spike, Mana Leak, Memory Lapse, Remand, Wash Away, Stern Scolding, Spell Snare, Annul, Change the Equation, Mystical Dispute, Glorious Gale, Concerted Defense, Long River's Pull, Counterspell, Force of Negation, or Cryptic Command according to target legality, mana context, and whether the opposing play creates a permanent engine, resolves a commander, wins a stack fight, or removes Katara, Waterbending Master. Card text check required for Glorious Gale, Concerted Defense, Long River's Pull, and Stern Scolding before assuming exact target classes.

- Spend soft permission while it is live, then preserve hard permission for the turn that matters. Spell Pierce, Force Spike, Mana Leak, Mystical Dispute, and situational counters lose value as opposing mana grows, so use them on early engines, cheap commanders, mana development payoffs, or protection for a key spell. Counterspell, Force of Negation, and Cryptic Command should normally defend against decisive threats, sweepers, opposing extra turns, or interaction that would break a committed Katara, Waterbending Master line.

- Remove or neutralize commanders and persistent engines before ordinary attackers. Witness Protection, Unable to Scream, Octopus Form, and Secret Identity are long-term answers only if runtime text confirms they neutralize the relevant permanent; Card text check required for Unable to Scream, Octopus Form, and Secret Identity. Prefer these on threats that will keep generating value through bounce or on commanders that can be recast but lose function under a legal debuff.

- Bounce the highest-tempo object when survival, stack timing, or commander protection matters more than permanent denial. Fading Hope, Stern Dismissal, Into the Flood Maw, Unsubstantiate, Brazen Borrower, Venser, Shaper Savant, Cyclonic Rift, Otawara, Soaring City, Sink into Stupor, and Bounce Off should punish tapped-away turns, remove blockers for a finishing attack, save Katara, Waterbending Master from targeted removal when legal, or break an aura/equipment/combat setup. Card text check required for Into the Flood Maw and Bounce Off before relying on exact restrictions.

- Save Stifle, Tale's End, Tishana's Tidebinder, and Magic Damper for abilities or triggers that change the game state materially. Good targets include commander triggers, fetch or tutor-style effects, combo triggers, planeswalker-style activations if legal, or abilities that would answer Katara, Waterbending Master. Card text check required for Magic Damper before assigning it a precise stopping role.

- Use Vendilion Clique as information-guided disruption, not blind discard. If Peek or public play patterns reveal a single must-answer card, take the legal line that removes or delays that card; otherwise use Vendilion Clique to protect a tap-away, disrupt a known combo turn, or pressure in the air while holding interaction.

- Exile your own card to Force of Negation or pitch-cast Subtlety only when the protected exchange is worth two cards. Pitch interaction is for stopping a decisive noncreature spell, preserving lethal or survival, or preventing the opponent from resolving the play that beats an otherwise stable hand. Do not exile the only cheap answer, only blue card for future interaction, or only functional spell unless the current stack object is the bigger loss.

- Bait with low-commitment velocity before committing engines. Consider, Opt, Peek, Thought Scour, Impulse, Brainsurge, Consult the Star Charts, Malcolm, Alluring Scoundrel, or a flash threat can draw away counters or removal before Katara, Waterbending Master, Wan Shi Tong, Librarian, Temporal Manipulation, or Cyclonic Rift becomes the real fight. Card text check required for Brainsurge, Consult the Star Charts, Malcolm, Alluring Scoundrel, and Wan Shi Tong, Librarian before relying on exact payoff text.

- Ignore small damage sources when interaction must answer a future engine. Against control, prioritize stack fights, card draw, commanders, and protected finishers over minor creatures. Against aggro, reverse the priority when life is under pressure: bounce, debuff, or trade with creatures that create a two-turn clock, especially if the hand lacks Cyclonic Rift, Cryptic Command, or cheap blockers.

## Combat And Trading Rules
- Attack only when the damage advances a clock without exposing the engine. Katara, Waterbending Master should usually be preserved unless legal text and board state show the attack is safe, protected by Shore Up, cheap phase protection, Essence Flux, Fresh Start, or backed by enough mana to fight removal. Card text check required for Fresh Start before using it as protection or reset.

- Preserve flash creatures that carry disruption unless their trade prevents lethal or a decisive snowball. Snapcaster Mage, Vendilion Clique, Brazen Borrower, Tishana's Tidebinder, Venser, Shaper Savant, Subtlety, Saiba Syphoner, Hydroelectric Specimen, Cunning Azurescale, Talion's Throneguard, Harbinger of the Seas, and Wan Shi Tong, Librarian can represent more than combat stats, so do not trade them for replaceable attackers while their enter-the-battlefield, flash, or static role is still relevant. Card text check required for the less familiar creatures before assuming exact combat value.

- Block early against aggro when life falls toward the range where a burn spell, pump spell, or haste creature can finish the game. Treat 12 life as a caution point, 8 life as a survival point, and 5 or less as an emergency point unless visible board state proves the opponent lacks reach. At emergency life, trade Snapcaster Mage or Vendilion Clique if that trade buys a full turn for Cyclonic Rift, Cryptic Command, Witness Protection, or bounce.

- Race slower decks with evasive and flash pressure while holding up permission. Vendilion Clique, Brazen Borrower, Malcolm, Alluring Scoundrel, and other evasive or disruptive bodies should chip in when the opponent's legal attacks are weak and your hand can counter the payoff spell. Do not over-block against control unless the attacker threatens a planeswalker-like permanent, commander damage concern, or a visible lethal clock.

- Protect Katara, Waterbending Master over a routine creature when the commander is the active engine or mana anchor. Use Shore Up, cheap phase protection, Essence Flux, Stern Dismissal, Fading Hope, Into the Flood Maw, Unsubstantiate, Venser, Shaper Savant, or Otawara, Soaring City only if legal action text confirms the target and timing. If Katara, Waterbending Master is not currently enabling the plan, protect the card that wins the stack or preserves survival instead.

- Decline trades that turn on opposing graveyard, sacrifice, or recursion plans unless the exchange stops lethal. This deck wins by time, information, and stack control, so feeding opposing death triggers or graveyard volume is worse than taking small damage when your hand has bounce and counters.

- Use Cyclonic Rift or Cryptic Command as combat pivots when a normal block pattern loses. A reset before damage, a tap/bounce mode if legal, or a post-combat tempo swing can convert a losing battlefield into a winning attack on the next turn. Do not spend these premium cards to save a minor creature unless that creature is the only path to win or survival.

- Change combat posture by archetype. Against creature decks, block and bounce to preserve life until one protected threat can win. Against combo, prioritize leaving mana open over attacking with utility creatures. Against control, apply end-step flash pressure and force them to act first, then fight on the stack with the most restrictive counter still live.

## Selection And Tutor Rules
- Sequence cheap selection around land drops before choosing a reactive posture. If the hand lacks a land for the next turn, cast Consider, Opt, Impulse, Peek, or Brainsurge before playing a land when legal and when the choice can change whether Island, Cavern of Souls, Otawara, Soaring City, Mystic Sanctuary, a fetch land, Sink into Stupor, or Sea Gate Restoration is the correct land/action for the turn. Card text check required for Brainsurge before relying on exact draw depth or restrictions.

- Use Brainstorm as a sculpting spell, not a blind cantrip. Prefer Brainstorm with Flooded Strand, Polluted Delta, Misty Rainforest, Scalding Tarn, Mystic Sanctuary, or another legal shuffle/topdeck interaction available; if no shuffle is available, cast it only to protect key cards from discard, find an immediate answer, or set up a known next draw. Bottom or shuffle away excess lands after functional mana, redundant narrow counters, or expensive spells that cannot be cast before the opponent's visible clock matters.

- Treat Mystical Tutor as the main true tutor and spend it only for a card that answers the current axis. Find Counterspell, Force of Negation, Mana Leak, Memory Lapse, Wash Away, Tale's End, Stifle, Spell Pierce, Stern Scolding, Annul, or Change the Equation when the next stack fight decides the game; find Cyclonic Rift, Cryptic Command, Into the Flood Maw, Sink into Stupor, Fading Hope, Stern Dismissal, or Unsubstantiate when survival or tempo is the issue; find Temporal Manipulation only when extra-turn pressure is already meaningful and the stack is protectable. Card text check required for Into the Flood Maw.

- Keep card-flow spells for the opponent's end step when mana must represent interaction. Consider, Opt, Impulse, Brainsurge, Consult the Star Charts, and Peek should usually wait until the last safe window if Counterspell, Mana Leak, Spell Pierce, Wash Away, Force Spike, Long River's Pull, or Remand is live. Main-phase selection is correct when you need a land, a protection spell for Katara, Waterbending Master, or a specific answer before committing a threat.

- Use Peek and Vendilion Clique to convert hidden-risk decisions into informed commitments. After seeing a hand, prioritize lines that answer the known card that beats your plan rather than generic card quality. Do not assume unviewed cards are absent; only downgrade risk when the visible/public information supports it.

- Aim graveyard setup at real recursion lines. Thought Scour can enable Snapcaster Mage, Mystic Sanctuary planning, or threshold-like public graveyard context only if the rules engine confirms legal targets and timing. Do not mill yourself when the current plan needs topdeck control from Mystical Tutor, Brainstorm, or Mystic Sanctuary.

- Bottom or decline cards by role pressure, not raw power. Against a fast board, bottom slow engines and narrow stack answers if no target class is visible; against control or combo, bottom creature-only debuffs and bounce unless they protect Katara, Waterbending Master or break a known permanent. Card text check required for Secret Identity, Consult the Star Charts, and Wan Shi Tong, Librarian before treating them as selection engines.

## Priority And Stack Rules
- Pass priority only after checking the current stack, phase, legal actions, and mana. This deck wins by making the opponent commit first, so open mana with Counterspell, Mana Leak, Spell Pierce, Wash Away, Force Spike, Memory Lapse, Remand, Force of Negation, Mystical Dispute, Long River's Pull, Stern Scolding, Annul, Change the Equation, Glorious Gale, Concerted Defense, or Cryptic Command should usually mean hold up interaction unless the visible board demands action now. Card text check required for Glorious Gale and Concerted Defense.

- Fight only over spells or abilities that change the game state materially. Counter commanders, engines, lethal threats, draw/tutor spells, removal aimed at Katara, Waterbending Master, and combo pieces; let low-impact creatures or replaceable setup resolve when a later spell is more dangerous. Use narrower counters first when they are live, and preserve Counterspell, Cryptic Command, Force of Negation, and Subtlety for broader or higher-stakes exchanges.

- Use stack interaction at the latest safe point. Let the opponent spend mana, choose modes, pay costs, and expose targets before using Counterspell, Remand, Memory Lapse, Stifle, Tale's End, Tishana's Tidebinder, Venser, Shaper Savant, Unsubstantiate, or Subtlety, unless waiting would remove the legal response window. Card text check required for Tishana's Tidebinder and Magic Damper before relying on exact ability coverage.

- Protect Katara, Waterbending Master only when the commander matters to the active plan. Shore Up, cheap phase protection, Essence Flux, Fresh Start, bounce, or counter backup should answer removal when Katara is enabling the engine, commander pressure, or mana/action advantage. If Katara is not central this turn, save protection for Snapcaster Mage, Venser, Shaper Savant, Wan Shi Tong, Librarian, or the spell that actually wins the exchange. Card text check required for Fresh Start and Wan Shi Tong, Librarian.

- Use bounce and flash as stack-tempo tools. Brazen Borrower, Stern Dismissal, Fading Hope, Into the Flood Maw, Otawara, Soaring City, Sink into Stupor, Bounce Off, Unsubstantiate, Venser, Shaper Savant, and Cyclonic Rift can answer a target after the opponent invests mana or before combat damage if legal. Prefer bounce over a counter when the opposing spell is replayable but the gained turn creates lethal, saves life, or opens a protected Temporal Manipulation turn.

- Respect optional costs and triggers as tactical commitments. Pay optional costs only when the mana is not needed for a visible counter, protection spell, or tax payment; decline low-impact triggers if they expose the plan to a stronger stack response. When the engine asks for choices involving Katara, Waterbending Master, Mox Amber, Astrologian's Planisphere, Agna Qel'a, or Octopus Form, use only legal action text and visible board state; card text check required for exact outputs.

- Treat combat priority as a real interaction window. After attackers, after blockers, before damage, and after damage, consider bounce, Cryptic Command, Cyclonic Rift, Subtlety, Snapcaster Mage lines, Shore Up, cheap phase protection, Essence Flux, and Fading Hope. Do not spend a premium answer on a combat trick unless it prevents lethal, wins a decisive exchange, or protects the only threat that can close the game.

## Sideboard Map
- Registered sideboard status: this Katara, Waterbending Master Brawl list has no registered sideboard cards, so Veles must not propose any between-game decklist change. The legal sideboard inventory is empty, and any runtime sideboarding request that names a card to add or remove should be treated as illegal unless the deck registration changes.

- No-sideboard coverage: there are no sideboard cards to classify for matchups in, matchup roles, bad-matchup cases, or role changes. The pilot should satisfy post-game adaptation through mulligan discipline, commander timing, counterspell allocation, threat pacing, and card-selection priorities rather than through physical deck changes.

- Exact executable plans: no executable sideboard plan exists for the registered configuration because deck-change marker has no legal card names available. Do not synthesize a balanced plan by moving main-deck cards; singleton Brawl registration remains 100 main cards and 0 sideboard cards.

- Post-game adaptation rule: keep the decklist unchanged and update the tactical role. If Game 1 shows a fast creature deck, make Fading Hope, Stern Dismissal, Into the Flood Maw, Witness Protection, Unable to Scream, Octopus Form, Stern Scolding, Subtlety, Cyclonic Rift, Bounce Off, and Cryptic Command higher-priority stabilizers. If Game 1 shows control or combo, make Spell Pierce, Wash Away, Force Spike, Counterspell, Memory Lapse, Mana Leak, Tale's End, Stifle, Force of Negation, Mystical Dispute, Change the Equation, Annul, Remand, Long River's Pull, Vendilion Clique, Tishana's Tidebinder, and Venser, Shaper Savant higher-priority stack tools. Card text check required for Into the Flood Maw, Unable to Scream, Octopus Form, Bounce Off, Long River's Pull, and some Universes Beyond or Alchemy-adjacent cards before relying on exact coverage.

- Against fast creature pressure: Raise priority for registered main-deck cards: cheap bounce, creature debuffs, early counters for impactful low-cost threats, and card selection that finds land plus interaction. Lower priority within the registered main deck: slow engines, speculative Brainstorm setups without a shuffle, Temporal Manipulation without board stability, Wan Shi Tong, Librarian without protection, and commander deployment without Shore Up, cheap phase protection, Essence Flux, Fresh Start, or counter backup. The post-game plan is to survive the first pressure wave, trade tempo for life, then win by making the opponent redeploy into open mana.

- Against creature-light control: Raise priority for registered main-deck cards: hand information, hard counters, flash threats, recursion, and end-step card selection. Peek and Vendilion Clique should guide which spell matters, while Snapcaster Mage, Mystic Sanctuary, Brazen Borrower, Saiba Syphoner, Venser, Shaper Savant, Talion's Throneguard, and Wan Shi Tong, Librarian become more important if the engine confirms they are legal and relevant. Lower priority within the registered main deck: creature-only debuffs, bounce aimed only at battlefield tempo, and early tap-away plays that expose Katara, Waterbending Master to known removal or counterplay.

- Against spell combo: Raise priority for registered main-deck cards: stack interaction, ability interaction, hand information, fast clock, and commander timing that leaves mana available. Prioritize Stifle, Tale's End, Tishana's Tidebinder, Wash Away, Spell Pierce, Force Spike, Counterspell, Force of Negation, Mana Leak, Memory Lapse, Remand, Annul, Change the Equation, Glorious Gale, Concerted Defense, Vendilion Clique, and Venser, Shaper Savant according to the legal target type the engine exposes. Lower priority within the registered main deck: removal-like auras, creature shrink effects, and tempo bounce that does not interrupt the visible combo step. Card text check required for Glorious Gale and Concerted Defense.

- Against graveyard or recursion decks: Raise priority for registered main-deck cards: counterspells for recursion enablers, bounce or tempo for graveyard payoff permanents, and card-selection lines that keep interaction available. Snapcaster Mage and Mystic Sanctuary are valuable but also make your own graveyard a resource, so do not spend Thought Scour or Consider casually if the top of library or graveyard count matters for a later line. Lower priority within the registered main deck: low-impact cantrips when a known graveyard payoff is about to resolve and protection spells when the commander is not the axis being contested.

- Against commander-centric decks: Raise priority for registered main-deck cards: Wash Away, Tale's End, Stifle, Counterspell, Memory Lapse, Mana Leak, Remand, Subtlety, Venser, Shaper Savant, Brazen Borrower, and tempo debuffs that answer the opposing commander at a mana-positive moment. Lower priority within the registered main deck: generic card draw before the commander is answered, narrow counters with no legal target class, and Katara, Waterbending Master exposure into open mana unless the commander creates immediate pressure or engine value.

- Against nonbasic-heavy mana bases: Raise priority for registered main-deck cards: Harbinger of the Seas and tempo counters that punish stumbles. Preserve Harbinger of the Seas when the opponent’s visible lands indicate it will constrain future plays without harming your own Island-heavy plan. Lower priority within the registered main deck: Cavern of Souls naming lines or utility-land plans that become less important than simply maintaining blue mana and punishing their slowed development.

- Against artifact, enchantment, or permanent-engine decks: Raise priority for registered main-deck cards: Annul, Counterspell, Force of Negation, Spell Pierce, Mana Leak, Memory Lapse, Remand, Cryptic Command, Cyclonic Rift, Into the Flood Maw, Stern Dismissal, Otawara, Soaring City, Sink into Stupor, Venser, Shaper Savant, and Brazen Borrower. Lower priority within the registered main deck: creature-only interaction if the main threat is a noncreature permanent engine. Do not assume Annul covers a target until the legal action list confirms a targetable spell or permanent type.

- Against removal-heavy midrange: Raise priority for registered main-deck cards: protection, flash threats, recursive value, and counters for removal aimed at Katara, Waterbending Master or the current engine piece. Shore Up, cheap phase protection, Essence Flux, Fresh Start, Snapcaster Mage, Mystic Sanctuary, Vendilion Clique, Venser, Shaper Savant, and Saiba Syphoner should be evaluated as ways to keep one relevant threat active without tapping away. Lower priority within the registered main deck: purely reactive hands that answer the first threat but never create pressure.

- Role-change rule after a loss: identify whether the loss came from speed, stack failure, mana failure, or overcommitment, then change mulligan and sequencing priorities only. If the opponent won before turn stability, keep lower-curve hands and spend bounce earlier. If the opponent won a stack fight, hold premium counters longer and use Peek or Vendilion Clique before commitment. If mana failed, value Island, fetch lands, Mox Amber, Astrologian's Planisphere, Sink into Stupor, Hydroelectric Specimen, and Sea Gate Restoration according to legal land/spell faces and engine output. Card text check required for Astrologian's Planisphere and Hydroelectric Specimen.

- Role-change rule after a win: keep the same registered 100 but do not assume the opponent will repeat the same pacing. Preserve hands that can answer either a faster start or a stronger stack fight, and avoid over-narrowing around the exact cards seen in Game 1 unless they are public command-zone or repeated strategy signals.

- Runtime legality rule: during any sideboarding phase, Veles should return no sideboard action for this deck unless the API exposes a legal no-change action. If the engine requires a submission, choose the legal action that preserves the registered main deck unchanged and record the reason as `no registered sideboard`.

## Matchup Guidance

- Aggro: Keep hands that interact before the opponent’s third turn and can still hit land drops; Island plus one-mana interaction is more important than a speculative engine hand. Raise priority for registered main-deck cards: Fading Hope, Stern Dismissal, Into the Flood Maw, Stern Scolding, Force Spike, Spell Snare, Mana Leak, Memory Lapse, Witness Protection, Unable to Scream, Octopus Form, Brazen Borrower, and Snapcaster Mage when the graveyard has a relevant cheap answer. Lower priority within the registered main deck: Temporal Manipulation, Wan Shi Tong, Librarian, Sea Gate Restoration as a spell, and unprotected Katara, Waterbending Master until the first pressure wave is contained. Card text check required for Into the Flood Maw, Stern Scolding, Unable to Scream, and Octopus Form before relying on exact target coverage.

- Control: Play as the lower-curve flash-control deck and force the opponent to move first through open mana. Raise priority for registered main-deck cards: Peek, Vendilion Clique, Spell Pierce, Wash Away, Counterspell, Force of Negation, Mystical Dispute, Remand, Memory Lapse, Cryptic Command, Tale’s End, Tishana’s Tidebinder, Venser, Shaper Savant, Brazen Borrower, Mystic Sanctuary, and Snapcaster Mage. Lower priority within the registered main deck: creature-only debuffs and bounce that does not answer a decisive permanent or protect a counter war. Deploy Katara, Waterbending Master only when the legal action set leaves protection, counter backup, or a clear tempo reason to use the commander now.

- Combo: Treat the first turns as information gathering plus mana preservation, then counter or stifle the first visible commitment point rather than spending permission on setup pieces with no immediate payoff. Raise priority for registered main-deck cards: Peek, Vendilion Clique, Stifle, Tale’s End, Tishana’s Tidebinder, Wash Away, Spell Pierce, Force Spike, Counterspell, Force of Negation, Mana Leak, Memory Lapse, Remand, Change the Equation, Annul, Glorious Gale, Concerted Defense, Venser, Shaper Savant, and Subtlety when the legal target class matches. Lower priority within the registered main deck: Witness Protection, Unable to Scream, Octopus Form, and early bounce unless the engine shows the combo depends on a battlefield permanent. Card text check required for Glorious Gale and Concerted Defense.

- Tempo: Protect land drops and mana efficiency before fighting over card advantage; the player who spends mana last often wins the exchange. Raise priority for registered main-deck cards: Opt, Consider, Brainstorm with a shuffle effect, Impulse, Force Spike, Spell Pierce, Spell Snare, Remand, Fading Hope, Stern Dismissal, Brazen Borrower, cheap phase protection, Shore Up, Essence Flux, and Fresh Start. Lower priority within the registered main deck: tapping low for Wan Shi Tong, Librarian, Sea Gate Restoration, Temporal Manipulation, or Katara, Waterbending Master when the opponent can punish the window. Card text check required for Fresh Start before treating it as protection or reset interaction.

- Midrange: Trade time for cards only when the visible board does not threaten a short clock; otherwise spend bounce and debuffs early to prevent snowballing. Raise priority for registered main-deck cards: Counterspell, Mana Leak, Memory Lapse, Remand, Cryptic Command, Cyclonic Rift, Witness Protection, Octopus Form, Unable to Scream, Brazen Borrower, Venser, Shaper Savant, Snapcaster Mage, Mystic Sanctuary, and card selection that finds the next answer. Lower priority within the registered main deck: narrow permission after the opponent has resolved multiple threats and can win through one counter. Preserve hard counters for planeswalkers, commanders, recursive engines, or haymakers rather than every medium creature.

- Big mana: Convert their early mana development into lost tempo, then maintain a clock or card-flow engine while holding counters for the payoff. Raise priority for registered main-deck cards: Harbinger of the Seas against nonbasic-heavy boards, Spell Pierce, Force Spike, Mana Leak, Memory Lapse, Remand, Counterspell, Force of Negation, Cryptic Command, Subtlety, Venser, Shaper Savant, Brazen Borrower, Cyclonic Rift, Mystic Sanctuary, and Temporal Manipulation when it advances a stable board. Lower priority within the registered main deck: one-for-one creature shrink effects unless the payoff is a creature the legal action list can answer. Do not fire Mystical Tutor for a generic draw spell if a visible payoff turn is approaching.

- Graveyard: Counter the enabler when the payoff is not yet exposed, and counter or bounce the payoff when the graveyard is already loaded. Raise priority for registered main-deck cards: Counterspell, Memory Lapse, Remand, Mana Leak, Force of Negation, Spell Pierce, Wash Away, Tale’s End, Tishana’s Tidebinder, Venser, Shaper Savant, Brazen Borrower, Cyclonic Rift, Mystic Sanctuary, Snapcaster Mage, Consider, Thought Scour, and Consult the Star Charts only when self-mill or graveyard setup supports your own plan without helping the opponent. Lower priority within the registered main deck: casual Thought Scour lines when the opponent benefits from graveyard volume. Card text check required for Consult the Star Charts.

- Artifact/enchantment: Prioritize countering the engine on the stack because the deck has limited clean permanent answers once a noncreature engine resolves. Raise priority for registered main-deck cards: Annul, Spell Pierce, Counterspell, Force of Negation, Mana Leak, Memory Lapse, Remand, Cryptic Command, Cyclonic Rift, Stern Dismissal, Into the Flood Maw, Sink into Stupor, Otawara, Soaring City, Brazen Borrower, and Venser, Shaper Savant. Lower priority within the registered main deck: Witness Protection, Unable to Scream, Octopus Form, and creature-only interaction unless the legal action list shows a creature artifact or enchantment creature target. Card text check required for Sink into Stupor before treating its spell face as a specific answer.

- Go-wide: Preserve life total and reset points rather than trading counters for the first small threat. Raise priority for registered main-deck cards: Cyclonic Rift, Cryptic Command, Fading Hope, Stern Dismissal, Into the Flood Maw, Brazen Borrower, Venser, Shaper Savant, Witness Protection, Unable to Scream, Octopus Form, Stern Scolding, and early card selection that finds mass-tempo interaction. Lower priority within the registered main deck: protecting Katara, Waterbending Master as a value play if the board already demands a reset. If the opponent presents multiple attackers, block only when the visible combat math preserves a key creature or prevents a meaningful damage step.

- Single-threat: Answer the threat at the most mana-positive or rules-relevant point, then avoid spending multiple cards unless the threat will otherwise dominate the next turn. Raise priority for registered main-deck cards: Wash Away for commanders when legal, Tale’s End, Stifle, Tishana’s Tidebinder, Subtlety, Counterspell, Memory Lapse, Mana Leak, Remand, Brazen Borrower, Venser, Shaper Savant, Witness Protection, Unable to Scream, Octopus Form, and Otawara, Soaring City. Lower priority within the registered main deck: broad card draw before the single threat is contained. If the threat has a triggered or activated ability, wait for engine-confirmed legal Stifle, Tale’s End, or Tishana’s Tidebinder actions instead of guessing.

- Burn: Mulligan toward cheap interaction, life-preserving tempo, and hands that do not require painful or slow sequencing. Raise priority for registered main-deck cards: Spell Pierce, Force Spike, Spell Snare, Stern Scolding, Mana Leak, Memory Lapse, Counterspell, Remand, Force of Negation, Fading Hope against damage creatures, Shore Up, cheap phase protection, Essence Flux, Fresh Start, and cheap cantrips that find lands plus counters. Lower priority within the registered main deck: Sea Gate Restoration as a costly spell, slow engines, speculative Brainstorm without shuffle support, and tapping away for Temporal Manipulation unless it prevents lethal or creates lethal. Card text check required for Fresh Start.

- Removal-heavy decks: Make every threat either protected, flashed in, or backed by a counter; do not expose Katara, Waterbending Master because commander tax can become the opponent’s main plan. Raise priority for registered main-deck cards: Shore Up, cheap phase protection, Essence Flux, Fresh Start, Spell Pierce, Counterspell, Mana Leak, Memory Lapse, Remand, Force of Negation, Snapcaster Mage, Mystic Sanctuary, Vendilion Clique, Brazen Borrower, Venser, Shaper Savant, Saiba Syphoner, Talion’s Throneguard, and Wan Shi Tong, Librarian when protected. Lower priority within the registered main deck: purely reactive hands with no eventual threat or card-flow engine. Card text check required for Saiba Syphoner, Talion’s Throneguard, and Wan Shi Tong, Librarian before relying on exact value patterns.

## Specific Matchup Notes

- General/archetype-only note: No exact opponents were supplied for this batch, so revealed cards, commanders, public zones, and Veles legal actions override every matchup assumption. Likely sideboarding is none because the registered sideboard is 0; adjust only play patterns, mulligans, tutor targets, and priority targets.

- Fast creature or burn opponents: Prioritize cheap interaction before card-flow engines, especially Spell Pierce, Force Spike, Spell Snare, Stern Scolding, Fading Hope, Stern Dismissal, Into the Flood Maw, Remand, Mana Leak, and Counterspell. Treat life total as the scarce resource, and do not tap away for Wan Shi Tong, Librarian, Sea Gate Restoration, Temporal Manipulation, or Katara, Waterbending Master unless the visible board and stack show the window is safe.

- Midrange opponents: Trade one-for-one until a protected threat, flash threat, or recursion loop can take over, then stop spending counters on low-impact spells. Priority targets are commanders, planeswalkers, recursive engines, must-answer creatures, and spells that invalidate Witness Protection, Unable to Scream, Octopus Form, or bounce tempo.

- Big mana or tap-away control opponents: Attack mana-positive turns by countering payoff spells rather than every setup spell, unless the setup creates an immediate visible payoff turn. Prioritize Spell Pierce, Force Spike, Mana Leak, Memory Lapse, Remand, Counterspell, Force of Negation, Cryptic Command, Subtlety, Venser, Shaper Savant, Mystic Sanctuary, and Temporal Manipulation when it converts a stabilized board into a decisive extra turn.

- Graveyard opponents: Counter the enabler before the graveyard is stocked, then shift to countering or bouncing payoff spells once public graveyard volume is already high. Avoid casual Thought Scour or self-mill lines when the opponent benefits from graveyard count or shared graveyard incentives; use Snapcaster Mage and Mystic Sanctuary only when the recursion target is visibly worth the tempo.

- Artifact or enchantment engine opponents: Counter the engine on the stack because the deck has limited clean answers to resolved noncreature permanents. Annul is a high-priority keep or tutor consideration in these matchups, while Cyclonic Rift, Brazen Borrower, Venser, Shaper Savant, Otawara, Soaring City, Stern Dismissal, Sink into Stupor, and Cryptic Command are tempo exits after something resolves.

- Removal-heavy opponents: Make Katara, Waterbending Master, Malcolm, Alluring Scoundrel, Vendilion Clique, Saiba Syphoner, Talion's Throneguard, Wan Shi Tong, Librarian, and Snapcaster Mage enter with protection, flash timing, or counter backup whenever possible. Shore Up, cheap phase protection, Essence Flux, Fresh Start, Spell Pierce, Mana Leak, Counterspell, Remand, and Force of Negation protect against commander-tax snowballing; Card text check required for Fresh Start, Saiba Syphoner, Talion's Throneguard, and Wan Shi Tong, Librarian before relying on exact value patterns.

## Risk Summary

- Mana risk: The deck is mostly Island-based but still has timing pressure from Cavern of Souls, Gemstone Caverns, fetch lands, Mystic Sanctuary, Otawara, Soaring City, Sink into Stupor, Hydroelectric Specimen, and Sea Gate Restoration. Do not keep hands that need multiple early blue pips plus a slow utility-land sequence unless the legal hand also has cheap selection or cheap permission.

- Matchup risk: The deck can mis-role itself by playing pure draw-go against engines that outscale it or by racing aggro before stabilizing. Re-evaluate the role whenever the opponent reveals a commander, engine permanent, graveyard plan, or short combat clock.

- Draw risk: Brainstorm, Brainsurge, Consider, Opt, Impulse, Peek, Thought Scour, Consult the Star Charts, and Mystical Tutor can spend mana without changing the board. Use selection to hit land drops, find interaction, or set up a specific protected turn, not as automatic end-step smoothing under pressure.

- Illegal deck-change risk: There is no registered sideboard, so any runtime between-game configuration prompt or plan proposing outside-card or card-removal names is invalid for this deck. Between games, preserve the 100-card registration and change only strategy notes.

- Graveyard risk: Snapcaster Mage, Mystic Sanctuary, Thought Scour, Consider, and possible graveyard-value lines reward graveyard awareness, but opposing graveyard decks may benefit more from extra cards in graveyards. Check public graveyards before selecting self-mill or recursion actions.

- Sweeper/removal risk: Creature-based closers are vulnerable to removal, sweepers, and commander tax. Protect Katara, Waterbending Master only when it advances the current plan; otherwise save Shore Up, cheap phase protection, Essence Flux, and counters for the threat that actually closes or preserves survival.

- Closer risk: The list can answer many spells but may fail to end the game if it spends Temporal Manipulation, Cyclonic Rift, Cryptic Command, and flash creatures purely defensively. Once stable, convert tempo into attacks or a protected high-card-flow permanent.

- Interaction risk: Narrow counters such as Annul, Spell Snare, Stern Scolding, Mystical Dispute, Change the Equation, Glorious Gale, Concerted Defense, Wash Away, Stifle, and Tale's End must match visible legal targets. Do not assume they answer a spell or ability until Veles exposes the legal action.

- Sequencing risk: Brainstorm before a shuffle effect, Mystic Sanctuary before a useful instant or sorcery is in the graveyard, or Katara, Waterbending Master before protection can waste the deck's strongest resources. Sequence lands, selection, commander deployment, and held-up interaction from current legal actions rather than from a prewritten curve.

## Test Feedback Checklist

- Deciding factor: Record whether the game was decided by early tempo, a protected Katara, Waterbending Master turn, a resolved card-flow engine, a single stack fight, commander-tax pressure, or failure to close after stabilization.
- Mulligans: Note whether the opener had two or more usable mana sources, at least one early blue interaction spell, and a plan beyond reactive cards; flag keeps that lacked Brainstorm, Consider, Opt, Impulse, Peek, Thought Scour, or a cheap counter.
- Mana: Track whether Cavern of Souls, Gemstone Caverns, Mystic Sanctuary, Otawara, Soaring City, Sink into Stupor, Hydroelectric Specimen, or Sea Gate Restoration improved sequencing or stranded blue interaction.
- Velocity: Ask whether Brainstorm, Brainsurge, Consider, Opt, Impulse, Consult the Star Charts, Peek, and Thought Scour found land, interaction, or a closer, or merely spent mana while the opponent advanced board pressure.
- Engines: Mark whether Katara, Waterbending Master, Malcolm, Alluring Scoundrel, Saiba Syphoner, Talion's Throneguard, Wan Shi Tong, Librarian, Astrologian's Planisphere, or Magic Damper generated meaningful advantage before being answered. Card text check required for Saiba Syphoner, Talion's Throneguard, Wan Shi Tong, Librarian, Astrologian's Planisphere, and Magic Damper before treating exact output as proven.
- Interaction: Identify which counters were live when drawn: Spell Pierce, Wash Away, Stifle, Force Spike, Counterspell, Memory Lapse, Mana Leak, Tale's End, Force of Negation, Mystical Dispute, Long River's Pull, Spell Snare, Change the Equation, Concerted Defense, Stern Scolding, Remand, Annul, Glorious Gale, and Cryptic Command.
- Removal and bounce: Record whether Fading Hope, Witness Protection, Into the Flood Maw, Stern Dismissal, Brazen Borrower, Unable to Scream, Tishana's Tidebinder, Octopus Form, Unsubstantiate, Bounce Off, Venser, Shaper Savant, Cyclonic Rift, and Otawara, Soaring City answered the correct threat or only delayed an unavoidable board state.
- Protection: Check whether Shore Up, cheap phase protection, Essence Flux, Fresh Start, Spell Pierce, Mana Leak, Counterspell, and Force of Negation protected the permanent that mattered, not merely the first targetable permanent. Card text check required for Fresh Start.
- Closing: Log whether Temporal Manipulation, Cyclonic Rift, Cryptic Command, Subtlety, Vendilion Clique, Venser, Shaper Savant, Brazen Borrower, Malcolm, Alluring Scoundrel, or Katara, Waterbending Master converted control into lethal pressure.
- Role: After each game, decide whether the pilot correctly became control, tempo, combo-protection, or emergency stabilizer based on visible board state and public information.
- Mistakes: Flag missed land drops, Brainstorm without a useful shuffle or setup reason, Mystic Sanctuary without a high-value graveyard target, tapping low before a known threat, or countering a low-impact spell while a visible payoff remained likely.
- Stranded cards: List cards stranded by timing or target restrictions, especially Annul, Spell Snare, Stern Scolding, Mystical Dispute, Change the Equation, Glorious Gale, Wash Away, Stifle, Tale's End, Subtlety, Force of Negation, Sea Gate Restoration, and Temporal Manipulation.
- Sideboard: Confirm that no outside-card or card-removal action was proposed, because the registered sideboard is 0; any between-game change must be strategic guidance only.
- Overperformers and underperformers: Name exact cards that repeatedly won stack fights, stabilized combat, drew into action, or failed to line up with visible threats.

## First Tuning Questions

- Quantity pressure: Does the singleton Brawl structure still need more functional redundancy in cheap interaction, or are Spell Pierce, Force Spike, Spell Snare, Stern Scolding, Wash Away, Mana Leak, Memory Lapse, Remand, Counterspell, and Force of Negation already causing too many reactive no-pressure hands?
- Mana pressure: Are 29 Island plus Cavern of Souls, Flooded Strand, Polluted Delta, Misty Rainforest, Scalding Tarn, Gemstone Caverns, Mystic Sanctuary, Otawara, Soaring City, Sink into Stupor, Hydroelectric Specimen, and Sea Gate Restoration enough to cast Cryptic Command, hold up double-blue counters, and still deploy threats on time?
- Aggro plan: Does the deck stabilize fast creature starts often enough with Fading Hope, Stern Dismissal, Into the Flood Maw, Witness Protection, Unable to Scream, Octopus Form, Bounce Off, Stern Scolding, and Cyclonic Rift, or does it need a lower-curve defensive package in future versions?
- Control plan: Against slower opponents, does the deck have enough must-answer threats beyond Katara, Waterbending Master, Malcolm, Alluring Scoundrel, Vendilion Clique, Saiba Syphoner, Talion's Throneguard, Wan Shi Tong, Librarian, Venser, Shaper Savant, and Brazen Borrower?
- Closer pressure: Are Temporal Manipulation, Cyclonic Rift, Cryptic Command, Subtlety, flash creatures, and commander damage ending games after stabilization, or is the deck giving opponents too many draw steps?
- Selection balance: Are Brainstorm, Brainsurge, Consider, Opt, Impulse, Consult the Star Charts, Peek, Thought Scour, Mystical Tutor, Snapcaster Mage, and Mystic Sanctuary creating enough card quality, or are too many effects low-impact when behind?
- Engine conflict: Does the deck want to tap away for Katara, Waterbending Master, Wan Shi Tong, Librarian, Astrologian's Planisphere, Magic Damper, or Sea Gate Restoration, or should it stay almost entirely draw-go in the tested metagame?
- Protection conflict: Are Shore Up, cheap phase protection, Essence Flux, Fresh Start, and counter backup worth holding for key permanents, or do they strand mana while the opponent develops non-targeted pressure?
- Narrow interaction: Which of Annul, Spell Snare, Stern Scolding, Mystical Dispute, Change the Equation, Glorious Gale, Concerted Defense, Stifle, Tale's End, and Wash Away were dead too often to justify their slot in a 100-card singleton list?
- Sideboard capacity: Because the registered sideboard is 0, should future testing remain no-sideboard Brawl, or should a legal variant add role cards for artifacts, enchantments, graveyards, aggro, and control mirrors if the format environment permits it?
- Role conflict: Is the combo/control tag accurate after games, or is the strongest actual plan tempo-control with protected flash threats and selective commitment gates?

## Veles Tactical Policy

### Policy: Command-Zone Opening Keep
- Priority: High
- Decision families: mulligan, pregame
- Cards: Katara, Waterbending Master; Island; Cavern of Souls; Gemstone Caverns; Mox Amber
- Phase windows: opening hand, mulligan, pregame actions.
- Runtime cues: prompt:mulligan; command zone shows Katara, Waterbending Master.
- Use when: hand has blue mana, an early legal play, and either protection, selection, or interaction before committing Katara, Waterbending Master.
- Avoid when: hand lacks blue mana, relies only on Mox Amber without a legendary permanent, or cannot act before turn three.
- Instructions: Keep the commander as plan access, not as a reason to keep nonfunctional mana; London-bottom the slowest expensive card first unless land count is excessive.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: First Engine Commitment Gate
- Priority: High
- Decision families: mana, priority, interaction
- Cards: Katara, Waterbending Master; Malcolm, Alluring Scoundrel; Saiba Syphoner; Talion's Throneguard; Wan Shi Tong, Librarian; Magic Damper; Astrologian's Planisphere
- Phase windows: main phases with priority and enough mana.
- Runtime cues: action:cast; action:activate; visible untapped opponent mana.
- Use when: deciding whether to tap low for the commander or another engine permanent.
- Avoid when: opponent can present visible pressure or open interaction and the hand contains a pass-with-counter line.
- Instructions: Commit only when the engine is protected, the opponent is shields-down, waiting loses more tempo, or the board demands a permanent now; card text check required for Saiba Syphoner, Talion's Throneguard, Wan Shi Tong, Librarian, Magic Damper, and Astrologian's Planisphere.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Blue Source Sequencing
- Priority: Medium
- Decision families: mana
- Cards: Island; Flooded Strand; Polluted Delta; Misty Rainforest; Scalding Tarn; Mystic Sanctuary; Otawara, Soaring City; Sink into Stupor; Hydroelectric Specimen; Sea Gate Restoration; Cavern of Souls
- Phase windows: precombat main, land-drop decisions, fetch decisions.
- Runtime cues: action:play; action:activate; land not yet played.
- Use when: selecting the land drop or a fetch action.
- Avoid when: a legal action would expose Mystic Sanctuary or a modal land before its spell side matters more.
- Instructions: Prioritize untapped blue for Counterspell, Mana Leak, Remand, and cheap selection; delay Mystic Sanctuary until it can legally rebuy a meaningful instant or sorcery.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Fetch Blue
- Priority: Low
- Decision families: mana
- Cards: Flooded Strand; Polluted Delta; Misty Rainforest; Scalding Tarn; Island
- Phase windows: any legal fetch activation window.
- Runtime cues: action:search Island; action:put Island onto the battlefield
- Use when: the legal choice text offers only Island from the library and the current line requires blue mana this turn or next turn.
- Avoid when: multiple non-Island named land choices are visible.
- Instructions: Choose Island from the visible legal search choices.
- Pilot skill floor: low.
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Cheap Cantrip Timing
- Priority: Medium
- Decision families: selection, mana
- Cards: Brainstorm; Consider; Opt; Impulse; Peek; Thought Scour; Brainsurge; Consult the Star Charts
- Phase windows: upkeep, draw step, main phases, end step.
- Runtime cues: action:cast; hand contains selection spell.
- Use when: choosing whether to spend mana on card selection instead of holding interaction.
- Avoid when: holding up a live counter is necessary against a visible threat or known next-turn commander play.
- Instructions: Cast instant-speed selection on the opponent's end step unless it must find land, protection, or an immediate answer; use Peek before counter decisions when information changes the stack plan.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Brainstorm With Shuffle Discipline
- Priority: Medium
- Decision families: selection, mana
- Cards: Brainstorm; Flooded Strand; Polluted Delta; Misty Rainforest; Scalding Tarn
- Phase windows: main phase before land drop, end step, response windows.
- Runtime cues: action:cast Brainstorm; visible fetchland action.
- Use when: Brainstorm can fix a bad hand, protect key cards from discard, or pair with a visible shuffle effect.
- Avoid when: no shuffle or urgent reason is present and holding mana for interaction is stronger.
- Instructions: Put back low-impact or currently uncastable cards; if a fetchland is available, shuffle away cards that do not serve the next two turns.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Permission Spend Gate
- Priority: High
- Decision families: priority, interaction
- Cards: Spell Pierce; Wash Away; Stifle; Force Spike; Counterspell; Memory Lapse; Mana Leak; Tale's End; Force of Negation; Mystical Dispute; Long River's Pull; Spell Snare; Change the Equation; Concerted Defense; Stern Scolding; Remand; Annul; Glorious Gale; Cryptic Command
- Phase windows: stack response windows.
- Runtime cues: prompt:priority; action:cast counter; stack contains opponent spell or ability.
- Use when: deciding whether to counter a visible stack object.
- Avoid when: the stack object is low impact, can be bounced later, or the counter is narrow and a higher-value target is likely from public context.
- Instructions: Counter threats that beat the current board, stop commander engines, disrupt lethal, or protect a committed engine; preserve narrow counters for matching card types and costs.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Stifle And Tale's End Trigger Gate
- Priority: Medium
- Decision families: priority, interaction
- Cards: Stifle; Tale's End; Tishana's Tidebinder
- Phase windows: triggered or activated ability response windows.
- Runtime cues: stack contains activated ability; stack contains triggered ability; action:counter target ability
- Use when: the visible ability materially changes mana, combat, cards, commander access, or lethal math.
- Avoid when: the ability is replaceable, already low impact, or another answer handles the resulting permanent.
- Instructions: Spend these effects on abilities whose resolution creates a lasting disadvantage; card text check required for Tishana's Tidebinder exact post-counter effect.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Bounce And Soft Removal Gate
- Priority: Medium
- Decision families: interaction, combat, priority
- Cards: Fading Hope; Witness Protection; Into the Flood Maw; Stern Dismissal; Brazen Borrower; Unable to Scream; Octopus Form; Unsubstantiate; Bounce Off; Venser, Shaper Savant; Cyclonic Rift; Otawara, Soaring City; Cryptic Command
- Phase windows: opponent combat, end step, stack response, main phase stabilization.
- Runtime cues: action:target; opponent permanent visible; stack contains spell.
- Use when: choosing removal, bounce, or transformation targets.
- Avoid when: the target is not currently pressuring life, engine access, lethal setup, or a protected permanent.
- Instructions: Answer the permanent or spell that changes the next combat or stack fight; prefer bounce for tempo and transformation effects for persistent creature threats.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Opponent-Target Bounce
- Priority: Low
- Decision families: interaction
- Cards: Fading Hope; Into the Flood Maw; Stern Dismissal; Brazen Borrower; Unsubstantiate; Bounce Off; Venser, Shaper Savant; Otawara, Soaring City
- Phase windows: target-selection prompt after a bounce spell or ability is already committed.
- Runtime cues: action:target opponent; action:return target
- Use when: exactly one legal opponent-controlled target is listed and the spell or ability is already on the stack.
- Avoid when: two or more legal targets are visible.
- Instructions: Choose the sole visible opponent-controlled legal target.
- Pilot skill floor: low.
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Protection Commitment Gate
- Priority: High
- Decision families: priority, interaction
- Cards: Shore Up; Essence Flux; Fresh Start; Spell Pierce; Mana Leak; Counterspell; Force of Negation
- Phase windows: response to removal, combat trick window, stack fight.
- Runtime cues: friendly permanent targeted; action:cast protection; action:counter target spell
- Use when: deciding whether to protect Katara, Waterbending Master or another engine permanent.
- Avoid when: the permanent is not central to the next turn, the protection fails against the visible effect, or saving mana beats saving the permanent.
- Instructions: Protect the commander, an active engine, or lethal pressure before protecting replaceable flash threats; card text check required for Fresh Start.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Protect Katara Target
- Priority: Low
- Decision families: interaction
- Cards: Shore Up; Essence Flux; Fresh Start; Katara, Waterbending Master
- Phase windows: target-selection prompt after protection spell is already committed.
- Runtime cues: action:target self Katara, Waterbending Master
- Use when: the legal action text names target self Katara, Waterbending Master and the pending protection spell requires a friendly target.
- Avoid when: multiple actions target different friendly permanents.
- Instructions: Select the action that targets self Katara, Waterbending Master.
- Pilot skill floor: low.
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Flash Threat Timing
- Priority: Medium
- Decision families: priority, combat, interaction
- Cards: Brazen Borrower; Snapcaster Mage; Vendilion Clique; Tishana's Tidebinder; Subtlety; Venser, Shaper Savant; Hydroelectric Specimen
- Phase windows: opponent end step, combat, stack response.
- Runtime cues: action:cast; flash-speed legal action visible.
- Use when: deciding whether to add a creature, disrupt a spell, or hold mana.
- Avoid when: casting the creature disables a needed counter or walks into a visible board sweeper line.
- Instructions: Deploy flash creatures at end step when they advance pressure without losing interaction; use disruptive bodies during the relevant stack or combat window.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Snapcaster And Mystic Sanctuary Recursion
- Priority: Medium
- Decision families: selection, interaction, mana
- Cards: Snapcaster Mage; Mystic Sanctuary; Brainstorm; Counterspell; Cyclonic Rift; Temporal Manipulation; Cryptic Command; Force of Negation; Remand; Fading Hope
- Phase windows: end step, main phase, stack response, land drop.
- Runtime cues: action:target card in graveyard; action:put target instant or sorcery
- Use when: choosing a graveyard card to reuse or place on top.
- Avoid when: the graveyard target cannot be cast in time or does not affect the current threat.
- Instructions: Rebuy the card that answers the visible problem or closes the game; do not select a cantrip over a live counter, sweeper, extra turn, or bounce spell without a concrete mana reason.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Tap-Away Finisher Gate
- Priority: High
- Decision families: mana, priority, interaction
- Cards: Temporal Manipulation; Sea Gate Restoration; Cyclonic Rift; Cryptic Command; Wan Shi Tong, Librarian; Katara, Waterbending Master
- Phase windows: main phase, opponent end step, decisive stack window.
- Runtime cues: action:cast Temporal Manipulation; action:cast Sea Gate Restoration; action:cast Cyclonic Rift; action:cast Cryptic Command
- Use when: deciding whether to spend most mana on a swing spell or finisher.
- Avoid when: opponent's visible next action can win through the tapped-away state or the spell does not change the clock.
- Instructions: Fire the finisher when it creates lethal pressure, resets a losing board, or converts a protected advantage into a short clock.
- Pilot skill floor: high.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Combat Pressure And Blocks
- Priority: Medium
- Decision families: combat
- Cards: Katara, Waterbending Master; Brazen Borrower; Malcolm, Alluring Scoundrel; Snapcaster Mage; Vendilion Clique; Venser, Shaper Savant; Subtlety; Wan Shi Tong, Librarian
- Phase windows: declare attackers, declare blockers, combat damage setup.
- Runtime cues: prompt:attackers; prompt:blockers; visible creatures.
- Use when: choosing attacks or blocks with nonlethal board states.
- Avoid when: an attack exposes a needed blocker under a short clock or a block trades away the active engine without preventing meaningful damage.
- Instructions: Attack when pressure is protected or the opponent is constrained; block to preserve life against fast clocks, especially when control can win later with cards in hand.
- Pilot skill floor: medium.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sideboard Lockout
- Priority: Low
- Decision families: sideboard
- Cards: none
- Phase windows: between games, match setup.
- Runtime cues: prompt:sideboard; registered sideboard count 0
- Use when: the match asks for sideboarding and the registered sideboard is empty.
- Avoid when: any legal outside-card action names a registered sideboard card, because this deck has none and the deck registration should be rechecked.
- Instructions: Submit no card changes and keep the registered 100-card main deck intact.
- Pilot skill floor: low.
- No-API allowed: no
- Light-model allowed: yes
