# Strategy Specifications
## Deck Name And Archetype
Tom Bombadil is a five-color Commander enchantment-saga midrange deck built around Tom Bombadil as the command-zone identity and around saga-style permanents, enchantress draw, protective interaction, and late-game enchantment payoffs. Active validation passes for the supplied Veles contract: format is Commander, main deck is exactly 100 cards, sideboard is exactly 10 cards for Veles policy use, and the singleton rule is satisfied outside basic lands with 5 Forest, 5 Plains, 3 Island, 3 Swamp, and 3 Mountain.

The registered archetype tags are midrange and midrange, but the deck should be treated more specifically as five-color saga enchantress midrange. It is not a stock Commander shell in the usual sense; it is a hybrid rogue strategy with familiar enchantress infrastructure, a saga-chain commander, and many deck-specific saga or summon permanents. Runtime decisions should therefore prefer visible engine assembly and legal saga progression over generic Commander value heuristics.

Tom Bombadil is the named commander and should be assumed central to the deck's identity, but the pilot must not force command-zone deployment when visible mana, board pressure, commander tax, or opponent interaction makes a setup turn stronger. The deck's early role is to fix colors, deploy cheap enchantment engines, and avoid falling behind; the middle role is to convert sagas and enchantress triggers into material; the late role is to dominate through repeated saga chapters, enchantment density, recursion, and large board-shaping permanents.

Legality and card-text certainty must be checked at runtime because several exact names in this list may have specialized or newer text that should not be inferred from name alone. Card text check required for detailed tactical assumptions about There and Back Again, The Bath Song, Summon: Bahamut, Scroll of Isildur, In the Darkness Bind Them, Summon: Fenrir, Summon: Primal Odin, Sigurd, Jarl of Ravensthorpe, Summon: Knights of Round, Summon: Yojimbo, O'aka, Traveling Merchant, Summon: Titan, Summon: Valefor, Summon: Shiva, Summon: Esper Valigarmanda, Summon: Brynhildr, Clash of the Eikons, War of the Last Alliance, Birth of the Imperium, One Ring to Rule Them All, The Legend of Yangchen, Crystal Fragments, and Adagia, Windswept Bastion. Use only rules-engine legal actions and revealed text when making specific choices involving those cards.

The mana base is ambitious and role-defining because the deck contains all five colors, color-intensive spells, and utility lands that may not always produce the needed color on time. Sol Ring, Arcane Signet, Chromatic Lantern, Farseek, Cultivate, Leyline of the Guildpact, Command Tower, Exotic Orchard, The World Tree, Spara's Headquarters, Jetmir's Garden, Indatha Triome, Path of Ancestry, Sandsteppe Citadel, Jungle Shrine, Reflecting Pool, Evolving Wilds, Windswept Heath, Boseiju, Who Endures, Serra's Sanctum, Hall of Heliod's Generosity, Urza's Saga, Reliquary Tower, Nesting Grounds, and Adagia, Windswept Bastion create powerful fixing and utility, but the pilot must still evaluate opening hands by actual visible colors and legal land sequencing rather than by theoretical five-color access.

The main role concern is tempo: many payoffs are expensive or delayed, so early hands that only contain high-cost sagas without acceleration, color fixing, or an enchantress engine should be viewed skeptically. Sythis, Harvest's Hand, Jukai Naturalist, Sanctum Weaver, Setessan Champion, Eidolon of Blossoms, Mesa Enchantress, Enchantress's Presence, Sterling Grove, and Rhystic Study are the clearest early-to-mid engine cards, while Sigil of the Empty Throne, Sphere of Safety, Starfield of Nyx, Kiora Bests the Sea God, The Kami War, The Cruelty of Gix, Elspeth Conquers Death, and The Eldest Reborn point toward longer-game stabilization and inevitability.

The sideboard is registered as a Veles policy sideboard rather than a normal Commander default and contains exactly Rest in Peace, Force of Vigor, Cyclonic Rift, Toxic Deluge, Dauthi Voidwalker, Vandalblast, Swan Song, Counterspell, Aura Shards, and Supreme Verdict. Sideboard use must be matchup-specific and must never exceed one copy of any sideboard card or cut any non-main card.

Opponent information status is unknown for this guide batch. Treat opponent archetype, commander, colors, graveyard reliance, artifact density, combo speed, counterspell access, and sweeper exposure as unknown until public information or Veles match context reveals them.

## Thesis
Tom Bombadil assembles a five-color enchantment engine that turns sagas, summons, enchantress triggers, and lore-counter manipulation into repeated material advantages. Prioritize stable color access, an early draw or cost-reduction engine, and safe deployment windows for Tom Bombadil, then convert each legal saga or enchantment spell into cards, bodies, removal, recursion, or lock pieces according to visible board pressure.

The deck wins by compounding permanents rather than by racing. Sigil of the Empty Throne, Starfield of Nyx, Sphere of Safety, Kiora Bests the Sea God, The Kami War, The Cruelty of Gix, Elspeth Conquers Death, The Eldest Reborn, There and Back Again, One Ring to Rule Them All, Birth of the Imperium, War of the Last Alliance, and the Summon package become strongest after mana and draw are already online; use them to dominate long turns, overload removal, and make opponent attacks or single answers insufficient.

The deck is not trying to keep low-resource hands, force Tom Bombadil into open danger, or spend premium interaction on minor tempo exchanges. Do not treat every saga as equally urgent; expensive chapters and late-game permanents are payoffs, while Sythis, Harvest's Hand, Jukai Naturalist, Sanctum Weaver, Setessan Champion, Eidolon of Blossoms, Mesa Enchantress, Enchantress's Presence, Rhystic Study, Farseek, Cultivate, Sol Ring, Arcane Signet, and Chromatic Lantern are the setup cards that let the deck cast its real threats.

The pilot should prioritize legal actions that increase future choice density. Fix colors before greedy sequencing, protect engines before expanding into win-more permanents, hold Dovin's Veto and Heroic Intervention for high-leverage stack or survival spots, and use Blasphemous Act or Clash of the Eikons when the battlefield threatens to end the game before saga inevitability matters. Card text check required for exact tactical assumptions involving the newer summons and named sagas; choose from rules-engine legal actions and visible text only.

## Role Package
- Threats: Tom Bombadil is the command-zone threat and engine identity, but it should enter when the deck can benefit from saga progression or protect the follow-up. Kiora Bests the Sea God, The Kami War, Summon: Bahamut, Summon: Fenrir, Summon: Primal Odin, Summon: Knights of Round, Summon: Yojimbo, Summon: Titan, Summon: Valefor, Summon: Shiva, Summon: Esper Valigarmanda, Summon: Brynhildr, Sigurd, Jarl of Ravensthorpe, Starfield of Nyx, and Sigil of the Empty Throne are closing threats once mana and board stability exist.

- Payoffs: Narci, Fable Singer, Satsuki, the Living Lore, Goldberry, River-Daughter, Barbara Wright, Historian's Boon, The Bath Song, There and Back Again, Birth of the Imperium, One Ring to Rule Them All, The First Iroan Games, The Weatherseed Treaty, The Legend of Yangchen, and In the Darkness Bind Them reward saga density or enchantment progression when runtime text supports the line. Use these as value multipliers, not as substitutes for fixing or survival.

- Engines: Sythis, Harvest's Hand, Setessan Champion, Eidolon of Blossoms, Mesa Enchantress, Enchantress's Presence, Rhystic Study, Sanctum Weaver, Jukai Naturalist, Weaver of Harmony, Sterling Grove, and Leyline of the Guildpact are the cards that make the deck function through removal and awkward colors. Sequence cheap engines before expensive sagas when life total and stack safety allow.

- Velocity: Enlightened Tutor, O'aka, Traveling Merchant, Resurgent Belief, Scroll of Isildur, Farseek, Cultivate, Urza's Saga, Evolving Wilds, Windswept Heath, Hall of Heliod's Generosity, and The Cruelty of Gix provide selection, recovery, or resource conversion. Use Enlightened Tutor for the card that fixes the current bottleneck, not automatically for the flashiest payoff.

- Interaction: Binding the Old Gods, Elspeth Conquers Death, The Eldest Reborn, Dovin's Veto, Blasphemous Act, Clash of the Eikons, Boseiju, Who Endures, Scroll of Isildur, The Kami War, and Kiora Bests the Sea God are the main-deck answers or board shapers. Spend them according to visible threat severity, commander danger, combo pressure, and whether Sphere of Safety or blockers can buy enough time.

- Protection and recursion: Heroic Intervention, Sterling Grove, Sphere of Safety, Hall of Heliod's Generosity, Resurgent Belief, Starfield of Nyx, The Cruelty of Gix, The Eldest Reborn, and Crystal Fragments are the resilience package. Protect enchantress engines, Tom Bombadil, and decisive board states before protecting replaceable filler.

- Mana and counter-management: Sol Ring, Arcane Signet, Chromatic Lantern, Farseek, Cultivate, Sanctum Weaver, Serra's Sanctum, Command Tower, Exotic Orchard, The World Tree, Reflecting Pool, Path of Ancestry, Spara's Headquarters, Jetmir's Garden, Indatha Triome, Sandsteppe Citadel, Jungle Shrine, Adagia, Windswept Bastion, Clockspinning, Power Conduit, Nesting Grounds, Goldberry, River-Daughter, and Satsuki, the Living Lore support ambitious five-color casting and lore-counter play. Treat exact counter movement as conditional on visible legal actions.

- Sideboard modules: Rest in Peace and Dauthi Voidwalker are graveyard pressure tools; Force of Vigor, Vandalblast, Aura Shards, and Cyclonic Rift fight artifacts, enchantments, or wide permanents; Swan Song, Counterspell, and Supreme Verdict improve stack or board control; Toxic Deluge adds scalable emergency sweeping. Use sideboard cards only through explicit later plans and never as generic upgrades without matchup evidence.

## Primary Win Conditions
- Saga chain inevitability: Win by casting Tom Bombadil after mana is stable and at least one saga can progress without immediately losing the board. Setup with Sythis, Harvest's Hand, Jukai Naturalist, Setessan Champion, Eidolon of Blossoms, Mesa Enchantress, Enchantress's Presence, Rhystic Study, Sanctum Weaver, Serra's Sanctum, Chromatic Lantern, Farseek, Cultivate, Sol Ring, or Arcane Signet; execute by resolving sagas such as There and Back Again, Binding the Old Gods, The Cruelty of Gix, Elspeth Conquers Death, The Eldest Reborn, The Kami War, Kiora Bests the Sea God, The Bath Song, Scroll of Isildur, In the Darkness Bind Them, One Ring to Rule Them All, Birth of the Imperium, War of the Last Alliance, The First Iroan Games, The Weatherseed Treaty, and The Legend of Yangchen. Prioritize this path when the hand has colors, enchantment velocity, and enough life to let chapters mature; delay it when visible attackers, commander damage, or stack pressure makes Tom Bombadil a fragile tap-out.

- Enchantress snowball: Win by converting every enchantment into cards, mana, bodies, and protection before the opponent can trade one-for-one. Setup with Sythis, Harvest's Hand, Setessan Champion, Eidolon of Blossoms, Mesa Enchantress, Enchantress's Presence, Jukai Naturalist, Sterling Grove, and Sanctum Weaver; execute by chaining low- and mid-cost enchantments into Sigil of the Empty Throne, Sphere of Safety, Starfield of Nyx, or a protected Tom Bombadil turn. Prioritize this path in slower games, after sweepers are exhausted, or when Dovin's Veto and Heroic Intervention can protect the engine; avoid overextending if Starfield of Nyx would expose enchantments to creature removal or combat sweepers.

- Token and animated-enchantment finish: Win through Sigil of the Empty Throne tokens, Starfield of Nyx pressure, saga-created bodies, and large Summon payoffs. Card text check required for Summon: Bahamut, Summon: Fenrir, Summon: Primal Odin, Summon: Knights of Round, Summon: Yojimbo, Summon: Titan, Summon: Valefor, Summon: Shiva, Summon: Esper Valigarmanda, and Summon: Brynhildr; use their tactical role only after Veles exposes legal text and choices. Prioritize this path when Sphere of Safety restricts attacks, when opponents are low on visible blockers, or when enchantress draw can rebuild after removal.

- Big saga control finish: Win by resolving high-impact chapters that remove blockers, strip resources, recur threats, or create overwhelming board states. Kiora Bests the Sea God, The Kami War, The Cruelty of Gix, Elspeth Conquers Death, The Eldest Reborn, Binding the Old Gods, One Ring to Rule Them All, and Birth of the Imperium are the preferred control payoffs when runtime text confirms the relevant modes. Prioritize this path when behind on board but ahead on mana, when one permanent dominates the game, or when recursion from The Cruelty of Gix, The Eldest Reborn, Hall of Heliod's Generosity, Resurgent Belief, or Starfield of Nyx can make removal exchanges favorable.

## Secondary Win Conditions
- Lock-and-drain fallback: Use Sphere of Safety to turn enchantment count into time, then let Narci, Fable Singer, saga chapters, Sigil of the Empty Throne, or Starfield of Nyx finish. Card text check required for exact Narci, Fable Singer triggers; treat drain or life swing assumptions as conditional on visible runtime text. This line is best when racing is poor but the opponent cannot pay through Sphere of Safety.

- Recursion rebuild: Use Hall of Heliod's Generosity, Resurgent Belief, Starfield of Nyx, The Cruelty of Gix, and The Eldest Reborn to recover from sweepers or discarded engines. Prioritize recurring Sigil of the Empty Throne, Sphere of Safety, Enchantress's Presence, Sterling Grove, or a high-impact saga over a replaceable value piece. Do not spend Hall of Heliod's Generosity on a low-impact enchantment if the next draw step needs a land, interaction, or immediate stabilizer.

- Creature and commander pressure: Attack with Tom Bombadil, saga tokens, Sigil of the Empty Throne tokens, Starfield of Nyx creatures, Sanctum Weaver, Jukai Naturalist, Weaver of Harmony, Sigurd, Jarl of Ravensthorpe, or other visible bodies only when combat does not endanger the engine. Card text check required for Sigurd, Jarl of Ravensthorpe and newer saga/summon combat details. Prefer attacks that preserve blockers against crack-back damage unless Veles shows lethal or a decisive commander-damage line.

- Interaction-to-time conversion: Use Dovin's Veto, Heroic Intervention, Blasphemous Act, Clash of the Eikons, Binding the Old Gods, Boseiju, Who Endures, Elspeth Conquers Death, The Kami War, and Kiora Bests the Sea God to buy the turns needed for enchantments to dominate. Spend premium interaction on game-ending threats, sweepers that erase the engine, or combo-critical spells, not on small tempo plays that Sphere of Safety or blockers already contain.

## Emergency Lines
- Behind on life or board: Stabilize before adding slow value. Choose Blasphemous Act, Clash of the Eikons, Binding the Old Gods, Elspeth Conquers Death, Kiora Bests the Sea God, The Kami War, Sphere of Safety, or a legal high-toughness/blocker line before casting expensive non-stabilizing sagas. Hold Heroic Intervention if it protects a sweeper-resistant board or prevents lethal, but do not hoard it while visible attacks would kill you.

- Behind on cards or engines: Rebuild with Sythis, Harvest's Hand, Setessan Champion, Eidolon of Blossoms, Mesa Enchantress, Enchantress's Presence, Rhystic Study, The Bath Song, Scroll of Isildur, O'aka, Traveling Merchant, The Cruelty of Gix, Resurgent Belief, or Hall of Heliod's Generosity. Card text check required for O'aka, Traveling Merchant and The Bath Song details; choose only legal draw or recursion options exposed by Veles.

- Behind on mana or colors: Prioritize Farseek, Cultivate, Arcane Signet, Sol Ring, Chromatic Lantern, Leyline of the Guildpact, Command Tower, The World Tree, Path of Ancestry, Reflecting Pool, Exotic Orchard, Spara's Headquarters, Jetmir's Garden, Indatha Triome, Sandsteppe Citadel, Jungle Shrine, Evolving Wilds, Windswept Heath, and basic lands over flashy payoffs. Do not keep committing five-color cards if Veles shows missing colors and no legal fixing path.

- Win conditions removed: Shift to recursion, lock, and token pressure rather than forcing Tom Bombadil into repeated removal. Recover Sigil of the Empty Throne, Starfield of Nyx, Sphere of Safety, or a decisive saga when legal; otherwise use enchantress draw to find the next independent payoff.

- Graveyard recursion blocked: Treat Hall of Heliod's Generosity, Resurgent Belief, Starfield of Nyx, The Cruelty of Gix, and The Eldest Reborn as reduced-value until the blocking permanent or effect is gone. Continue through battlefield-based enchantress triggers, Sigil of the Empty Throne, Sphere of Safety, and fresh saga casts instead of spending turns on illegal or blank recursion actions.

## Resource Model
- Life is a pacing resource, not a primary engine. Spend life or take attacks only when the exchange enables a stabilizing chapter, Sphere of Safety, Blasphemous Act, Clash of the Eikons, Toxic Deluge after sideboarding, or a protected enchantress turn; do not race casually while the deck is still assembling colors.

- Hand size converts directly into enchantment velocity. Preserve Sythis, Harvest's Hand, Setessan Champion, Eidolon of Blossoms, Mesa Enchantress, Enchantress's Presence, Rhystic Study, and The Bath Song as card-flow engines, and treat Reliquary Tower as high value once multiple draw engines are active. Card text check required for The Bath Song choices before assuming exact draw or selection timing.

- Mana is the deck's main bottleneck because the list asks for five colors and expensive sagas. Prioritize Sol Ring, Arcane Signet, Chromatic Lantern, Farseek, Cultivate, Leyline of the Guildpact, Sanctum Weaver, Serra's Sanctum, and The World Tree before high-cost payoffs unless Veles shows an immediate survival need.

- Board presence is built from enchantments first and creatures second. Value Sterling Grove, Sphere of Safety, Sigil of the Empty Throne, Starfield of Nyx, Historian's Boon, and saga permanents as board resources even before they attack, because they increase enchantment count, trigger draw engines, and improve Sanctum Weaver or Serra's Sanctum outputs.

- Graveyard resources matter after removal-heavy exchanges. Hall of Heliod's Generosity, Resurgent Belief, Starfield of Nyx, The Cruelty of Gix, and The Eldest Reborn can turn destroyed enchantments into future action; reduce that plan when Rest in Peace, Dauthi Voidwalker, or another visible graveyard-lock effect is active.

- Exile is usually a danger zone unless a visible card grants permission. Do not assume exiled sagas or enchantments are recoverable; if The Kami War, One Ring to Rule Them All, The Cruelty of Gix, or a sideboard card creates exile decisions, follow the exact legal actions and visible card text.

- Lands are both fixing and spell-equivalents. Treat Serra's Sanctum, Hall of Heliod's Generosity, Boseiju, Who Endures, Nesting Grounds, Urza's Saga, Adagia, Windswept Bastion, and The World Tree as utility resources whose timing can matter more than untapped color count; Card text check required for Adagia, Windswept Bastion.

- Sacrifice fodder should not be spent blindly. Preserve expendable tokens from Sigil of the Empty Throne, Historian's Boon, saga chapters, or Summon cards when they are needed for blocking, pressure, or legal costs; Card text check required for every Summon card before treating created bodies or chapter outcomes as guaranteed.

- Tempo is purchased through cost reduction, protection, and sweepers. Jukai Naturalist, Sanctum Weaver, Sol Ring, Arcane Signet, and Chromatic Lantern accelerate; Dovin's Veto and Heroic Intervention protect critical turns; Blasphemous Act, Clash of the Eikons, Cyclonic Rift, Toxic Deluge, Supreme Verdict, and Vandalblast after sideboarding buy reset turns.

- Information is strongest when it changes commitment gates. Use revealed hands, public graveyards, visible open mana, known counterspells, and Veles legal-action lists before casting Tom Bombadil, Starfield of Nyx, Sigil of the Empty Throne, Kiora Bests the Sea God, The Kami War, or Summon: Knights of Round.

- Sideboard bullets convert narrow matchups into answer density. Rest in Peace and Dauthi Voidwalker attack graveyards, Aura Shards and Force of Vigor attack artifacts/enchantments, Vandalblast attacks artifact boards, Cyclonic Rift and Supreme Verdict reset board pressure, Toxic Deluge answers creature density, and Swan Song plus Counterspell protect decisive turns.

## Mana Guide
- Keep hands that cast early fixing or draw. A functional opener should normally have at least three mana sources or two lands plus Sol Ring, Arcane Signet, Farseek, Cultivate, Chromatic Lantern, or a legal early enchantress play; mulligan hands that cannot produce green or white by turn three without a clear Veles-visible correction.

- Green and white are the first priority colors. Green enables Farseek, Cultivate, Sanctum Weaver, Sterling Grove, Setessan Champion, Binding the Old Gods, and many stabilizing lines; white enables Sythis, Harvest's Hand, Jukai Naturalist, Mesa Enchantress, Sphere of Safety, Dovin's Veto support, and several saga payoffs.

- Blue, black, and red are payoff and interaction colors that still need planning. Blue supports Rhystic Study, Kiora Bests the Sea God, Dovin's Veto, Scroll of Isildur, Counterspell, Swan Song, and Cyclonic Rift; black supports The Cruelty of Gix, The Eldest Reborn, One Ring to Rule Them All, Toxic Deluge, and Dauthi Voidwalker; red supports Blasphemous Act, Clash of the Eikons, There and Back Again, and Vandalblast.

- Prioritize untapped access when holding interaction. If Dovin's Veto, Heroic Intervention, Swan Song, Counterspell, Boseiju, Who Endures, or Force of Vigor is the relevant answer, choose land and mana-source lines that leave the required colors available before spending mana on optional triggers or medium-value enchantments.

- Sequence tapped lands before urgent turns. Spara's Headquarters, Jetmir's Garden, Indatha Triome, Sandsteppe Citadel, Jungle Shrine, Evolving Wilds, Windswept Heath fetch choices, Path of Ancestry, and The World Tree may slow early development, so play them before the turn where Tom Bombadil, Chromatic Lantern, Sphere of Safety, or a protected draw engine must resolve.

- Use perfect fixing to unlock greedy hands, not to excuse empty ones. Command Tower, Reflecting Pool, Exotic Orchard, Chromatic Lantern, Leyline of the Guildpact, Arcane Signet, and The World Tree make five-color payoffs realistic, but a hand of expensive sagas without acceleration or early draw remains risky.

- Play lands before drawing when landfall-free mana certainty matters. If the current line already requires a specific untapped source for Farseek, Cultivate, Dovin's Veto, Heroic Intervention, or a legal saga cast, make the land drop first unless Veles shows a draw or selection action that can materially change the correct land.

- Draw before land when selection can fix the turn. With Sythis, Harvest's Hand, Enchantress's Presence, Setessan Champion, Eidolon of Blossoms, Mesa Enchantress, Rhystic Study, The Bath Song, Scroll of Isildur, or O'aka, Traveling Merchant available, delay the land drop if the legal draw or selection may find a missing color, Reliquary Tower, Serra's Sanctum, or Hall of Heliod's Generosity. Card text check required for O'aka, Traveling Merchant and Scroll of Isildur timing.

- Treat Serra's Sanctum and Sanctum Weaver as explosive but board-dependent. Do not count them as reliable colored mana in opening evaluation unless enough enchantments are already present or cheaply castable; after the engine is established, use them to double-spell, pay commander tax, hold protection, or deploy a high-impact saga.

- Treat Nesting Grounds, Power Conduit, Clockspinning, Goldberry, River-Daughter, Satsuki, the Living Lore, and Tom Bombadil as counter/chapter infrastructure only when runtime text confirms legal counter movement. Card text check required for exact counter, lore counter, and saga-acceleration interactions before choosing mana lines around them.

## Mulligan Guide
- Strong keep: Keep three lands with green and white access plus one accelerator or draw engine, such as Command Tower, Forest, Plains, Sol Ring, Sythis, Harvest's Hand, Sterling Grove, and Binding the Old Gods; this hand develops mana, turns on enchantress velocity, and can bridge into Tom Bombadil or a saga without relying on hidden draws.

- Strong keep: Keep two lands plus Sol Ring or Arcane Signet when the hand has an early engine, such as Enchantress's Presence, Setessan Champion, Jukai Naturalist, Rhystic Study, or Sanctum Weaver, but confirm the legal mana sequence can cast the first real spell by turn two.

- Medium keep: Keep three lands plus Cultivate or Farseek with one high-impact saga, such as Elspeth Conquers Death, The Cruelty of Gix, The Eldest Reborn, Kiora Bests the Sea God, or The Kami War, when at least one early color fixer makes the payoff realistic.

- Medium keep: Keep a Serra's Sanctum or Sanctum Weaver hand only when it already contains cheap enchantments or enchantment creatures, such as Sythis, Harvest's Hand, Jukai Naturalist, Sterling Grove, Enchantress's Presence, The First Iroan Games, or The Weatherseed Treaty; do not count enchantment-scaling mana as stable before the board exists.

- Risky keep: Keep a slow five-color hand with Chromatic Lantern, Leyline of the Guildpact, or The World Tree only on a slower table or on the play when it has lands and a turn-three stabilizer; ship it against visible fast creature pressure if it spends the first two turns doing nothing.

- Automatic ship: Mulligan zero-land, one-land without Sol Ring, and two-land hands that cannot produce green or white by turn three and have no Arcane Signet, Farseek, Cultivate, Chromatic Lantern, or Jukai Naturalist line.

- Automatic ship: Mulligan hands made mostly of expensive sagas and Summon cards, such as Kiora Bests the Sea God, The Kami War, Summon: Knights of Round, Summon: Bahamut, and One Ring to Rule Them All, when there is no ramp, draw engine, or fixing; Card text check required for Summon cards, so do not keep on assumed chapter speed.

- Matchup-dependent keep: Keep Dovin's Veto, Heroic Intervention, Sterling Grove, or Swan Song after sideboarding when a visible or known opponent plan threatens sweepers, counterwars, or key enchantment removal; keep Rest in Peace or Dauthi Voidwalker after sideboarding only when graveyard pressure is known or visible.

- Play/draw adjustment: On the play, value Sol Ring, Arcane Signet, Jukai Naturalist, Sythis, Harvest's Hand, and Rhystic Study more because early tempo can snowball before opponents deploy shields; on the draw, require better color coverage or interaction because stumbling into the first opposing engine is harder to recover.

- Trap hand: Do not keep Serra's Sanctum, Reliquary Tower, Hall of Heliod's Generosity, Boseiju, Who Endures, and expensive spells as a functional mana base; utility lands are powerful after development but can fail to cast Sythis, Harvest's Hand, Farseek, Cultivate, or Dovin's Veto on time.

## Turn Arc
- Turn 1: Prefer untapped fixing into Sol Ring, Arcane Signet, or a setup land that unlocks turn-two green or white. If no one-mana play exists, play the tapped triome or fetchland line that best supports Farseek, Cultivate, Sythis, Harvest's Hand, Jukai Naturalist, or Sterling Grove next turn.

- Turn 1 deviation: Hold Boseiju, Who Endures, Hall of Heliod's Generosity, Nesting Grounds, Serra's Sanctum, or Reliquary Tower when another land casts the same spell, because these lands gain value from later board state, graveyard state, or counter/chapter context.

- Turn 2: Prioritize Sythis, Harvest's Hand, Jukai Naturalist, Arcane Signet, Farseek, Sterling Grove, Rhystic Study, or Enchantress's Presence over medium sagas unless the legal board demands immediate interaction. If Sanctum Weaver is castable and likely to survive, it can be the best bridge into Tom Bombadil and five-mana sagas.

- Turn 2 deviation: Hold Dovin's Veto or Heroic Intervention instead of tapping out when a known opponent has a decisive early engine, sweeper, or removal window and your current hand already has a playable turn-three plan.

- Turn 3: Establish the engine before the commander when possible. Preferred plays are Cultivate, Chromatic Lantern, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Sanctum Weaver, The First Iroan Games, The Weatherseed Treaty, or Binding the Old Gods when the legal text and mana support them.

- Turn 3 deviation: Cast Tom Bombadil only when the current saga count, protection, or follow-up turn makes the commander matter; do not expose Tom Bombadil into open removal just to spend mana if Enchantress's Presence, Sterling Grove, Cultivate, or Chromatic Lantern improves the next turn more safely.

- Turns 4-5: Commit a defining saga or payoff when mana and protection align. Strong commitments include Elspeth Conquers Death, The Cruelty of Gix, The Eldest Reborn, There and Back Again, Kiora Bests the Sea God, The Kami War, Sigil of the Empty Throne, Sphere of Safety, or Starfield of Nyx, but check Veles legal actions and visible interaction before tapping out.

- Turns 4-5 deviation: Use Blasphemous Act, Clash of the Eikons, Supreme Verdict after sideboarding, Toxic Deluge after sideboarding, Cyclonic Rift after sideboarding, or Vandalblast after sideboarding when the table's board would kill you or invalidate your engine before the next saga chapter.

- Late game: Convert enchantment density into inevitability with Tom Bombadil, Starfield of Nyx, Sigil of the Empty Throne, Hall of Heliod's Generosity, Serra's Sanctum, Sanctum Weaver, and recursive saga pressure. Preserve Dovin's Veto, Heroic Intervention, Swan Song, or Counterspell after sideboarding for the turn that protects a lethal or stabilizing board, not for low-impact exchanges.

- Late-game deviation: When behind, choose survival before value. Spend sweepers, Sphere of Safety, targeted interaction, or sideboard resets before adding another slow saga; once stable, use tutor or selection actions to find Sterling Grove, Starfield of Nyx, Hall of Heliod's Generosity, or the most relevant sideboard answer shown by legal actions.

## Card Roles
- Commander engine: Tom Bombadil is the deck's identity card and should be cast when saga chapters, protection, or immediate follow-up value make the exposure worthwhile. Do not run Tom Bombadil into open removal just because command-zone access is available; prioritize Sythis, Harvest's Hand, Enchantress's Presence, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Sterling Grove, Sanctum Weaver, or fixing first when the board is not ready to exploit him.

- Enchantress velocity: Sythis, Harvest's Hand, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, and Enchantress's Presence are the main cards that turn enchantments into cards or pressure. Cast these before medium sagas when safe, protect them with Sterling Grove or Heroic Intervention when they are the only draw engine, and avoid overcommitting all engines into a visible sweeper unless the next legal play wins or stabilizes.

- Cost reduction and mana burst: Jukai Naturalist, Sanctum Weaver, Serra's Sanctum, Arcane Signet, Sol Ring, Chromatic Lantern, Farseek, Cultivate, Leyline of the Guildpact, The World Tree, and Crystal Fragments are the development package. Use Jukai Naturalist to compress enchantment turns, use Sanctum Weaver and Serra's Sanctum only after enchantment count is real, and treat Chromatic Lantern or Leyline of the Guildpact as fixing for five-color saga turns rather than as a reason to keep no-action hands.

- Saga recursion and chapter manipulation: Satsuki, the Living Lore, Goldberry, River-Daughter, Barbara Wright, Power Conduit, Clockspinning, Nesting Grounds, Hall of Heliod's Generosity, and Starfield of Nyx are the cards that make saga timing matter beyond normal chapter progression. Use them to preserve or accelerate high-impact sagas when legal actions expose a clear chapter payoff; do not move counters blindly if losing a chapter, sacrifice trigger, or final chapter would reduce total value. Card text check required for Barbara Wright and Crystal Fragments before relying on a specific triggered or activated line.

- Protection package: Sterling Grove, Heroic Intervention, Dovin's Veto, and Boseiju, Who Endures protect the engine or answer opposing disruption. Hold Heroic Intervention for sweepers, lethal combat, or removal pointed at a key engine; hold Dovin's Veto for noncreature spells that stop your board, remove Tom Bombadil, or win the game; use Sterling Grove as protection first and a tutor only when the board can survive losing the shield.

- Tutor and selection package: Enlightened Tutor, Sterling Grove, The Weatherseed Treaty, War of the Last Alliance, Urza's Saga, Evolving Wilds, Windswept Heath, Hall of Heliod's Generosity, and Boseiju, Who Endures provide search, setup, or selective access. Choose targets from visible need: fixing when colors are missing, draw engine when resources are low, Sphere of Safety or sweeper support when pressured, Starfield of Nyx or Sigil of the Empty Throne when stable, and silver-bullet interaction only when the legal board demands it. Card text check required for The Weatherseed Treaty and War of the Last Alliance before assuming exact search restrictions.

- Primary saga pressure: There and Back Again, Kiora Bests the Sea God, The Kami War, The Cruelty of Gix, Elspeth Conquers Death, The Eldest Reborn, Binding the Old Gods, and One Ring to Rule Them All are high-impact saga commitments. Cast them when the chapter sequence affects the current board or sets up a protected Tom Bombadil chain; hold them when mana is awkward, opponents can punish tap-out windows, or a cheaper engine would generate more total actions. Card text check required for One Ring to Rule Them All before choosing modes or assuming exact chapter effects.

- Midgame saga and enchantment value: The First Iroan Games, The Bath Song, Scroll of Isildur, Historian's Boon, In the Darkness Bind Them, Birth of the Imperium, and The Legend of Yangchen are role players that fill curve, create material, or enable enchantment count. Prefer these when they trigger enchantress effects, grow Sanctum Weaver or Serra's Sanctum, or bridge into the commander; avoid spending a full turn on a low-impact chapter when under lethal pressure. Card text check required for The Bath Song, Scroll of Isildur, Historian's Boon, In the Darkness Bind Them, Birth of the Imperium, and The Legend of Yangchen before relying on exact chapter outcomes.

- Summon package: Summon: Bahamut, Summon: Fenrir, Summon: Primal Odin, Summon: Knights of Round, Summon: Yojimbo, Summon: Titan, Summon: Valefor, Summon: Shiva, Summon: Esper Valigarmanda, and Summon: Brynhildr are expensive enchantment-saga style threats or effects unless legal text proves otherwise. Card text check required for every Summon card; cast them when the legal action text shows an immediate stabilizing, removal, token, or lethal pressure role, and do not keep or tap out based only on assumed Final Fantasy flavor.

- Token and inevitability payoffs: Sigil of the Empty Throne, Starfield of Nyx, Historian's Boon, and Summon: Knights of Round are finishers or board-building cards when enchantment density is high. Cast Sigil of the Empty Throne before chaining cheap enchantments when safe, use Starfield of Nyx only after checking whether animating enchantments creates sweeper or combat vulnerability, and verify card text before treating Historian's Boon or Summon: Knights of Round as token engines.

- Defensive lock pieces: Sphere of Safety, Kiora Bests the Sea God, Binding the Old Gods, Blasphemous Act, Clash of the Eikons, and Elspeth Conquers Death are the main stabilizers. Prioritize Sphere of Safety when multiple attackers threaten life total and enchantment count is high, prioritize Blasphemous Act or Clash of the Eikons when the board must be reset, and avoid sweeping away your own winning material unless survival or a post-sweeper saga chapter makes the exchange favorable. Card text check required for Clash of the Eikons before assuming exact damage or fight behavior.

- Creature and commander support: Narci, Fable Singer, Sigurd, Jarl of Ravensthorpe, Weaver of Harmony, O'aka, Traveling Merchant, Satsuki, the Living Lore, Goldberry, River-Daughter, and Barbara Wright are synergy bodies rather than generic attackers. Cast them when their visible text advances sagas, enchantments, historic cards, or chapter triggers; hold them into removal-heavy boards if they would die before creating value. Card text check required for Narci, Fable Singer, Sigurd, Jarl of Ravensthorpe, O'aka, Traveling Merchant, and Barbara Wright before making exact trigger assumptions.

- Card advantage and hand size: Rhystic Study, The Cruelty of Gix, The Eldest Reborn, The Bath Song, Reliquary Tower, Enchantress's Presence, and the enchantress creatures provide long-game resources. Deploy Rhystic Study early when opponents are still developing, keep Reliquary Tower when the hand can actually exceed maximum size, and do not chase card draw over board survival against fast creature pressure.

- Graveyard and rebuild tools: Resurgent Belief, Hall of Heliod's Generosity, Starfield of Nyx, The Eldest Reborn, The Cruelty of Gix, and Satsuki, the Living Lore let the deck recover from attrition. Use Resurgent Belief after public graveyards contain enough enchantments to matter, not as a speculative early play unless suspend timing is clearly correct; use Hall of Heliod's Generosity for the best enchantment in context, especially Sterling Grove, Sphere of Safety, Starfield of Nyx, or a decisive saga.

- Utility lands: Command Tower, Exotic Orchard, Reflecting Pool, Path of Ancestry, Spara's Headquarters, Jetmir's Garden, Indatha Triome, Sandsteppe Citadel, Jungle Shrine, Adagia, Windswept Bastion, basic Forest, basic Plains, basic Island, basic Swamp, basic Mountain, The World Tree, Serra's Sanctum, Nesting Grounds, Hall of Heliod's Generosity, Urza's Saga, Reliquary Tower, Evolving Wilds, Windswept Heath, and Boseiju, Who Endures should be sequenced for color certainty first and utility second. Card text check required for Adagia, Windswept Bastion; do not keep a hand that requires unverified utility text to cast early green, white, or blue spells.

### Card Hover Notes

#### Tom Bombadil
- Deck role: Main deck, 1 copy, commander core piece and saga-chain engine.
- Role type: engine payoff; threat/clock; role glue.
- Deck-specific job: Turns final chapters from There and Back Again, Binding the Old Gods, The Cruelty of Gix, Elspeth Conquers Death, The Eldest Reborn, The Bath Song, Birth of the Imperium, One Ring to Rule Them All, and other Sagas into free Saga battlefield hits once each turn.
- Timing: Cast after colors are stable and a Saga is already progressing or follow-up protection exists; his hexproof/indestructible condition needs four or more lore counters among Sagas you control, not merely four Sagas.
- Inputs / outputs: Consumes all five colors and commander tax; outputs repeat Saga deployment, a 4/4 body, and commander pressure when protected.
- Partners / packages: Best with Satsuki, the Living Lore, Goldberry, River-Daughter, Clockspinning, Power Conduit, Nesting Grounds, Barbara Wright, and Weaver of Harmony to shape final-chapter timing.
- Role peers: No direct peer; closest role overlap is Starfield of Nyx and Sigil of the Empty Throne as late enchantment payoffs.
- Failure modes: Casting into removal before four lore counters can turn commander tax into the bottleneck; revealing stops only when a Saga is revealed, so library order and remaining Saga density matter.
- Matchup / visibility hooks: Against control or removal-heavy decks, wait for Sterling Grove, Heroic Intervention, Dovin's Veto, Swan Song, or Counterspell support before exposing him.

#### There and Back Again
- Deck role: Main deck, 1 copy, red Saga payoff and Mountain search slot.
- Role type: mechanic payoff; tutor/search; threat/clock; engine fuel/material.
- Deck-specific job: Provides a blocker-denial chapter, fixes red/green/white through Mountain-card targets, then makes Smaug as a hasty flying finisher that can convert death into fourteen Treasure tokens.
- Timing: Cast when five mana including two red is available and chapter II can find a useful Mountain card; the final chapter is strongest when Tom Bombadil, Narci, Fable Singer, Historian's Boon, or Weaver of Harmony can reward it.
- Inputs / outputs: Consumes {3}{R}{R}; outputs a Ring temptation, one Mountain-card battlefield search, a 6/6 flying haste Dragon token, and possible Treasure burst if Smaug dies.
- Mode map: Chapter I targets up to one creature that cannot block while you control the Saga; chapter II searches for Mountain, Jetmir's Garden, or Mountain basic and puts it onto the battlefield; chapter III creates Smaug.
- Partners / packages: Mountain targets are Mountain and Jetmir's Garden; final-chapter partners are Tom Bombadil, Narci, Fable Singer, Historian's Boon, and Weaver of Harmony.
- Role peers: Closest role overlap is The Weatherseed Treaty for land setup and Summon: Bahamut for delayed large damage pressure.
- Failure modes: Do not search for non-Mountain lands; do not rely on Smaug Treasure unless it dies; chapter I does not remove blockers permanently.
- Matchup / visibility hooks: Strong against boards where one blocker matters and against slow decks that struggle with a hasty Dragon.

#### Narci, Fable Singer
- Deck role: Main deck, 1 copy, Abzan Saga drain and enchantment-sacrifice payoff.
- Role type: engine payoff; lifegain/stabilization; threat/clock.
- Deck-specific job: Converts final Saga chapters from Binding the Old Gods, The Cruelty of Gix, Elspeth Conquers Death, The Eldest Reborn, and other Sagas into table-wide life swings while drawing when enchantments are sacrificed.
- Timing: Deploy before planned final chapters when white, black, and green are stable; hold if she would die before any Saga sacrifices or final chapters happen.
- Inputs / outputs: Consumes {1}{W}{B}{G}; outputs lifelink combat, card draw from sacrificing enchantments, and each-opponent life loss plus your life gain equal to the resolving Saga's mana value.
- Partners / packages: Final-chapter partners are Tom Bombadil, Historian's Boon, Weaver of Harmony, Satsuki, the Living Lore, Clockspinning, Goldberry, River-Daughter, Power Conduit, and Nesting Grounds.
- Role peers: Closest role overlap is Historian's Boon as another final-chapter payoff and Sythis, Harvest's Hand as a lower-curve enchantment draw engine.
- Failure modes: Narci does not trigger from enchantments merely entering; final-chapter drain needs the final chapter ability to resolve.
- Matchup / visibility hooks: Excellent against racing and multiplayer pods because each opponent loses life while you gain life.

#### Kiora Bests the Sea God
- Deck role: Main deck, 1 copy, seven-mana control Saga finisher.
- Role type: threat/clock; interaction-removal; mechanic payoff.
- Deck-specific job: Stabilizes with an 8/8 hexproof Kraken, locks down one opponent's nonland permanents for a turn cycle, then steals a target permanent an opponent controls.
- Timing: Cast when the game is about board dominance, not while missing colors or dying before chapter II; copy or accelerate only if the tap/steal chapters change combat or remove a must-answer permanent.
- Inputs / outputs: Consumes {5}{U}{U}; outputs a large hexproof creature, tempo denial against one target opponent, and permanent theft.
- Mode map: Chapter I creates an 8/8 blue Kraken creature token with hexproof; chapter II targets one opponent and taps all nonland permanents they control, which do not untap during their next untap step; chapter III targets a permanent an opponent controls, untaps it, and gives you control.
- Partners / packages: Works with Tom Bombadil, Narci, Fable Singer, Historian's Boon, Weaver of Harmony, and Sphere of Safety.
- Role peers: Closest role overlap is The Kami War for high-cost removal and Summon: Valefor/Summon: Shiva for tap-based tempo.
- Failure modes: Chapter II affects only target opponent, not all opponents; chapter III needs a legal target permanent.
- Matchup / visibility hooks: High priority against single-threat commanders, planeswalkers, or big-mana permanents.

#### Sythis, Harvest's Hand
- Deck role: Main deck, 1 copy, cheap enchantress core piece.
- Role type: engine piece; lifegain/stabilization; card selection.
- Deck-specific job: Turns every cast enchantment spell, including Sagas and enchantment creatures, into 1 life and a card before the deck commits expensive payoff turns.
- Timing: Cast early when green-white is available and she is likely to survive; against open removal, consider Enchantress's Presence or Rhystic Study first if those are castable.
- Inputs / outputs: Consumes {G}{W}; outputs life and cards from casting enchantment spells, not from enchantments entering without being cast.
- Partners / packages: Best with Jukai Naturalist, Sterling Grove, Enchantress's Presence, Setessan Champion, Eidolon of Blossoms, Mesa Enchantress, Sigil of the Empty Throne, and Starfield of Nyx.
- Role peers: Mesa Enchantress and Enchantress's Presence draw on enchantment casts; Eidolon of Blossoms and Setessan Champion draw from enchantments entering.
- Failure modes: Does not trigger from Resurgent Belief returning enchantments because those enchantments are not cast; fragile 1/2 body should not be traded for chip damage.
- Matchup / visibility hooks: Prioritize protection with Heroic Intervention or Sterling Grove when Sythis is the only card-flow engine.

#### The Kami War
- Deck role: Main deck, 1 copy, five-color transform Saga and top-end control piece.
- Role type: modal utility; interaction-removal; recursion; threat/clock.
- Deck-specific job: Exiles a nonland permanent, bounces another nonland permanent while making each opponent discard, then becomes O-Kagachi Made Manifest as a five-color flying trampler that returns nonland cards from your graveyard on attack.
- Timing: Cast when all five colors are stable and chapter I has a high-value opposing nonland permanent; avoid if a cheaper answer solves the board while leaving protection mana.
- Inputs / outputs: Consumes {1}{W}{U}{B}{R}{G}; outputs exile, bounce plus discard, a 6/6 all-colors flying trampler, and attack-trigger graveyard return chosen by the defending player.
- Mode map: Saga face chapter I exiles target nonland permanent an opponent controls; chapter II returns up to one other target nonland permanent to its owner's hand, then each opponent discards a card; chapter III transforms into O-Kagachi Made Manifest. Creature face attacks to have defending player choose a nonland card in your graveyard to return to hand, then gets +X/+0 equal to that card's mana value.
- Partners / packages: Supports Tom Bombadil, Narci, Fable Singer, Historian's Boon, Hall of Heliod's Generosity, and Starfield of Nyx.
- Role peers: Closest role overlap is Kiora Bests the Sea God and Elspeth Conquers Death as expensive board-shaping Sagas.
- Failure modes: Card Reference lacks a single combined Oracle entry, so use the provided face text; defending player chooses the graveyard card on O-Kagachi, not you.
- Matchup / visibility hooks: Strong against commanders, lock permanents, and planeswalkers where exile is worth six mana.

#### Binding the Old Gods
- Deck role: Main deck, 1 copy, Golgari removal-and-ramp Saga role player.
- Role type: interaction-removal; tutor/search; mechanic payoff.
- Deck-specific job: Answers target nonland permanent an opponent controls, then finds a Forest card to fix mana before giving your creatures deathtouch for one combat turn.
- Timing: Cast when chapter I kills a meaningful permanent or chapter II is needed to unlock colors; do not spend it on a minor object if a commander, combo piece, or hate permanent is visible.
- Inputs / outputs: Consumes {2}{B}{G}; outputs destroy effect, one tapped Forest-card battlefield search, and a temporary deathtouch combat turn.
- Mode map: Chapter I destroys target nonland permanent an opponent controls; chapter II searches Forest, Spara's Headquarters, Jetmir's Garden, Indatha Triome, or basic Forest and puts it tapped onto the battlefield; chapter III gives creatures you control deathtouch until end of turn.
- Partners / packages: Search partners include The Weatherseed Treaty, Farseek, Cultivate, Evolving Wilds, and Windswept Heath for color setup.
- Role peers: The Kami War, Elspeth Conquers Death, Boseiju, Who Endures, and Cyclonic Rift are alternative answers with different restrictions.
- Failure modes: Cannot destroy lands; Forest search does not find Command Tower, Exotic Orchard, Reflecting Pool, or The World Tree.
- Matchup / visibility hooks: High-value against artifact, enchantment, planeswalker, and commander permanents that must be removed before combat.

#### Sanctum Weaver
- Deck role: Main deck, 1 copy, enchantment-scaling mana core piece.
- Role type: mana/fixing/ramp; engine piece.
- Deck-specific job: Converts the deck's enchantment count into one-color burst mana for Tom Bombadil, Kiora Bests the Sea God, Summon: Bahamut, Summon: Knights of Round, or multi-spell enchantress turns.
- Timing: Cast early when it can survive and at least two enchantments are likely; later, use it before land taps when choosing a single color unlocks multiple spells.
- Inputs / outputs: Consumes {1}{G}; taps for X mana of any one color where X is the number of enchantments you control.
- Partners / packages: Grows with Sythis, Harvest's Hand, Sterling Grove, Enchantress's Presence, Rhystic Study, Sagas, Summon enchantment creatures, Leyline of the Guildpact, Sphere of Safety, and Sigil of the Empty Throne.
- Role peers: Serra's Sanctum is the closest burst-mana peer; Chromatic Lantern and Arcane Signet are steadier fixing.
- Failure modes: Produces only one chosen color per activation; a 0/2 body is fragile and should not attack or block unless survival requires it.
- Matchup / visibility hooks: Against removal-heavy tables, protect it only when it enables a decisive turn or commander recast.

#### The Cruelty of Gix
- Deck role: Main deck, 1 copy, black read-ahead tutor/disruption/reanimation Saga.
- Role type: modal utility; interaction-discard; combo tutor; recursion.
- Deck-specific job: Uses read ahead to choose between hand disruption, any-card tutoring, and reanimating the best creature from any graveyard, depending on the current bottleneck.
- Timing: Start on chapter I when a target opponent's hand matters, chapter II when the missing card decides the next turn, or chapter III when a graveyard already holds a decisive creature.
- Inputs / outputs: Consumes {3}{B}{B}; chapter II costs 3 life after finding any card; chapter III converts a graveyard creature into your battlefield.
- Mode map: Read ahead chooses chapter I, II, or III as the starting lore count and skips earlier chapters. Chapter I targets an opponent, they reveal hand, and you choose a creature or planeswalker card for discard. Chapter II searches any card to hand and you lose 3 life. Chapter III targets a creature card from a graveyard and puts it onto your battlefield.
- Partners / packages: Tutor targets include Heroic Intervention, Dovin's Veto, Sphere of Safety, Starfield of Nyx, Sigil of the Empty Throne, Chromatic Lantern, or Blasphemous Act by need.
- Role peers: Enlightened Tutor and Sterling Grove tutor narrower card types; The Eldest Reborn reanimates without read ahead.
- Failure modes: Do not read ahead past a chapter you need; chapter I cannot take instants, sorceries, artifacts, enchantments, or lands.
- Matchup / visibility hooks: Strong into control, combo, and attrition when hand information or a precise tutor beats raw board presence.

#### Satsuki, the Living Lore
- Deck role: Main deck, 1 copy, Saga counter support and death-value role player.
- Role type: mechanic enabler; recursion; role glue.
- Deck-specific job: Speeds all Sagas by adding lore counters at sorcery speed, then recovers either a Saga/enchantment creature you control to hand or a Saga from graveyard when she dies.
- Timing: Activate only when advancing chapters now is better than waiting for draw-step progression; avoid accelerating a Saga past a chapter you still need.
- Inputs / outputs: Consumes {G}{W} to cast and tapping at sorcery speed to add counters; death trigger can return one legal Saga/enchantment creature you control to hand or one target Saga card from graveyard to hand.
- Mode map: Death trigger chooses up to one of two modes: return target Saga or enchantment creature you control to owner's hand, or return target Saga card from your graveyard to your hand.
- Partners / packages: Works with Tom Bombadil, Narci, Fable Singer, Historian's Boon, Binding the Old Gods, The Bath Song, The Weatherseed Treaty, and all Summon Sagas.
- Role peers: Goldberry, River-Daughter, Clockspinning, Power Conduit, Nesting Grounds, and Sigurd, Jarl of Ravensthorpe also manipulate counters.
- Failure modes: Sorcery-speed activation cannot surprise opponents in combat; dying without legal targets can waste the trigger.
- Matchup / visibility hooks: Valuable when removal is likely because the death trigger can turn removal into Saga recursion.

#### Elspeth Conquers Death
- Deck role: Main deck, 1 copy, white exile/tax/reanimation Saga role player.
- Role type: interaction-removal; recursion; mechanic payoff.
- Deck-specific job: Exiles a high-mana-value opposing permanent, taxes opponents' noncreature spells, then returns your best creature or planeswalker from graveyard with an extra counter.
- Timing: Cast when chapter I has a target permanent with mana value 3 or greater that matters; save for commanders, planeswalkers, engines, or hate pieces over low-impact permanents.
- Inputs / outputs: Consumes {3}{W}{W}; outputs exile, temporary noncreature spell tax, and graveyard-to-battlefield creature/planeswalker recursion.
- Mode map: Chapter I exiles target permanent an opponent controls with mana value 3 or greater; chapter II makes opponents' noncreature spells cost {2} more until your next turn; chapter III returns target creature or planeswalker card from your graveyard and puts a +1/+1 or loyalty counter on it.
- Partners / packages: Recursion targets include Tom Bombadil, Narci, Fable Singer, Sanctum Weaver, Setessan Champion, Eidolon of Blossoms, Mesa Enchantress, and Satsuki, the Living Lore.
- Role peers: Binding the Old Gods answers cheaper nonland permanents; The Kami War exiles any opposing nonland permanent.
- Failure modes: Cannot hit mana value 0-2 permanents; chapter III does nothing without a legal creature or planeswalker in your graveyard.
- Matchup / visibility hooks: Excellent against control, big mana, and single-threat decks where the chapter II tax protects your next turn.

#### Setessan Champion
- Deck role: Main deck, 1 copy, enchantment-entry draw and scaling threat core piece.
- Role type: engine piece; threat/clock; mechanic payoff.
- Deck-specific job: Draws on each enchantment entering under your control and grows with +1/+1 counters, making Saga chains and Resurgent Belief rebuilds convert into cards and a body.
- Timing: Cast before cheap enchantments or before a turn that returns enchantments; protect if it is the only active card engine.
- Inputs / outputs: Consumes {2}{G}; outputs cards and +1/+1 counters from enchantments entering under your control.
- Partners / packages: Strong with Resurgent Belief, Starfield of Nyx, Sagas, Summon enchantment creatures, Sigil of the Empty Throne, Historian's Boon, and Sterling Grove.
- Role peers: Eidolon of Blossoms draws from enchantment entries without growing; Sythis, Harvest's Hand and Mesa Enchantress draw on casts instead.
- Failure modes: Does not trigger from artifact-only permanents such as Sol Ring, Arcane Signet, Chromatic Lantern, Power Conduit, or Crystal Fragments unless transformed into Summon: Alexander.
- Matchup / visibility hooks: Against creature decks, avoid attacking if the Champion is needed as an engine or blocker.

#### The Eldest Reborn
- Deck role: Main deck, 1 copy, attrition and reanimation Saga role player.
- Role type: interaction-removal; interaction-discard; recursion.
- Deck-specific job: Forces each opponent to sacrifice a creature or planeswalker, strips cards, then reanimates the best creature or planeswalker from any graveyard.
- Timing: Cast when opponents have limited sacrifice fodder or graveyards already hold a valuable reanimation target; weaker into token boards with expendable creatures.
- Inputs / outputs: Consumes {4}{B}; outputs opponent-chosen sacrifice, each-opponent discard, and one targeted graveyard reanimation.
- Mode map: Chapter I makes each opponent sacrifice a creature or planeswalker of their choice; chapter II makes each opponent discard a card; chapter III targets a creature or planeswalker card from a graveyard and puts it onto your battlefield.
- Partners / packages: Works with Tom Bombadil, Narci, Fable Singer, Historian's Boon, Hall of Heliod's Generosity, Starfield of Nyx, and The Cruelty of Gix.
- Role peers: The Cruelty of Gix has targeted hand disruption and read-ahead tutor flexibility; Elspeth Conquers Death reanimates only your graveyard but exiles first.
- Failure modes: Opponents choose what they sacrifice and discard; Rest in Peace can blank the reanimation chapter.
- Matchup / visibility hooks: Strong against midrange and control boards with one premium creature or planeswalker per opponent.

#### Goldberry, River-Daughter
- Deck role: Main deck, 1 copy, lore/counter movement role player.
- Role type: mechanic enabler; card selection; role glue.
- Deck-specific job: Stores counters from your permanents and redeploys them to a target permanent you control while drawing a card, enabling Saga timing and +1/+1 counter utility.
- Timing: Use only when moving a counter preserves or improves a permanent; activate before a key chapter only if the target Saga and next chapter are clear.
- Inputs / outputs: Consumes tapping, then {U} and tapping for the second ability; outputs moved counters and a card draw when counters leave Goldberry.
- Mode map: First ability moves a counter of each kind not on Goldberry from another target permanent you control onto Goldberry. Second ability moves one or more counters from Goldberry onto another target permanent you control; if counters move, draw a card.
- Partners / packages: Works with Sagas, The First Iroan Games +1/+1 counters, Sigurd, Jarl of Ravensthorpe +1/+1 counters, Power Conduit, Nesting Grounds, and Clockspinning.
- Role peers: Satsuki, the Living Lore, Clockspinning, Nesting Grounds, Power Conduit, and Sigurd, Jarl of Ravensthorpe all manipulate counters differently.
- Failure modes: Cannot move counters from opponents' permanents; moving lore counters blindly can skip desired chapters or sacrifice a Saga too soon.
- Matchup / visibility hooks: Best in slower games where counter timing yields extra Tom Bombadil or Narci triggers.

#### The Bath Song
- Deck role: Main deck, 1 copy, blue draw/filter and graveyard-reset Saga role player.
- Role type: card selection; recursion; mana/fixing/ramp.
- Deck-specific job: Filters twice, then shuffles selected graveyard cards back and provides {U}{U} for a follow-up spell, protection, or Tom Bombadil line.
- Timing: Cast when the hand needs smoothing or graveyard cards must be preserved from exile; final chapter is strongest before drawing from a tutor-stacked library or when blue mana enables interaction.
- Inputs / outputs: Consumes {3}{U}; chapters I and II draw two then discard one; chapter III targets any number of cards in your graveyard, shuffles them into library, and adds {U}{U}.
- Mode map: Chapter I and II each draw two cards then discard a card; chapter III shuffles any number of target cards from your graveyard into your library and adds {U}{U}.
- Partners / packages: Pairs with Reliquary Tower, Hall of Heliod's Generosity, Resurgent Belief, Starfield of Nyx, Dovin's Veto, Counterspell, and Swan Song.
- Role peers: Rhystic Study and Enchantress's Presence draw over time; The Cruelty of Gix searches instead of filtering.
- Failure modes: Discarding key enchantments before Resurgent Belief can be good, but shuffling them back too soon can shrink Resurgent Belief and Starfield of Nyx.
- Matchup / visibility hooks: Useful against graveyard hate windows when preserving cards in library beats leaving them exposed.

#### Summon: Bahamut
- Deck role: Main deck, 1 copy, nine-mana Saga creature finisher.
- Role type: threat/clock; interaction-removal; reach/finisher.
- Deck-specific job: Repeatedly destroys up to one nonland permanent, draws cards, then deals each opponent damage equal to the total mana value of other permanents you control.
- Timing: Cast only with heavy mana from Serra's Sanctum, Sanctum Weaver, Sol Ring, Smaug Treasures, or The World Tree/Leyline fixing; prioritize when chapter I or II immediately answers a must-remove permanent.
- Inputs / outputs: Consumes {9}; outputs a 9/9 flying enchantment creature, two possible nonland permanent destruction chapters, two cards, and a final Mega Flare damage burst.
- Mode map: Chapters I and II destroy up to one target nonland permanent; chapter III draws two cards; chapter IV deals damage equal to total mana value of other permanents you control to each opponent.
- Partners / packages: Damage scales with Tom Bombadil, Kiora Bests the Sea God, The Kami War, Summon: Knights of Round, Starfield of Nyx, Sigil of the Empty Throne, and other high-mana-value permanents.
- Role peers: Kiora Bests the Sea God and The Kami War are cheaper top-end control finishers.
- Failure modes: Mega Flare ignores Summon: Bahamut's own mana value because it counts other permanents; removal before chapter IV can strand the finisher.
- Matchup / visibility hooks: Best against slow pods and big mana mirrors where repeated permanent destruction matters.

#### Jukai Naturalist
- Deck role: Main deck, 1 copy, enchantment cost-reduction core piece.
- Role type: mana/fixing/ramp; lifegain/stabilization; engine piece.
- Deck-specific job: Reduces enchantment spell costs by {1}, making Saga chains, enchantress turns, and expensive Summon cards arrive ahead of curve.
- Timing: Cast early when green-white is available; preserve if it enables double-spelling or leaves protection mana open on the next turn.
- Inputs / outputs: Consumes {G}{W}; outputs lifelink combat and generic cost reduction for enchantment spells you cast.
- Partners / packages: Works with Sythis, Harvest's Hand, Enchantress's Presence, Mesa Enchantress, Sigil of the Empty Throne, Sphere of Safety, Starfield of Nyx, and all Sagas/Summon enchantment creatures.
- Role peers: Sanctum Weaver and Serra's Sanctum provide scaling mana; Jukai Naturalist reduces only enchantment spell costs.
- Failure modes: Does not reduce non-enchantment spells such as Dovin's Veto, Farseek, Cultivate, Blasphemous Act, Heroic Intervention, or sideboard Counterspell.
- Matchup / visibility hooks: Against aggro, lifelink and 2/2 body can matter, but do not trade it away if the hand depends on the cost reduction.

#### Eidolon of Blossoms
- Deck role: Main deck, 1 copy, enchantment-entry draw core piece.
- Role type: engine piece; card selection.
- Deck-specific job: Draws when it or another enchantment enters under your control, making Sagas, Summon creatures, Resurgent Belief, and Starfield of Nyx rebuilds refill the hand.
- Timing: Cast before a turn with multiple enchantment entries when possible; it replaces itself on entry, so it is safer than Mesa Enchantress into some removal windows.
- Inputs / outputs: Consumes {2}{G}{G}; outputs one card on its own entry and another card per later enchantment entering under your control.
- Partners / packages: Strong with Resurgent Belief, Starfield of Nyx, Sagas, Summon enchantment creatures, Sigil of the Empty Throne, Historian's Boon, and Sterling Grove.
- Role peers: Setessan Champion also triggers on enchantment entry and grows; Enchantress's Presence and Mesa Enchantress draw on casting enchantment spells.
- Failure modes: Double green can be awkward in a five-color opener; does not trigger on artifacts or lands except Urza's Saga because Urza's Saga is an enchantment land.
- Matchup / visibility hooks: Good against removal-heavy tables because drawing immediately reduces blowout risk.

#### Scroll of Isildur
- Deck role: Main deck, 1 copy, blue tempo/draw Saga role player.
- Role type: interaction-removal; card selection; mechanic payoff.
- Deck-specific job: Temporarily steals an artifact, locks creatures down with stun counters, then draws based on tapped creatures target opponent controls.
- Timing: Cast when chapter I has an artifact worth borrowing or chapter II/III can convert opposing tapped creatures into cards; less urgent against boards with few creatures or artifacts.
- Inputs / outputs: Consumes {2}{U}; outputs a Ring temptation, temporary artifact control, tap/stun tempo, and cards from target opponent's tapped creature count.
- Mode map: Chapter I gains control of up to one target artifact for as long as you control this Saga, then the Ring tempts you; chapter II taps up to two target creatures and puts a stun counter on each; chapter III draws a card for each tapped creature target opponent controls.
- Partners / packages: Pairs with Summon: Shiva, Summon: Valefor, Kiora Bests the Sea God, In the Darkness Bind Them, and Sphere of Safety to punish creature boards.
- Role peers: Summon: Shiva and Summon: Valefor also tap creatures; Cyclonic Rift is a cleaner sideboard reset.
- Failure modes: Artifact control ends when Scroll of Isildur leaves; chapter III targets one opponent and counts that opponent's tapped creatures only.
- Matchup / visibility hooks: Strong against artifact mana and creature boards that already tapped to attack.

#### Historian's Boon
- Deck role: Main deck, 1 copy, token engine and final-chapter payoff.
- Role type: engine payoff; threat/clock; lifegain/stabilization.
- Deck-specific job: Creates a 1/1 Soldier whenever it or another nontoken enchantment enters, then creates a 4/4 flying vigilance Angel whenever a final Saga chapter ability triggers.
- Timing: Cast before chaining nontoken Sagas and enchantments; especially strong before a turn with multiple final chapters.
- Inputs / outputs: Consumes {3}{W}; outputs Soldier tokens from nontoken enchantment entries and Angel tokens from final Saga chapter triggers.
- Partners / packages: Works with Tom Bombadil, Narci, Fable Singer, Satsuki, the Living Lore, Goldberry, River-Daughter, Clockspinning, Power Conduit, Nesting Grounds, and all Sagas.
- Role peers: Sigil of the Empty Throne creates larger Angels on enchantment casts; Summon: Knights of Round creates Knight tokens on chapters.
- Failure modes: Does not trigger from token enchantments; final-chapter Angel trigger checks when the final chapter ability triggers, not when the Saga is sacrificed.
- Matchup / visibility hooks: Great against creature decks when tokens stabilize, and against control if it resolves before removal.

#### In the Darkness Bind Them
- Deck role: Main deck, 1 copy, Grixis Saga token pressure and temporary theft finisher.
- Role type: threat/clock; interaction-removal; mechanic payoff.
- Deck-specific job: Builds menace Wraiths over three chapters while repeatedly tempting the Ring, then steals up to one creature from each opponent for a hasty closing turn.
- Timing: Cast when {2}{U}{B}{R} is stable and repeated 3/3 menace bodies matter; final chapter is best when opponents have creatures worth attacking with immediately.
- Inputs / outputs: Consumes {2}{U}{B}{R}; outputs up to three 3/3 black Wraith creature tokens with menace, Ring temptation, and temporary control of opposing creatures.
- Mode map: Chapters I, II, and III each create a 3/3 black Wraith with menace and the Ring tempts you; chapter IV targets up to one creature each opponent controls, untaps those creatures, gives them haste, and you gain control until end of turn.
- Partners / packages: Works with Sigil of the Empty Throne, Historian's Boon, Sphere of Safety, War of the Last Alliance, and Narci, Fable Singer.
- Role peers: Birth of the Imperium and Summon: Knights of Round also create bodies; Kiora Bests the Sea God steals permanently.
- Failure modes: Chapter IV control lasts only until end of turn; targeting depends on each opponent having a legal creature.
- Matchup / visibility hooks: Strong into creature-heavy pods where one stolen attack can end a player.

#### Enlightened Tutor
- Deck role: Main deck, 1 copy, instant artifact/enchantment topdeck tutor.
- Role type: tutor/search; card selection; role glue.
- Deck-specific job: Finds the exact artifact or enchantment that fixes the current game: Sol Ring, Arcane Signet, Chromatic Lantern, Sterling Grove, Enchantress's Presence, Sphere of Safety, Sigil of the Empty Throne, Starfield of Nyx, or a decisive Saga.
- Timing: Cast on the end step before your turn or before a known draw trigger from Sythis, Harvest's Hand, Mesa Enchantress, Eidolon of Blossoms, Setessan Champion, Enchantress's Presence, Rhystic Study, or The Bath Song.
- Inputs / outputs: Consumes {W} and a card; searches artifact or enchantment, reveals it, shuffles, and puts it on top of your library rather than into hand.
- Partners / packages: Immediate draw partners are Sythis, Harvest's Hand, Mesa Enchantress, Eidolon of Blossoms, Setessan Champion, Enchantress's Presence, Rhystic Study, and The Bath Song.
- Role peers: Sterling Grove also topdeck-tutors enchantments; The Cruelty of Gix searches any card into hand at higher cost.
- Failure modes: Do not cast before your own shuffle from Farseek, Cultivate, Evolving Wilds, Windswept Heath, Binding the Old Gods, or The Weatherseed Treaty unless the shuffle is intended.
- Matchup / visibility hooks: Tutor Sphere of Safety against combat, Sterling Grove against removal, Chromatic Lantern against colors, and Starfield of Nyx/Sigil of the Empty Throne when stable.

#### Rhystic Study
- Deck role: Main deck, 1 copy, blue enchantment card-advantage core piece.
- Role type: engine piece; card selection.
- Deck-specific job: Taxes every opponent spell by {1} or draws you cards, fueling land drops, protection, and Saga chains without requiring additional enchantment casts.
- Timing: Cast early when opponents are still developing; later, cast before passing with Dovin's Veto, Heroic Intervention, Swan Song, or Counterspell if it will punish opponents for acting.
- Inputs / outputs: Consumes {2}{U}; outputs optional card draw whenever an opponent casts a spell unless that player pays {1}.
- Partners / packages: Works with Reliquary Tower, Enlightened Tutor, Sterling Grove, Dovin's Veto, Heroic Intervention, and the expensive Sagas that need sustained hand size.
- Role peers: Enchantress's Presence, Sythis, Harvest's Hand, Mesa Enchantress, Eidolon of Blossoms, and Setessan Champion are enchantment-tied draw engines.
- Failure modes: Opponents can pay {1}; drawing is optional, so beware decking in extreme loops.
- Matchup / visibility hooks: Strongest against spell-heavy and multiplayer pods where repeated casts make the tax meaningful.

#### Serra's Sanctum
- Deck role: Main deck, 1 copy, legendary enchantment-scaling mana resource.
- Role type: mana/fixing/ramp; engine payoff.
- Deck-specific job: Turns enchantment count into large white mana for Sphere of Safety, Sigil of the Empty Throne, Elspeth Conquers Death, Summon: Knights of Round, or commander tax support.
- Timing: Do not count it as functional early mana without enchantments; play when it enables a same-turn burst or after developing cheap enchantments.
- Inputs / outputs: Land drop; taps for {W} for each enchantment you control.
- Partners / packages: Scales with Sythis, Harvest's Hand, Jukai Naturalist, Sterling Grove, Sagas, Summon enchantment creatures, Rhystic Study, Leyline of the Guildpact, and Starfield of Nyx.
- Role peers: Sanctum Weaver is the closest scaling-mana peer and can choose any one color; Serra's Sanctum produces only white.
- Failure modes: Legendary land with no output at zero enchantments; vulnerable to land hate and awkward in opening hands with no castable enchantments.
- Matchup / visibility hooks: High priority in slow games where white burst enables double-spelling plus protection.

#### Barbara Wright
- Deck role: Main deck, 1 copy, Saga read-ahead enabler role player.
- Role type: mechanic enabler; role glue.
- Deck-specific job: Gives Sagas you control read ahead, letting the deck start a Saga on the chapter that matters now instead of waiting through low-impact chapters.
- Timing: Cast before expensive Sagas when the game needs immediate Binding the Old Gods chapter II ramp, The Cruelty of Gix chapter II tutor, or another later chapter; avoid if skipping early chapters would cost needed value.
- Inputs / outputs: Consumes {1}{W}; outputs read-ahead choice access for Sagas you control.
- Partners / packages: Strong with The Cruelty of Gix, The Weatherseed Treaty, Kiora Bests the Sea God, There and Back Again, Summon: Bahamut, Summon: Yojimbo, Summon: Shiva, and The Kami War.
- Role peers: Satsuki, the Living Lore, Clockspinning, Goldberry, River-Daughter, Power Conduit, Nesting Grounds, and Sigurd, Jarl of Ravensthorpe also alter chapter timing.
- Failure modes: Read ahead skips earlier chapters and those skipped chapters do not trigger; Doctor's companion is irrelevant with Tom Bombadil as commander.
- Matchup / visibility hooks: Valuable when immediate interaction or final-chapter payoff beats slow natural progression.

#### Summon: Fenrir
- Deck role: Main deck, 1 copy, low-cost green Saga creature ramp and creature-support role player.
- Role type: mana/fixing/ramp; mechanic payoff; threat/clock.
- Deck-specific job: Finds a basic land, sets up the next creature spell with an extra +1/+1 counter, then draws if you control or tie for greatest power.
- Timing: Cast early to fix basic colors or later when chapter II can buff a key creature and chapter III draw is realistic.
- Inputs / outputs: Consumes {2}{G}; outputs a tapped basic land, a conditional creature-entry counter, possible card draw, and a 3/2 enchantment creature body.
- Mode map: Chapter I searches basic Forest, Plains, Island, Swamp, or Mountain and puts it tapped onto battlefield; chapter II makes the next creature spell you cast this turn enter with an additional +1/+1 counter; chapter III draws if you control the creature with greatest power or tied for greatest power.
- Partners / packages: Buffs Tom Bombadil, Narci, Fable Singer, Sanctum Weaver, Summon: Primal Odin, Summon: Titan, or Summon: Knights of Round when cast after chapter II.
- Role peers: The Weatherseed Treaty and Cultivate are basic-land setup; The First Iroan Games also uses +1/+1 counters.
- Failure modes: Chapter II does nothing if you cast no creature spell that turn; chapter III can fail if an opponent has the largest creature.
- Matchup / visibility hooks: Good in openers that need fixing while still adding enchantment count.

#### Summon: Primal Odin
- Deck role: Main deck, 1 copy, black Saga creature removal and lethal-hit threat.
- Role type: interaction-removal; threat/clock; card selection.
- Deck-specific job: Kills an opposing creature, threatens a combat-damage lose-the-game clause on itself, then refuels while draining each player for 2 life.
- Timing: Cast when chapter I has a valuable creature target or when giving the 5/3 evasion/protection from other cards can threaten a player.
- Inputs / outputs: Consumes {4}{B}{B}; outputs target creature destruction, a 5/3 enchantment creature, possible instant-kill combat pressure, and chapter III draw two plus each-player life loss.
- Mode map: Chapter I destroys target creature an opponent controls; chapter II gives this creature "Whenever this creature deals combat damage to a player, that player loses the game"; chapter III draws two cards and each player loses 2 life.
- Partners / packages: Best with Kiora Bests the Sea God, Summon: Shiva, Summon: Valefor, Scroll of Isildur, There and Back Again, and Crystal Fragments/Summon: Alexander to clear blockers or prevent damage.
- Role peers: Binding the Old Gods and The Kami War answer broader permanent classes; Blasphemous Act and Toxic Deluge sweep.
- Failure modes: No built-in evasion; chapter II ability matters only if this creature deals combat damage to a player.
- Matchup / visibility hooks: High threat into boards where tap/stun effects can open one attack.

#### Weaver of Harmony
- Deck role: Main deck, 1 copy, enchantment-creature anthem and ability-copy role player.
- Role type: mechanic enabler; engine payoff; role glue.
- Deck-specific job: Pumps other enchantment creatures and copies activated or triggered abilities from enchantment sources, including Saga chapter triggers and enchantment-creature abilities, while allowing new targets.
- Timing: Cast when a copied chapter, draw trigger, removal trigger, or token trigger is worth {G} and tapping; do not expose it solely as a 2/2 if no ability target exists.
- Inputs / outputs: Consumes {1}{G}; activation consumes {G} and tapping; outputs copied non-mana activated or triggered ability from an enchantment source.
- Partners / packages: Copy targets include Saga chapter abilities, Sythis, Harvest's Hand, Eidolon of Blossoms, Setessan Champion, Historian's Boon, Sigil of the Empty Throne, and Starfield of Nyx upkeep trigger.
- Role peers: Clockspinning, Satsuki, the Living Lore, Goldberry, River-Daughter, Power Conduit, and Nesting Grounds also improve Saga value but do not copy abilities.
- Failure modes: Cannot target mana abilities, so Sanctum Weaver and Serra's Sanctum mana production cannot be copied.
- Matchup / visibility hooks: Strongest when one copied removal, draw, or final-chapter trigger changes the turn.

#### Sigurd, Jarl of Ravensthorpe
- Deck role: Main deck, 1 copy, Naya counter/Saga combat role player.
- Role type: mechanic enabler; lifegain/stabilization; threat/clock.
- Deck-specific job: Attacks with vigilance/trample/lifelink to unlock boast, then either adds or removes a lore counter from a target Saga while rewarding lore-counter placement with +1/+1 counters on another creature.
- Timing: Attack only when a 3/3 vigilance lifelink body survives or the boast activation is worth the combat risk; use boast after combat requirements are met and only once each turn.
- Inputs / outputs: Consumes {R}{G}{W}; boast consumes {1}; outputs lifegain, trample pressure, lore-counter adjustment, and +1/+1 counters when you put lore counters on Sagas.
- Mode map: Boast can put a lore counter on target Saga you control or remove one from it; activate only if Sigurd attacked this turn and only once each turn.
- Partners / packages: Works with Tom Bombadil, Narci, Fable Singer, Historian's Boon, The First Iroan Games, Goldberry, River-Daughter, Nesting Grounds, and Power Conduit.
- Role peers: Satsuki, Clockspinning, Goldberry, Power Conduit, and Nesting Grounds manipulate counters without needing Sigurd to attack.
- Failure modes: Boast cannot be used before Sigurd attacks; removing lore counters does not retrigger past chapters.
- Matchup / visibility hooks: Strong in board stalls where vigilance/lifelink matters and chapter timing can be controlled.

#### Summon: Knights of Round
- Deck role: Main deck, 1 copy, eight-mana token Saga creature finisher.
- Role type: threat/clock; engine payoff; lifegain/stabilization.
- Deck-specific job: Creates twelve total Knight tokens across four chapters, then gives other creatures +2/+2 and indestructible counters for a decisive combat finish.
- Timing: Cast when you can survive long enough for multiple token chapters or can accelerate/copy counters toward chapter V; avoid if a sweeper or Cyclonic Rift window is clearly pending.
- Inputs / outputs: Consumes {6}{W}{W}; outputs a 3/3 indestructible enchantment creature, repeated 2/2 Knight tokens, and final team pump plus indestructible counters.
- Mode map: Chapters I-IV each create three 2/2 white Knight creature tokens; chapter V gives other creatures you control +2/+2 until end of turn and puts an indestructible counter on each of them.
- Partners / packages: Works with Tom Bombadil, Narci, Fable Singer, Historian's Boon, Sigil of the Empty Throne, War of the Last Alliance, and Sphere of Safety.
- Role peers: Sigil of the Empty Throne and Historian's Boon produce flying tokens at lower mana; Birth of the Imperium creates tokens immediately.
- Failure modes: Very high mana value; chapter V does not pump Summon: Knights of Round itself because it says other creatures.
- Matchup / visibility hooks: Excellent against creature boards once Sphere of Safety or sweepers buy enough time.

#### Summon: Yojimbo
- Deck role: Main deck, 1 copy, white Saga creature removal/tax/Treasure role player.
- Role type: interaction-removal; lifegain/stabilization; mana/fixing/ramp.
- Deck-specific job: Exiles a target artifact, enchantment, or tapped opposing creature, taxes attacks for two chapters, then creates Treasures based on opponents with large creatures.
- Timing: Cast when chapter I has a legal high-value target or when attack taxation buys time against creature pressure.
- Inputs / outputs: Consumes {3}{W}; outputs a 5/5 vigilance enchantment creature, exile interaction, combat tax, and possible Treasure tokens.
- Mode map: Chapter I exiles target artifact, enchantment, or tapped creature an opponent controls; chapters II and III make creatures unable to attack you unless their controller pays {2} per creature until your next turn; chapter IV creates X Treasure tokens where X equals the number of opponents who control a creature with power 4 or greater.
- Partners / packages: Works with Sphere of Safety, Ghostly-prison-style combat tax from itself, Historian's Boon, Tom Bombadil, and Sanctum Weaver.
- Role peers: Binding the Old Gods and Boseiju, Who Endures answer artifacts/enchantments; Sphere of Safety taxes attacks more broadly.
- Failure modes: Cannot exile untapped creatures; Treasure output can be zero if no opponent controls a power-4-or-greater creature.
- Matchup / visibility hooks: Strong against artifact/enchantment engines and creature decks that tap attackers.

#### O'aka, Traveling Merchant
- Deck role: Main deck, 1 copy, counter-conversion draw role player.
- Role type: card selection; mechanic enabler; engine fuel/material.
- Deck-specific job: Converts counters from nonland permanents you control into cards, letting excess lore, +1/+1, stun, charge, or other counters become hand velocity.
- Timing: Activate when removing a counter will not skip a needed Saga chapter or weaken a key permanent; best after a counter already served its purpose.
- Inputs / outputs: Consumes tapping and removing a counter from a nonland permanent you control; outputs one card.
- Partners / packages: Works with Sagas, The First Iroan Games +1/+1 counters, Sigurd, Jarl of Ravensthorpe counters, Goldberry, River-Daughter, Power Conduit, Clockspinning, and Adagia, Windswept Bastion charge counters.
- Role peers: Goldberry, River-Daughter draws while moving counters; The Bath Song draws/filter through Saga chapters.
- Failure modes: Cannot remove counters from lands, so Nesting Grounds and Adagia charge counters are not valid fuel while they are lands unless another effect changes their type; removing lore counters can delay final chapters.
- Matchup / visibility hooks: Best in grindy games where extra cards matter more than fastest chapter progression.

#### Summon: Titan
- Deck role: Main deck, 1 copy, green Saga creature graveyard-land payoff.
- Role type: mana/fixing/ramp; threat/clock; recursion.
- Deck-specific job: Mills five, returns all land cards from your graveyard tapped, then gives another creature trample and +X/+X equal to lands you control.
- Timing: Cast when milling can hit lands or when graveyard already contains fetch/cycled lands; final chapter is a lethal setup when a creature can connect.
- Inputs / outputs: Consumes {3}{G}{G}; outputs a 7/7 reach trample enchantment creature, graveyard land recursion, and one large temporary pump to another creature.
- Mode map: Chapter I mills five cards; chapter II returns all land cards from your graveyard to the battlefield tapped; chapter III targets another creature you control, gives it trample and +X/+X where X is lands you control.
- Partners / packages: Pairs with Evolving Wilds, Windswept Heath, Spara's Headquarters, Jetmir's Garden, Indatha Triome, The Bath Song, and Hall of Heliod's Generosity.
- Role peers: Cultivate and Farseek ramp without graveyard setup; The Weatherseed Treaty also grants domain-based trample.
- Failure modes: Chapter III cannot target Summon: Titan itself because it says another target creature; Rest in Peace blanks the land-recursion chapter.
- Matchup / visibility hooks: Strong after attrition or self-mill when a trample attack can end a player.

#### Summon: Valefor
- Deck role: Main deck, 1 copy, blue Saga creature bounce/tap tempo role player.
- Role type: protection/evasion; interaction-removal; threat/clock.
- Deck-specific job: Makes each opponent bounce their greatest-mana-value creature, then repeatedly taps and stun-locks one target creature while attacking as a 5/4 flyer.
- Timing: Cast when opponents have large creatures to bounce or when repeated stun counters stop a commander or blocker.
- Inputs / outputs: Consumes {4}{U}; outputs a 5/4 flying enchantment creature, opponent-chosen bounce from each opponent, and tap/stun tempo.
- Mode map: Chapter I makes each opponent choose a creature with the greatest mana value among creatures they control and return those creatures to owners' hands; chapters II-IV tap up to one target creature and put a stun counter on it.
- Partners / packages: Pairs with Summon: Primal Odin, Scroll of Isildur, Summon: Shiva, Kiora Bests the Sea God, and Sphere of Safety.
- Role peers: Summon: Shiva also taps and draws from tapped creatures; Cyclonic Rift is a sideboard bounce reset.
- Failure modes: Opponents choose the chapter I creature among tied greatest mana values; chapter I does nothing to opponents with no creatures.
- Matchup / visibility hooks: Good against single large creature decks and commander pressure.

#### Summon: Shiva
- Deck role: Main deck, 1 copy, blue Saga creature tap/draw stabilizer.
- Role type: interaction-removal; card selection; threat/clock.
- Deck-specific job: Taps opposing creatures and adds stun counters, then draws cards for each tapped creature your opponents control.
- Timing: Cast when tap/stun effects prevent lethal or when opponents have enough tapped creatures for chapter III to draw multiple cards.
- Inputs / outputs: Consumes {3}{U}{U}; outputs a 4/5 enchantment creature, two tap/stun chapters, and a tapped-creature-based draw burst.
- Mode map: Chapters I and II target a creature an opponent controls, tap it, and put a stun counter on it; chapter III draws a card for each tapped creature your opponents control.
- Partners / packages: Works with Scroll of Isildur, Summon: Valefor, Kiora Bests the Sea God, Sphere of Safety, and Summon: Primal Odin.
- Role peers: Scroll of Isildur draws from tapped creatures target opponent controls; Summon: Valefor repeats stun over more chapters.
- Failure modes: Chapter III count depends on creatures being tapped when it resolves; vigilance attackers or untapped boards reduce draw.
- Matchup / visibility hooks: Strong against creature decks that attack or rely on one large blocker.

#### Summon: Esper Valigarmanda
- Deck role: Main deck, 1 copy, red Saga creature graveyard-spell access role player.
- Role type: mechanic enabler; mana/fixing/ramp; threat/clock.
- Deck-specific job: Exiles instant or sorcery cards from each graveyard, then makes red mana based on lore counters and lets you cast an exiled spell with mana of any type.
- Timing: Cast when graveyards contain worthwhile instant or sorcery cards or when a hasty 3/3 flyer plus red burst mana matters.
- Inputs / outputs: Consumes {3}{R}; outputs a 3/3 flying haste enchantment creature, graveyard disruption, red mana on later chapters, and temporary access to spells exiled by it.
- Mode map: Chapter I exiles an instant or sorcery card from each graveyard; chapters II-IV add {R} for each lore counter on this Saga and allow casting an instant or sorcery exiled with this Saga using mana of any type.
- Partners / packages: Works with Tom Bombadil, Narci, Fable Singer, Historian's Boon, Clockspinning, Satsuki, the Living Lore, and Goldberry, River-Daughter.
- Role peers: Dauthi Voidwalker and Rest in Peace are stronger sideboard graveyard hate; The Cruelty of Gix gives broader tutor/reanimation value.
- Failure modes: If no instant or sorcery is exiled by this Saga, later cast permission may be blank; red mana produced does not fix nonred costs by itself except for the exiled-spell permission.
- Matchup / visibility hooks: Useful against spell-heavy decks with valuable graveyard targets.

#### Summon: Brynhildr
- Deck role: Main deck, 1 copy, cheap red Saga creature impulse/haste role player.
- Role type: card selection; mechanic enabler; threat/clock.
- Deck-specific job: Exiles the top card for play permission on turns you put lore counters on this Saga, then gives the next creature spell haste on chapters II and III.
- Timing: Cast early when red is available and the exiled card can be played soon; later, use chapters II/III before casting Tom Bombadil, Summon: Primal Odin, Summon: Titan, or another creature that benefits from haste.
- Inputs / outputs: Consumes {1}{R}; outputs a 2/1 enchantment creature, temporary card access, and haste for the next creature spell this turn.
- Mode map: Chapter I exiles top card of your library and allows playing that card during any turn you put a lore counter on this Saga; chapters II and III give the next creature spell you cast that turn haste until end of turn.
- Partners / packages: Haste partners are Tom Bombadil, Narci, Fable Singer, Summon: Primal Odin, Summon: Titan, Summon: Bahamut, and Summon: Knights of Round.
- Role peers: The Bath Song and Rhystic Study provide more reliable card flow; There and Back Again supplies a hasty Dragon token.
- Failure modes: Exiled card can be stranded if you cannot play it during a lore-counter turn; a 2/1 body is expendable but not a reliable blocker.
- Matchup / visibility hooks: Best when tempo matters and a hasty creature changes pressure or defense.

#### Mesa Enchantress
- Deck role: Main deck, 1 copy, white enchantment-cast draw core piece.
- Role type: engine piece; card selection.
- Deck-specific job: Draws a card whenever you cast an enchantment spell, fueling long Saga and Summon chains.
- Timing: Cast before cheap enchantments when white-white is available; avoid exposing as the only engine into obvious creature removal if Enchantress's Presence is available.
- Inputs / outputs: Consumes {1}{W}{W}; outputs optional card draw from casting enchantment spells.
- Partners / packages: Works with Jukai Naturalist, Sythis, Harvest's Hand, Enchantress's Presence, Sterling Grove, Sigil of the Empty Throne, Sagas, and Summon enchantment creatures.
- Role peers: Sythis, Harvest's Hand draws and gains life on enchantment casts; Enchantress's Presence is harder to remove; Eidolon of Blossoms and Setessan Champion trigger on entries.
- Failure modes: Does not draw from Resurgent Belief returning enchantments; 0/2 body should usually avoid combat.
- Matchup / visibility hooks: Strong in slower games; against sweepers, diversify with Enchantress's Presence or Rhystic Study.

#### Clockspinning
- Deck role: Main deck, 1 copy, instant counter manipulation flex slot.
- Role type: mechanic enabler; modal utility; role glue.
- Deck-specific job: Adds or removes a chosen counter from target permanent or suspended card, enabling Saga chapter timing, Resurgent Belief suspend timing, +1/+1 counter utility, or stun/charge counter changes.
- Timing: Use at instant speed when changing one counter creates a meaningful chapter, prevents a sacrifice timing issue, speeds Resurgent Belief, or disrupts an opposing counter plan; buyback only when {3} extra is worth preserving the tool.
- Inputs / outputs: Consumes {U}, plus optional buyback {3}; outputs one counter added or removed and returns to hand if buyback was paid as it resolves.
- Mode map: Choose a counter on target permanent or suspended card; either remove that counter from that permanent/card or put another of those counters on it. Buyback {3} returns Clockspinning to hand on resolution if paid.
- Partners / packages: Works with Sagas, Resurgent Belief, Goldberry, River-Daughter, Power Conduit, Nesting Grounds, Satsuki, the Living Lore, and Sigurd, Jarl of Ravensthorpe.
- Role peers: Satsuki and Sigurd add lore counters; Power Conduit and Nesting Grounds move or convert counters.
- Failure modes: Needs an existing counter type to choose; adding/removing lore counters does not by itself trigger skipped past chapters.
- Matchup / visibility hooks: Best when surprise timing protects Tom Bombadil triggers or accelerates a decisive final chapter.

#### Heroic Intervention
- Deck role: Main deck, 1 copy, green instant protection core piece.
- Role type: protection/evasion; interaction-stack.
- Deck-specific job: Gives all permanents you control hexproof and indestructible until end of turn, protecting Tom Bombadil, enchantress engines, Sphere of Safety, Starfield of Nyx, Sigil of the Empty Throne, and tokens from many removal/sweeper effects.
- Timing: Hold for game-changing removal, lethal combat damage, or sweepers; use proactively only when the protected turn wins or locks the game.
- Inputs / outputs: Consumes {1}{G}; outputs temporary hexproof and indestructible for your permanents.
- Partners / packages: Protects Tom Bombadil, Sythis, Harvest's Hand, Setessan Champion, Sanctum Weaver, Starfield of Nyx, Sigil of the Empty Throne, Sphere of Safety, and Summon: Knights of Round tokens.
- Role peers: Sterling Grove protects other enchantments with shroud; Dovin's Veto, Swan Song, and Counterspell stop spells on the stack instead.
- Failure modes: Does not stop sacrifice, -X/-X from Toxic Deluge-like effects, bounce, exile that does not destroy, or edicts if hexproof/indestructible are irrelevant.
- Matchup / visibility hooks: High priority against sweepers and targeted removal pointed at irreplaceable engines.

#### Dovin's Veto
- Deck role: Main deck, 1 copy, Azorius stack protection role player.
- Role type: interaction-stack; protection/evasion.
- Deck-specific job: Uncounterably counters target noncreature spell that would remove the engine, sweep the board, win the game, or stop a decisive Saga turn.
- Timing: Hold for a spell on the stack with high impact; do not spend on low-value ramp or draw if the opponent can follow with a sweeper or combo spell.
- Inputs / outputs: Consumes {W}{U}; outputs an uncounterable counterspell against a target noncreature spell.
- Partners / packages: Protects Tom Bombadil, Sphere of Safety, Starfield of Nyx, Sigil of the Empty Throne, Resurgent Belief, and enchantress engines from noncreature answers.
- Role peers: Swan Song counters enchantment, instant, or sorcery spells; Counterspell counters any target spell but can itself be countered.
- Failure modes: Cannot counter creature spells or resolved permanents; needs both white and blue mana held open.
- Matchup / visibility hooks: Best against control, combo, sweepers, mass bounce, graveyard hate spells, and noncreature lock pieces.

#### Farseek
- Deck role: Main deck, 1 copy, two-mana fixing sorcery.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Searches a Plains, Island, Swamp, or Mountain card to the battlefield tapped, fixing five-color development for Tom Bombadil and high-cost Sagas.
- Timing: Cast early before greedy enchantment plays; choose the land type that unlocks the next two turns, not just the missing color in hand.
- Inputs / outputs: Consumes {1}{G}; outputs one tapped land with Plains, Island, Swamp, or Mountain type.
- Partners / packages: Registered hits are Plains, Island, Swamp, Mountain, Spara's Headquarters, Jetmir's Garden, and Indatha Triome.
- Role peers: Cultivate and Summon: Fenrir find basic lands; Binding the Old Gods and Windswept Heath find Forest-type or Plains/Forest lands.
- Failure modes: Cannot search basic Forest by type unless the card also has Plains/Island/Swamp/Mountain; does not provide untapped mana the same turn.
- Matchup / visibility hooks: Essential in openers missing blue, black, red, or white for Dovin's Veto, The Cruelty of Gix, Blasphemous Act, or Tom Bombadil.

#### Resurgent Belief
- Deck role: Main deck, 1 copy, suspended enchantment mass-recursion role player.
- Role type: recursion; engine payoff.
- Deck-specific job: Returns all enchantment cards from your graveyard to the battlefield, rebuilding after removal and retriggering Setessan Champion/Eidolon of Blossoms/Historian's Boon from returned enchantments.
- Timing: Suspend early if a grindy game is likely, or cast for free when the last time counter is removed; strongest after multiple Sagas, Sterling Grove, Sphere of Safety, Sigil of the Empty Throne, or Starfield of Nyx are in graveyard.
- Inputs / outputs: Suspend consumes {1}{W} and two upkeep turns; resolution returns all enchantment cards from your graveyard to battlefield.
- Mode map: Suspend 2 exiles it with two time counters; each upkeep removes one, and when the last is removed you may cast it without paying mana. Resolution returns all enchantment cards from your graveyard; Auras with nothing to enchant remain in graveyard.
- Partners / packages: Recurs Sagas, Sterling Grove, Enchantress's Presence, Rhystic Study, Sphere of Safety, Sigil of the Empty Throne, Starfield of Nyx, and Summon enchantment creatures.
- Role peers: Starfield of Nyx and Hall of Heliod's Generosity recur one enchantment at a time.
- Failure modes: Rest in Peace and Dauthi Voidwalker can prevent cards reaching your graveyard; returning Sagas may immediately set up future sacrifice timing.
- Matchup / visibility hooks: Great against sweepers and removal-heavy decks, weaker against graveyard hate.

#### Cultivate
- Deck role: Main deck, 1 copy, three-mana basic-land ramp and fixing sorcery.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Finds two basic lands, putting one tapped onto the battlefield and one into hand to fix Tom Bombadil colors and guarantee future land drops.
- Timing: Cast on turn three when it unlocks colors; prioritize before expensive Sagas unless a removal spell is urgently needed.
- Inputs / outputs: Consumes {2}{G}; searches up to two basic Forest, Plains, Island, Swamp, or Mountain cards, reveals them, puts one tapped onto battlefield and one into hand.
- Partners / packages: Supports Farseek, Summon: Fenrir, The Weatherseed Treaty, Evolving Wilds, and Binding the Old Gods by distributing basic color access.
- Role peers: Farseek can find typed triomes; Summon: Fenrir and The Weatherseed Treaty are enchantment-based basic searches.
- Failure modes: Only finds basic lands, not Command Tower, The World Tree, Spara's Headquarters, Jetmir's Garden, or Indatha Triome.
- Matchup / visibility hooks: Keepable ramp against most unknown pods because this deck's five-color curve punishes missed land drops.

#### Blasphemous Act
- Deck role: Main deck, 1 copy, red creature sweeper.
- Role type: interaction-sweeper; lifegain/stabilization.
- Deck-specific job: Resets creature-heavy boards for as little as one red mana when many creatures are on the battlefield, buying time for enchantments and Sagas.
- Timing: Cast when creature pressure threatens lethal, commander damage, or engine collapse; delay if Sphere of Safety already blanks attacks and your creature engines are more valuable alive.
- Inputs / outputs: Consumes {8}{R} reduced by {1} for each creature on the battlefield; deals 13 damage to each creature.
- Partners / packages: Rebuild partners are Resurgent Belief, Hall of Heliod's Generosity, Starfield of Nyx, Enchantress's Presence, Rhystic Study, and noncreature Sagas.
- Role peers: Toxic Deluge and Supreme Verdict are sideboard sweepers; One Ring to Rule Them All destroys nonlegendary creatures.
- Failure modes: Damage is not -13/-13; indestructible, protection, prevention, or enough damage prevention can survive it; it kills your Sythis, Sanctum Weaver, Setessan Champion, Mesa Enchantress, and many tokens.
- Matchup / visibility hooks: Best against go-wide and creature-combo boards where one reset matters more than preserving engines.

#### Clash of the Eikons
- Deck role: Main deck, 1 copy, green modal Saga/combat utility flex slot.
- Role type: modal utility; interaction-removal; mechanic enabler.
- Deck-specific job: Offers fight removal, lore-counter removal, and/or lore-counter addition in any combination, making it a cheap way to clear a creature or shape Saga timing.
- Timing: Cast when at least one chosen mode matters; fight mode needs your creature to survive or the exchange to be worth it, while lore modes need a clear chapter plan.
- Inputs / outputs: Consumes {G}; can consume your creature's combat stats through fighting; outputs creature damage exchange and/or lore-counter adjustment.
- Mode map: Choose one or more modes: target creature you control fights target creature an opponent controls; remove a lore counter from target Saga you control, which does not cause chapter abilities to trigger; put a lore counter on target Saga you control.
- Partners / packages: Fight partners include large bodies from Kiora Bests the Sea God, Summon: Titan, Summon: Bahamut, Summon: Yojimbo, and Tom Bombadil when protected.
- Role peers: Clockspinning also changes counters; Binding the Old Gods removes a permanent without risking your creature.
- Failure modes: Fight can kill your creature; removing lore counters does not retrigger prior chapters.
- Matchup / visibility hooks: Strong when cheap Saga manipulation or a favorable fight prevents lethal or unlocks a final chapter.

#### Sterling Grove
- Deck role: Main deck, 1 copy, enchantment shield and enchantment topdeck tutor core piece.
- Role type: protection/evasion; tutor/search; engine piece.
- Deck-specific job: Gives other enchantments shroud and can sacrifice itself to find the exact enchantment needed on top of library.
- Timing: Cast early to shield Enchantress's Presence, Sphere of Safety, Sigil of the Empty Throne, Starfield of Nyx, or key Sagas; sacrifice only when the tutored enchantment is worth losing shroud.
- Inputs / outputs: Consumes {G}{W}; outputs shroud for other enchantments. Activation consumes {1} and sacrifices Sterling Grove, then searches an enchantment, reveals it, shuffles, and puts it on top.
- Partners / packages: Tutor hits include Enchantress's Presence, Rhystic Study, Sphere of Safety, Starfield of Nyx, Sigil of the Empty Throne, Leyline of the Guildpact, and every Saga/Summon enchantment.
- Role peers: Enlightened Tutor finds artifact or enchantment at instant speed; Heroic Intervention protects all permanents for one turn.
- Failure modes: Shroud stops you from targeting your other enchantments with your own abilities such as Weaver of Harmony where targeting is required.
- Matchup / visibility hooks: Excellent against targeted enchantment removal and control decks.

#### War of the Last Alliance
- Deck role: Main deck, 1 copy, legendary creature tutor and combat-finish Saga.
- Role type: tutor/search; threat/clock; mechanic payoff.
- Deck-specific job: Finds legendary creature cards on chapters I and II, then gives creatures double strike for a finishing combat while tempting the Ring.
- Timing: Cast when the hand needs Tom Bombadil support, Narci drain, Satsuki counter work, Goldberry counter movement, Barbara read ahead, Sigurd pressure, or O'aka draw.
- Inputs / outputs: Consumes {3}{W}; outputs up to two legendary creature cards to hand and a double-strike combat turn.
- Mode map: Chapters I and II each search your library for a legendary creature card, reveal it, put it into hand, then shuffle; chapter III gives creatures you control double strike until end of turn and the Ring tempts you.
- Partners / packages: Legendary creature targets are Tom Bombadil, Narci, Fable Singer, Satsuki, the Living Lore, Goldberry, River-Daughter, Barbara Wright, Sigurd, Jarl of Ravensthorpe, and O'aka, Traveling Merchant.
- Role peers: The Cruelty of Gix searches any card once; Enlightened Tutor and Sterling Grove search artifacts/enchantments.
- Failure modes: Cannot find Sanctum Weaver, Sythis, Harvest's Hand, Jukai Naturalist, Setessan Champion, Eidolon of Blossoms, or Mesa Enchantress unless they are legendary, which they are not.
- Matchup / visibility hooks: Strong in slower games where exact legendary support matters more than immediate removal.

#### Enchantress's Presence
- Deck role: Main deck, 1 copy, noncreature enchantment-cast draw core piece.
- Role type: engine piece; card selection.
- Deck-specific job: Draws a card whenever you cast an enchantment spell and is harder to remove than creature enchantresses.
- Timing: Cast before chaining Sagas and Summon enchantment creatures; prioritize over creature engines into creature removal when green mana is available.
- Inputs / outputs: Consumes {2}{G}; outputs card draw from enchantment spells you cast.
- Partners / packages: Works with Sythis, Harvest's Hand, Mesa Enchantress, Jukai Naturalist, Sterling Grove, Sigil of the Empty Throne, Sagas, and Summon enchantment creatures.
- Role peers: Sythis and Mesa Enchantress also draw on enchantment casts; Eidolon of Blossoms and Setessan Champion draw on enchantment entries.
- Failure modes: Does not draw from enchantments returned by Resurgent Belief or Starfield of Nyx because they are not cast.
- Matchup / visibility hooks: High priority against removal-heavy decks because it keeps cards flowing without being a creature.

#### Sigil of the Empty Throne
- Deck role: Main deck, 1 copy, enchantment-cast token finisher.
- Role type: engine payoff; threat/clock; lifegain/stabilization.
- Deck-specific job: Turns every cast enchantment spell into a 4/4 flying Angel, creating a fast clock and blockers while maintaining enchantment density.
- Timing: Cast before a turn with multiple cheap enchantments if safe; avoid tapping out if you cannot protect it and already face lethal pressure.
- Inputs / outputs: Consumes {3}{W}{W}; outputs a 4/4 white Angel creature token with flying whenever you cast an enchantment spell.
- Partners / packages: Works with Jukai Naturalist, Sythis, Harvest's Hand, Enchantress's Presence, Mesa Enchantress, Sterling Grove, Sagas, and Summon enchantment creatures.
- Role peers: Historian's Boon creates smaller Soldiers and final-chapter Angels; Summon: Knights of Round creates ground Knight tokens.
- Failure modes: Does not trigger from Resurgent Belief returning enchantments or from artifact spells such as Sol Ring and Arcane Signet.
- Matchup / visibility hooks: Strong against control if protected and against creature decks when flying blockers stabilize combat.

#### Sphere of Safety
- Deck role: Main deck, 1 copy, enchantment-count combat prison core piece.
- Role type: lifegain/stabilization; hate piece; engine payoff.
- Deck-specific job: Taxes attacks against you and planeswalkers you control by the number of enchantments you control, buying time for Saga chapters and enchantress engines.
- Timing: Cast before lethal combat when enchantment count makes attacks unaffordable; less urgent against combo or noncombat damage.
- Inputs / outputs: Consumes {4}{W}; outputs an attack tax of {X} per attacking creature where X is your enchantment count.
- Partners / packages: Scales with Sagas, Summon enchantment creatures, Sterling Grove, Enchantress's Presence, Rhystic Study, Leyline of the Guildpact, Sigil of the Empty Throne, and Starfield of Nyx.
- Role peers: Summon: Yojimbo taxes attacks temporarily; Kiora Bests the Sea God and Summon: Shiva tap creatures.
- Failure modes: Opponents can still attack if they pay; does not stop direct damage, sacrifice effects, combo kills, or attacks at other players.
- Matchup / visibility hooks: Priority tutor target from Enlightened Tutor or Sterling Grove against go-wide creature decks.

#### Leyline of the Guildpact
- Deck role: Main deck, 1 copy, opening-hand fixing enchantment and color identity glue.
- Role type: mana/fixing/ramp; role glue; engine piece.
- Deck-specific job: Starts on the battlefield from opening hand, makes all nonland permanents you control all colors, and gives lands every basic land type in addition to their other types.
- Timing: Keep and reveal from opener when available; hard-cast later only if four hybrid mana is feasible and fixing matters.
- Inputs / outputs: Consumes {G/W}{G/U}{B/G}{R/G} if cast; outputs enchantment count, all-color nonland permanents, and lands with every basic land type.
- Partners / packages: Supports Tom Bombadil five-color casting, The Weatherseed Treaty domain, Farseek/Cultivate sequencing by improving land colors after it resolves, Sanctum Weaver, Serra's Sanctum, Sphere of Safety, and Starfield of Nyx.
- Role peers: Chromatic Lantern and The World Tree also fix land mana; Arcane Signet fixes one mana at a time.
- Failure modes: Does not put extra lands onto the battlefield; opening-hand ability matters only if it is actually in opening hand.
- Matchup / visibility hooks: Strong in mana-risk hands with action, but not a reason to keep an otherwise payoff-only hand.

#### Birth of the Imperium
- Deck role: Main deck, 1 copy, Esper token/sacrifice/draw Saga role player.
- Role type: lifegain/stabilization; interaction-removal; card selection.
- Deck-specific job: Makes vigilance blockers equal to opponent count, forces each opponent to sacrifice a creature, then draws two for each opponent with fewer creatures than you.
- Timing: Cast when bodies stabilize combat or when chapter II's sacrifice effect will pressure meaningful creatures; chapter III is strongest after token creation and removal leave you ahead on creature count.
- Inputs / outputs: Consumes {2}{W}{U}{B}; outputs Astartes Warrior tokens, opponent-chosen sacrifice, and conditional draw.
- Mode map: Chapter I creates a 2/2 white Astartes Warrior with vigilance for each opponent; chapter II makes each opponent sacrifice a creature of their choice; chapter III draws two cards for each opponent who controls fewer creatures than you.
- Partners / packages: Works with Historian's Boon, Sigil of the Empty Throne, Sphere of Safety, War of the Last Alliance, and Narci, Fable Singer.
- Role peers: The Eldest Reborn also uses opponent-chosen sacrifice; Summon: Knights of Round creates more tokens at higher cost.
- Failure modes: Opponents choose the sacrificed creature; chapter III can draw zero if opponents keep equal or greater creature counts.
- Matchup / visibility hooks: Good against creature boards with limited sacrifice fodder and multiplayer pods where token count scales.

#### One Ring to Rule Them All
- Deck role: Main deck, 1 copy, black Ring/mill/sweeper/drain Saga role player.
- Role type: interaction-sweeper; reach/finisher; mechanic payoff.
- Deck-specific job: Uses Ring temptation and mill to stock graveyards, destroys all nonlegendary creatures, then drains each opponent by creature cards in their graveyard.
- Timing: Cast when chapter II will spare key legendary creatures or when a nonlegendary creature reset is necessary; final chapter is best after many creatures are in opponents' graveyards.
- Inputs / outputs: Consumes {2}{B}{B}; outputs Ring temptation, symmetrical mill based on Ring-bearer power, nonlegendary creature destruction, and graveyard-size life loss.
- Mode map: Chapter I the Ring tempts you, then each player mills cards equal to your Ring-bearer's power; chapter II destroys all nonlegendary creatures; chapter III makes each opponent lose 1 life for each creature card in that player's graveyard.
- Partners / packages: Works with Tom Bombadil, Narci, Fable Singer, The Eldest Reborn, The Cruelty of Gix, Dauthi Voidwalker tension, and Rest in Peace tension.
- Role peers: Blasphemous Act, Toxic Deluge, and Supreme Verdict are other creature sweepers.
- Failure modes: Does not destroy legendary creatures; Rest in Peace can reduce or blank graveyard drain.
- Matchup / visibility hooks: Strong against nonlegendary creature swarms and graveyard-stocked opponents.

#### Starfield of Nyx
- Deck role: Main deck, 1 copy, enchantment recursion and animation finisher.
- Role type: recursion; engine payoff; threat/clock.
- Deck-specific job: Recurs one enchantment from graveyard to battlefield each upkeep, then animates other non-Aura enchantments as creatures once you control five or more enchantments.
- Timing: Cast after graveyard has high-impact enchantments or when five enchantments can create lethal pressure; avoid if animation exposes key enchantments to creature sweepers.
- Inputs / outputs: Consumes {4}{W}; outputs upkeep recursion and creature bodies with base power/toughness equal to mana value for each other non-Aura enchantment at five-plus enchantments.
- Partners / packages: Recurs Sterling Grove, Sphere of Safety, Enchantress's Presence, Rhystic Study, Sagas, Sigil of the Empty Throne, and Summon enchantment creatures.
- Role peers: Hall of Heliod's Generosity topdecks enchantments; Resurgent Belief mass-returns enchantments once.
- Failure modes: Animation can make enchantments die to Blasphemous Act, Toxic Deluge, Supreme Verdict, and creature removal; Auras are excluded.
- Matchup / visibility hooks: Powerful against attrition, risky against creature sweepers and exile-based removal.

#### The First Iroan Games
- Deck role: Main deck, 1 copy, green Saga body/counter/draw/ramp role player.
- Role type: mechanic enabler; card selection; mana/fixing/ramp.
- Deck-specific job: Creates a small body, adds three +1/+1 counters, draws if you control a power-4-or-greater creature, then makes a Gold token for any-color mana.
- Timing: Cast when a creature can use the counters safely or when chapter III draw is likely; less useful under immediate lethal pressure.
- Inputs / outputs: Consumes {2}{G}; outputs a 1/1 Human Soldier, +1/+1 counters, conditional draw two, and a Gold artifact token.
- Mode map: Chapter I creates a 1/1 white Human Soldier; chapter II puts three +1/+1 counters on target creature you control; chapter III draws two if you control a creature with power 4 or greater; chapter IV creates a Gold token with sacrifice for one mana of any color.
- Partners / packages: Counter partners are Goldberry, River-Daughter, Power Conduit, Nesting Grounds, Sigurd, Jarl of Ravensthorpe, and O'aka, Traveling Merchant.
- Role peers: Summon: Fenrir also uses +1/+1 counters and land setup; The Weatherseed Treaty has domain pump.
- Failure modes: Chapter III can fail without power 4; Gold is one-shot mana, not a permanent land.
- Matchup / visibility hooks: Good in slower starts needing enchantment count and incremental resources.

#### The Weatherseed Treaty
- Deck role: Main deck, 1 copy, green read-ahead basic ramp/token/domain Saga.
- Role type: modal utility; mana/fixing/ramp; threat/clock.
- Deck-specific job: Uses read ahead to choose between basic-land ramp, a Saproling body, or domain-based trample pump based on the current board.
- Timing: Start on chapter I when colors are missing, chapter II when a body matters, or chapter III only when a creature attack with domain pump is immediately valuable.
- Inputs / outputs: Consumes {2}{G}; outputs tapped basic land, a 1/1 Saproling, or target creature pump with trample based on basic land types among lands you control.
- Mode map: Read ahead chooses starting chapter and skips earlier chapters. Chapter I searches basic Forest, Plains, Island, Swamp, or Mountain and puts it tapped onto battlefield; chapter II creates a 1/1 green Saproling; chapter III targets a creature you control and gives +X/+X and trample where X is the number of basic land types among lands you control.
- Partners / packages: Domain improves with Leyline of the Guildpact, Spara's Headquarters, Jetmir's Garden, Indatha Triome, basics, and The World Tree.
- Role peers: Cultivate and Summon: Fenrir search basics; Summon: Titan provides larger land-count pump.
- Failure modes: Read ahead skips value; domain counts basic land types, not number of lands.
- Matchup / visibility hooks: Strong when Leyline of the Guildpact or typed triomes make domain high.

#### The Legend of Yangchen
- Deck role: Main deck, 1 copy, white transform Saga and political/exile role player.
- Role type: modal utility; interaction-removal; card selection; threat/clock.
- Deck-specific job: Exiles opponents' mana-value-3+ permanents through player choices, can trade target opponent drawing three for your draw three, then transforms into Avatar Yangchen for flying pressure and second-spell airbend tempo.
- Timing: Cast when chapter I will remove meaningful opposing permanents or when chapter II's three cards are worth letting a target opponent draw three.
- Inputs / outputs: Consumes {3}{W}{W}; outputs exile, potential draw three, a 4/5 flying creature, and second-spell airbend of another target nonland permanent.
- Mode map: Saga face chapter I has each player starting with you choose up to one permanent with mana value 3 or greater from among permanents your opponents control, then exiles chosen permanents; chapter II may target an opponent to draw three, and if you do, you draw three; chapter III transforms. Avatar Yangchen triggers on your second spell each turn to airbend up to one other target nonland permanent, exiling it and letting its owner cast it for {2}.
- Partners / packages: Works with Jukai Naturalist, Sol Ring, Arcane Signet, and cheap enchantments to enable second-spell turns.
- Role peers: The Kami War and Elspeth Conquers Death are other exile Sagas.
- Failure modes: Card Reference lacks a single combined Oracle entry, so use face text; chapter II gives target opponent three cards if you draw three.
- Matchup / visibility hooks: Best against midrange boards with expensive permanents and slower opponents where extra cards for one opponent are manageable.

#### Arcane Signet
- Deck role: Main deck, 1 copy, two-mana five-color mana rock.
- Role type: mana/fixing/ramp.
- Deck-specific job: Fixes any one mana in Tom Bombadil's five-color identity and accelerates into three- and five-mana engines.
- Timing: Cast early over medium Sagas; later, use to hold Dovin's Veto, Heroic Intervention, Swan Song, or Counterspell while developing.
- Inputs / outputs: Consumes {2}; taps for one mana of any color in your commander's color identity: white, blue, black, red, or green.
- Partners / packages: Enables Tom Bombadil, The Kami War, Narci, Fable Singer, Binding the Old Gods, Kiora Bests the Sea God, and sideboard Counterspell/Swan Song.
- Role peers: Chromatic Lantern fixes lands too; Sol Ring accelerates faster but gives colorless.
- Failure modes: Does not increase enchantment count for Sanctum Weaver, Serra's Sanctum, Sphere of Safety, or enchantress triggers.
- Matchup / visibility hooks: Keepable in most openers, especially with two lands and a castable engine.

#### Sol Ring
- Deck role: Main deck, 1 copy, one-mana colorless ramp artifact.
- Role type: mana/fixing/ramp.
- Deck-specific job: Accelerates expensive Sagas, Summon creatures, Chromatic Lantern, Sphere of Safety, and commander tax while leaving colored lands for pip requirements.
- Timing: Cast as early as possible unless holding up a critical one-mana interaction is required; sequence colored lands around its colorless output.
- Inputs / outputs: Consumes {1}; taps for {C}{C}.
- Partners / packages: Pays generic costs on Kiora Bests the Sea God, The Cruelty of Gix, Elspeth Conquers Death, Sphere of Safety, Sigil of the Empty Throne, and Summon: Bahamut.
- Role peers: Arcane Signet fixes colors; Chromatic Lantern fixes all lands; Serra's Sanctum and Sanctum Weaver scale later.
- Failure modes: Produces colorless mana, not colored mana; cannot cast Sythis, Harvest's Hand, Dovin's Veto, or Tom Bombadil by itself.
- Matchup / visibility hooks: High-value opener against all matchups, but still needs green/white sources for early engines.

#### Chromatic Lantern
- Deck role: Main deck, 1 copy, three-mana fixing artifact.
- Role type: mana/fixing/ramp; role glue.
- Deck-specific job: Gives all lands the ability to tap for any color and itself taps for any color, solving the five-color deck's most punishing bottleneck.
- Timing: Cast before greedy hands attempt Tom Bombadil, The Kami War, Narci, or sideboard double-blue spells; do not delay urgent removal just to fix future turns.
- Inputs / outputs: Consumes {3}; outputs one mana of any color and turns every land into any-color fixing.
- Partners / packages: Unlocks Tom Bombadil, The Kami War, Kiora Bests the Sea God, The Cruelty of Gix, Dovin's Veto, Counterspell, and Supreme Verdict.
- Role peers: Leyline of the Guildpact and The World Tree also fix lands; Arcane Signet fixes one mana.
- Failure modes: Does not draw cards or add enchantment count; artifact removal can strand color-intensive cards if your land base was relying on it.
- Matchup / visibility hooks: Best in hands with lands and action but mismatched colors.

#### Power Conduit
- Deck role: Main deck, 1 copy, artifact counter-conversion flex slot.
- Role type: mechanic enabler; role glue.
- Deck-specific job: Removes a counter from your permanent to put a charge counter on an artifact or a +1/+1 counter on a creature, turning excess lore or other counters into board material.
- Timing: Use when removing a counter has a clear upside, such as delaying a Saga sacrifice or converting spare counters into a creature clock.
- Inputs / outputs: Consumes tapping and one counter from a permanent you control; outputs either a charge counter on target artifact or a +1/+1 counter on target creature.
- Mode map: Activated ability chooses one mode: put a charge counter on target artifact, or put a +1/+1 counter on target creature.
- Partners / packages: Counter sources include Sagas, The First Iroan Games, Goldberry, River-Daughter, Sigurd, Jarl of Ravensthorpe, Nesting Grounds, and Adagia, Windswept Bastion.
- Role peers: Goldberry and Nesting Grounds move counters; Clockspinning adds/removes a chosen existing counter type.
- Failure modes: Removing lore counters does not trigger previous chapters; charge counters matter only if an artifact or external effect uses them.
- Matchup / visibility hooks: Best in grindy games where counter timing is more valuable than a card slot spent on immediate action.

#### Crystal Fragments
- Deck role: Main deck, 1 copy, Equipment that can transform into protective Saga creature.
- Role type: modal utility; protection/evasion; threat/clock.
- Deck-specific job: Starts as a cheap Equipment for +1/+1, then can transform at sorcery speed into Summon: Alexander, which prevents damage to your creatures and taps each opposing creature.
- Timing: Equip when a small stat boost matters; transform only when {5}{W}{W} sorcery-speed investment will prevent combat damage or enable a finishing tap-down.
- Inputs / outputs: Consumes {W}, equip {1}, or transform activation {5}{W}{W}; outputs +1/+1 while equipped, then a 4/3 flying enchantment Saga creature with damage prevention/tap chapters.
- Mode map: Crystal Fragments face equips target creature for +1/+1 and can exile itself to return transformed as Summon: Alexander only as a sorcery. Summon: Alexander chapters I and II prevent all damage that would be dealt to creatures you control that turn; chapter III taps each creature opponents control.
- Partners / packages: Protects Sigil of the Empty Throne tokens, Summon: Knights of Round tokens, Tom Bombadil, Sanctum Weaver, and Setessan Champion in combat.
- Role peers: Heroic Intervention protects permanents more broadly; Kiora Bests the Sea God and Summon: Shiva provide tap-down effects.
- Failure modes: Card Reference lacks combined Oracle metadata; transformation is expensive and sorcery-speed only.
- Matchup / visibility hooks: Best against creature combat, weak when opponents win through noncombat combo.

#### Nesting Grounds
- Deck role: Main deck, 1 copy, colorless land and sorcery-speed counter movement utility.
- Role type: mana/fixing/ramp; mechanic enabler.
- Deck-specific job: Provides colorless mana and moves counters between your permanents, especially lore, +1/+1, charge, or stun counters when timing matters.
- Timing: Use the counter ability only at sorcery speed and only when both targets are legal and the moved counter improves the turn; otherwise tap for mana.
- Inputs / outputs: Land drop; taps for {C}, or consumes {1} and tapping to move a counter from target permanent you control onto a second target permanent.
- Partners / packages: Works with Sagas, The First Iroan Games, Goldberry, River-Daughter, Power Conduit, Sigurd, Jarl of Ravensthorpe, and Adagia, Windswept Bastion.
- Role peers: Goldberry moves counters and draws; Clockspinning changes one counter at instant speed.
- Failure modes: Colorless mana does not cast colored pips; counter movement is sorcery-speed only and cannot target opponents' permanents.
- Matchup / visibility hooks: Valuable in slow games; risky in openers that need green or white early.

#### Hall of Heliod's Generosity
- Deck role: Main deck, 1 copy, legendary colorless land and enchantment recursion utility.
- Role type: recursion; mana/fixing/ramp.
- Deck-specific job: Puts the best enchantment from your graveyard on top of library, letting the deck rebuy Sterling Grove, Sphere of Safety, Enchantress's Presence, Sagas, or Starfield of Nyx.
- Timing: Activate on the end step before your turn when the topdeck beats drawing a random card; do not lock yourself into a slow enchantment while missing lands or answers.
- Inputs / outputs: Taps for {C}; activation consumes {1}{W} and tapping to put target enchantment card from graveyard on top of library.
- Partners / packages: Recursion targets include Sterling Grove, Sphere of Safety, Sigil of the Empty Throne, Starfield of Nyx, Enchantress's Presence, Rhystic Study, Binding the Old Gods, and Kiora Bests the Sea God.
- Role peers: Starfield of Nyx returns enchantments to battlefield; Resurgent Belief mass-returns enchantments.
- Failure modes: Does not put the card into hand or battlefield; Rest in Peace can remove targets.
- Matchup / visibility hooks: Excellent against removal-heavy and control decks once white mana is reliable.

#### Urza's Saga
- Deck role: Main deck, 1 copy, enchantment land Saga and artifact tutor utility.
- Role type: tutor/search; mana/fixing/ramp; threat/clock.
- Deck-specific job: Adds colorless mana, can make Construct tokens scaling with artifacts, then searches a mana cost {0} or {1} artifact onto the battlefield.
- Timing: Play when colorless mana and eventual Sol Ring/Crystal Fragments access is worth the land slot; be aware it sacrifices after chapter III.
- Inputs / outputs: Land drop; outputs enchantment count, {C} after chapter I, optional Construct creation after chapter II, and chapter III artifact search.
- Mode map: Chapter I grants "{T}: Add {C}"; chapter II grants "{2}, {T}: Create a Construct token with power/toughness equal to artifacts you control"; chapter III searches artifact mana cost {0} or {1}, puts it onto battlefield, then shuffles.
- Partners / packages: Registered chapter III hits are Sol Ring and Crystal Fragments; Construct size improves with Sol Ring, Arcane Signet, Chromatic Lantern, Power Conduit, Crystal Fragments, Gold token, Treasure tokens, and Construct tokens.
- Role peers: Enlightened Tutor finds broader artifacts/enchantments; Serra's Sanctum is another enchantment land payoff.
- Failure modes: Produces no colored mana; sacrifices after chapter III.
- Matchup / visibility hooks: Good in slow games, weaker in color-starved openers.

#### Reliquary Tower
- Deck role: Main deck, 1 copy, colorless hand-size utility land.
- Role type: mana/fixing/ramp; role glue.
- Deck-specific job: Removes maximum hand size so Rhystic Study, The Bath Song, enchantress engines, and big Saga draw turns can keep all resources.
- Timing: Play when colored mana is already covered or when hand size will matter soon; avoid as an early land if it prevents Sythis, Farseek, Cultivate, or Dovin's Veto.
- Inputs / outputs: Land drop; taps for {C}; removes your maximum hand size.
- Partners / packages: Works with Rhystic Study, The Bath Song, Enchantress's Presence, Sythis, Harvest's Hand, Setessan Champion, Eidolon of Blossoms, Mesa Enchantress, and The Cruelty of Gix.
- Role peers: No direct peer; closest role overlap is The Bath Song and Rhystic Study as cards that make hand size matter.
- Failure modes: Colorless mana can strand colored spells; no benefit if the hand is not exceeding seven cards.
- Matchup / visibility hooks: Strong in control and midrange games where draw engines stay active.

#### Command Tower
- Deck role: Main deck, 1 copy, five-color commander land core mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for any color in Tom Bombadil's color identity, making it one of the best lands for early engines and five-color payoffs.
- Timing: Play early when it unlocks Sythis, Harvest's Hand, Farseek, Arcane Signet, Dovin's Veto, or Tom Bombadil; preserve utility lands for later if Command Tower already casts the spell.
- Inputs / outputs: Land drop; taps for white, blue, black, red, or green.
- Partners / packages: Supports Tom Bombadil, The Kami War, Narci, Fable Singer, Binding the Old Gods, Dovin's Veto, and sideboard Counterspell/Swan Song.
- Role peers: The World Tree, Path of Ancestry, Arcane Signet, Chromatic Lantern, and Exotic Orchard offer broad fixing with conditions.
- Failure modes: No utility beyond mana; vulnerable to nonbasic land hate.
- Matchup / visibility hooks: Excellent in every opener because this deck is color-hungry.

#### Exotic Orchard
- Deck role: Main deck, 1 copy, opponent-dependent fixing land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Produces colors based on lands opponents control, often fixing missing Tom Bombadil colors in multiplayer pods.
- Timing: Use early if opponents' lands already produce needed colors; otherwise treat as uncertain fixing until public land abilities are visible.
- Inputs / outputs: Land drop; taps for one mana of any color a land an opponent controls could produce.
- Partners / packages: Helps cast Tom Bombadil, Narci, Fable Singer, The Kami War, Dovin's Veto, and sideboard Counterspell when opponents expose the right colors.
- Role peers: Command Tower is unconditional five-color; Reflecting Pool depends on your own lands; Path of Ancestry enters tapped but fixes commander colors.
- Failure modes: Cannot produce a color no opponent land could produce; weaker in colorless-heavy or mono-color table states.
- Matchup / visibility hooks: Better in multiplayer Commander than in one-on-one when multiple opponents expose more colors.

#### The World Tree
- Deck role: Main deck, 1 copy, tapped green land and late universal fixing utility.
- Role type: mana/fixing/ramp; tutor/search.
- Deck-specific job: Starts as tapped green mana, then at six lands gives all lands any-color ability, and can sacrifice to search God cards onto battlefield.
- Timing: Play early only if the tapped tempo is acceptable; six-land threshold is the main reason to keep it in long games.
- Inputs / outputs: Enters tapped; taps for {G}; with six or more lands, lands you control tap for one mana of any color; activated ability costs {W}{W}{U}{U}{B}{B}{R}{R}{G}{G}, tapping, and sacrificing it.
- Partners / packages: Fixes Tom Bombadil, The Kami War, Dovin's Veto, Counterspell, and all five-color Saga turns; God search can find Tom Bombadil from library if present.
- Role peers: Chromatic Lantern and Leyline of the Guildpact provide similar land-fixing earlier.
- Failure modes: The God search is mostly low relevance because Tom Bombadil starts in the command zone, not library, unless library state changes.
- Matchup / visibility hooks: Strong in slow games where six lands make all future color requirements easy.

#### Spara's Headquarters
- Deck role: Main deck, 1 copy, Bant typed triome mana resource.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Provides Forest, Plains, and Island types for green/white/blue fixing and can cycle when mana flooding.
- Timing: Play tapped early when the tempo cost is acceptable; cycle only when land drops and typed colors are already secure.
- Inputs / outputs: Enters tapped; taps for {G}, {W}, or {U}; cycling {3} discards it to draw a card.
- Mode map: Land mode supplies Forest/Plains/Island types and colored mana; cycling mode costs {3}, discards Spara's Headquarters, and draws one card.
- Partners / packages: Searchable by Farseek, Binding the Old Gods, and Windswept Heath; supports Sythis, Dovin's Veto, Kiora Bests the Sea God, and Counterspell.
- Role peers: Jetmir's Garden and Indatha Triome are other typed cycling triomes.
- Failure modes: Enters tapped and cannot support turn-one one-mana plays; cycling is card-neutral, not ramp.
- Matchup / visibility hooks: Great for color fixing in slower matchups, risky against fast starts.

#### Path of Ancestry
- Deck role: Main deck, 1 copy, tapped five-color commander land with conditional scry.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Fixes any commander-identity color and scries when its mana casts a creature sharing a type with Tom Bombadil: God or Bard.
- Timing: Play early if tapped tempo is acceptable; use for Tom Bombadil or Narci, Fable Singer to get scry because Tom is God Bard and Narci is Bard.
- Inputs / outputs: Enters tapped; taps for any Tom Bombadil color; if spent to cast a creature sharing God or Bard with commander, scry 1.
- Partners / packages: Scry triggers with Tom Bombadil and Narci, Fable Singer; fixes Sythis, Jukai Naturalist, Dovin's Veto, and The Kami War.
- Role peers: Command Tower fixes without entering tapped; The World Tree fixes later.
- Failure modes: Most creatures in this deck do not share God or Bard, so do not expect constant scry.
- Matchup / visibility hooks: Better in slower hands where tapped entry does not concede tempo.

#### Jetmir's Garden
- Deck role: Main deck, 1 copy, Naya typed triome mana resource.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Provides Mountain, Forest, and Plains types for red/green/white fixing and can cycle when flooding.
- Timing: Play tapped before turns needing Sigurd, Jukai Naturalist, Farseek, or There and Back Again; cycle only after land drops are secure.
- Inputs / outputs: Enters tapped; taps for {R}, {G}, or {W}; cycling {3} discards it to draw a card.
- Mode map: Land mode supplies Mountain/Forest/Plains types; cycling mode costs {3}, discards Jetmir's Garden, and draws one card.
- Partners / packages: Searchable by Farseek, Binding the Old Gods, Windswept Heath, and There and Back Again; supports Sigurd, There and Back Again, Blasphemous Act, and white-green engines.
- Role peers: Spara's Headquarters and Indatha Triome are other typed cycling triomes.
- Failure modes: Enters tapped; cycling does not provide red mana or ramp.
- Matchup / visibility hooks: Important because There and Back Again can search it as a Mountain card.

#### Windswept Heath
- Deck role: Main deck, 1 copy, fetch land for Forest or Plains cards.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Pays 1 life and sacrifices to find the typed land that fixes the next several turns, including triomes.
- Timing: Crack when the needed color is known or before a shuffle/tutor conflict matters; hold briefly if landfall-free information from draws may change the best target.
- Inputs / outputs: Land drop; activation taps, pays 1 life, sacrifices Windswept Heath, searches Forest or Plains card to battlefield, then shuffles.
- Partners / packages: Registered targets are Forest, Plains, Spara's Headquarters, Jetmir's Garden, Indatha Triome, and possibly other lands only if they have Forest or Plains type.
- Role peers: Evolving Wilds finds any basic tapped; Farseek and Binding the Old Gods find typed nonbasics by text restrictions.
- Failure modes: Does not find Island, Swamp, Mountain, Command Tower, The World Tree, or Sandsteppe Citadel unless the card has Forest or Plains type; costs 1 life.
- Matchup / visibility hooks: Strong early fixing, especially for green-white engine starts.

#### Indatha Triome
- Deck role: Main deck, 1 copy, Abzan typed triome mana resource.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Provides Plains, Swamp, and Forest types for white/black/green fixing and can cycle if drawn late.
- Timing: Play tapped early when setting up Narci, The Cruelty of Gix, Binding the Old Gods, or white-green engines; cycle only when mana is abundant.
- Inputs / outputs: Enters tapped; taps for {W}, {B}, or {G}; cycling {3} discards it to draw a card.
- Mode map: Land mode supplies Plains/Swamp/Forest types; cycling mode costs {3}, discards Indatha Triome, and draws one card.
- Partners / packages: Searchable by Farseek, Binding the Old Gods, and Windswept Heath; supports Narci, Binding the Old Gods, The Cruelty of Gix, and Sythis.
- Role peers: Spara's Headquarters and Jetmir's Garden are other typed cycling triomes.
- Failure modes: Enters tapped; cycling is not a black, green, or white mana source.
- Matchup / visibility hooks: Key against color pressure because it covers three early engine colors.

#### Sandsteppe Citadel
- Deck role: Main deck, 1 copy, tapped Abzan fixing land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides white, black, or green for Narci, Binding the Old Gods, The Cruelty of Gix, Sythis, and Sterling Grove.
- Timing: Play early when tapped tempo is acceptable and the hand needs Abzan colors; delay if untapped mana is required for Dovin's Veto or Heroic Intervention.
- Inputs / outputs: Enters tapped; taps for {W}, {B}, or {G}.
- Partners / packages: Supports Sythis, Harvest's Hand, Jukai Naturalist, Narci, Fable Singer, Binding the Old Gods, Sterling Grove, and The Cruelty of Gix.
- Role peers: Indatha Triome has the same colors plus basic land types and cycling; Jungle Shrine covers red instead of black.
- Failure modes: Not searchable by Farseek, Windswept Heath, or Binding the Old Gods because it has no basic land types.
- Matchup / visibility hooks: Solid keep-land for slower games, but tapped entry can hurt against fast aggro.

#### Jungle Shrine
- Deck role: Main deck, 1 copy, tapped Naya fixing land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides red, green, or white for Sigurd, There and Back Again, Blasphemous Act, Jukai Naturalist, and Sterling Grove.
- Timing: Play early before red-heavy or green-white turns; avoid if you must hold up instant-speed protection immediately.
- Inputs / outputs: Enters tapped; taps for {R}, {G}, or {W}.
- Partners / packages: Supports Sigurd, Jarl of Ravensthorpe, There and Back Again, Summon: Brynhildr, Blasphemous Act, Clash of the Eikons, and Sythis/Jukai starts.
- Role peers: Jetmir's Garden has the same colors plus basic land types and cycling.
- Failure modes: Not a Mountain, Forest, or Plains, so Farseek, Windswept Heath, Binding the Old Gods, and There and Back Again cannot find it.
- Matchup / visibility hooks: Important for red access, but tapped tempo should be planned around.

#### Reflecting Pool
- Deck role: Main deck, 1 copy, board-dependent fixing land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Copies the color types your other lands can produce, often becoming a perfect fixer after Command Tower, triomes, Path of Ancestry, or Chromatic Lantern.
- Timing: Strong after at least one multicolor land; risky as the only land or next to colorless utility lands.
- Inputs / outputs: Land drop; taps for one mana of any type a land you control could produce.
- Partners / packages: Works best with Command Tower, The World Tree, Spara's Headquarters, Jetmir's Garden, Indatha Triome, Path of Ancestry, Exotic Orchard, and Chromatic Lantern.
- Role peers: Command Tower is unconditional; Exotic Orchard depends on opponents; Chromatic Lantern makes Reflecting Pool excellent.
- Failure modes: With only Serra's Sanctum, Reliquary Tower, Hall of Heliod's Generosity, Nesting Grounds, or Urza's Saga, it may produce limited or no useful colors.
- Matchup / visibility hooks: Great in stable mana hands, poor in risky openers with utility lands only.

#### Evolving Wilds
- Deck role: Main deck, 1 copy, basic-land search utility land.
- Role type: tutor/search; mana/fixing/ramp.
- Deck-specific job: Sacrifices to find the basic color that unlocks early engines, ramp, or interaction.
- Timing: Use when the missing basic is clear; because the found land enters tapped, plan one turn ahead.
- Inputs / outputs: Land drop; taps and sacrifices to search basic Forest, Plains, Island, Swamp, or Mountain, put it onto battlefield tapped, then shuffle.
- Partners / packages: Supports Cultivate, Summon: Fenrir, The Weatherseed Treaty, The Bath Song, Summon: Titan, and basic-count domain.
- Role peers: Windswept Heath finds Forest/Plains cards at the cost of 1 life; Farseek finds typed non-Forest options.
- Failure modes: Cannot find nonbasic triomes or utility lands; tapped basic cannot pay for same-turn spells.
- Matchup / visibility hooks: Good fixing but slow against fast creature pressure.

#### Adagia, Windswept Bastion
- Deck role: Main deck, 1 copy, tapped white Planet utility land.
- Role type: mana/fixing/ramp; mechanic enabler; engine payoff.
- Deck-specific job: Produces white, can station creatures to build charge counters, and at 12+ charge counters can copy a target artifact or enchantment you control as a legendary token.
- Timing: Play when tapped white source is acceptable; station only at sorcery speed when tapping another creature does not compromise blocks or attacks.
- Inputs / outputs: Enters tapped; taps for {W}; station taps another creature you control to add charge counters equal to its power; 12+ ability costs {3}{W} and tapping to create a legendary token copy of target artifact or enchantment you control.
- Partners / packages: Copy targets include Sol Ring, Arcane Signet, Chromatic Lantern, Enchantress's Presence, Rhystic Study, Sphere of Safety, Sigil of the Empty Throne, and high-impact Sagas.
- Role peers: Power Conduit can add charge counters to artifacts but not Planets; Starfield of Nyx and Resurgent Belief reuse enchantments differently.
- Failure modes: Enters tapped and only taps for white; station taps creatures and can reduce defense.
- Matchup / visibility hooks: Best in slow board stalls with spare creatures and a premium enchantment/artifact to copy.

#### Boseiju, Who Endures
- Deck role: Main deck, 1 copy, green legendary land and channel interaction.
- Role type: mana/fixing/ramp; interaction-removal; modal utility.
- Deck-specific job: Provides green mana or channels to destroy target artifact, enchantment, or nonbasic land an opponent controls while giving that player a possible basic-typed land replacement.
- Timing: Play as green source if mana is short; hold in hand when opposing artifact/enchantment/nonbasic land engines are likely and green mana is otherwise covered.
- Inputs / outputs: Taps for {G}; channel costs {1}{G}, discards Boseiju, and costs {1} less per legendary creature you control.
- Mode map: Land mode taps for green. Channel mode destroys target artifact, enchantment, or nonbasic land an opponent controls; that player may search for a land card with a basic land type and put it onto battlefield.
- Partners / packages: Legendary creatures reducing channel cost are Tom Bombadil, Narci, Fable Singer, Satsuki, the Living Lore, Goldberry, River-Daughter, Barbara Wright, Sigurd, Jarl of Ravensthorpe, and O'aka, Traveling Merchant.
- Role peers: Force of Vigor, Vandalblast, Aura Shards, and Binding the Old Gods answer related permanent classes.
- Failure modes: Channel is not a spell, but it gives the opponent a land option; using as land removes channel access.
- Matchup / visibility hooks: High value against stax pieces, graveyard hate enchantments, and problem nonbasic lands.

#### Rest in Peace
- Deck role: Sideboard, 1 copy, graveyard hate enchantment bullet.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: Exiles all graveyards on entry and replaces all future graveyard movement with exile, shutting down reanimator, flashback, escape, death loops, and graveyard commanders.
- Timing: Bring in and cast only when opponent graveyard value beats your own recursion; deploy before the opponent can pay flashback/delve/escape costs, not after those costs are paid.
- Inputs / outputs: Consumes {1}{W}; outputs immediate graveyard exile and replacement exile for cards/tokens going to graveyards.
- Partners / packages: Sideboard partner with Dauthi Voidwalker, Swan Song, and Counterspell against graveyard plans; conflicts with Resurgent Belief, Hall of Heliod's Generosity, Starfield of Nyx, The Eldest Reborn, and The Cruelty of Gix.
- Role peers: Dauthi Voidwalker is graveyard denial plus theft without exiling your graveyard on entry.
- Failure modes: Self-locks your enchantment recursion; tokens also get exiled instead of going to graveyard.
- Matchup / visibility hooks: Use against graveyard engines, not as generic value.

#### Force of Vigor
- Deck role: Sideboard, 1 copy, artifact/enchantment instant-speed hate bullet.
- Role type: interaction-removal; hate piece; sideboard bullet.
- Deck-specific job: Destroys up to two target artifacts and/or enchantments, with a free alternate cost on opponents' turns by exiling a green card from hand.
- Timing: Bring in against fast artifact/enchantment engines; cast for free only when tempo is worth losing the green card.
- Inputs / outputs: Consumes {2}{G}{G} or, if it is not your turn, exiles a green card from hand instead; outputs destruction of up to two target artifacts/enchantments.
- Partners / packages: Green pitch candidates must be evaluated carefully from cards such as Farseek, Cultivate, Sanctum Weaver, Sterling Grove, Binding the Old Gods, The Weatherseed Treaty, or Summon: Titan.
- Role peers: Boseiju, Who Endures hits one artifact/enchantment/nonbasic land; Vandalblast hits artifacts only; Aura Shards repeats with creature entries.
- Failure modes: Pitching the only green engine or ramp card can lose long games; cannot destroy creatures, planeswalkers, or nonartifact/nonenchantment permanents.
- Matchup / visibility hooks: Strong against artifact ramp, stax enchantments, and combo pieces that must die immediately.

#### Cyclonic Rift
- Deck role: Sideboard, 1 copy, blue instant bounce reset bullet.
- Role type: modal utility; interaction-removal; sideboard bullet.
- Deck-specific job: Bounces one target nonland permanent you do not control early, or overloads to return each nonland permanent you do not control for a decisive tempo swing.
- Timing: Use single-target mode to prevent lethal or answer a must-bounce permanent; overload at {6}{U} when it opens a winning attack or resets a mixed board.
- Inputs / outputs: Consumes {1}{U} or overload {6}{U}; outputs hand-bounce, not destruction.
- Mode map: Normal mode targets one nonland permanent you do not control and returns it to owner hand. Overload changes "target" to "each," returning each nonland permanent you do not control.
- Partners / packages: Pairs with Tom Bombadil, Sigil of the Empty Throne, Starfield of Nyx, Summon: Knights of Round, In the Darkness Bind Them, and War of the Last Alliance for post-bounce attacks.
- Role peers: Summon: Valefor bounces chosen large creatures; The Kami War bounces one other nonland permanent.
- Failure modes: Does not answer lands and does not permanently remove recastable cards; overload still needs seven mana including blue.
- Matchup / visibility hooks: Excellent against go-wide, stax, and mixed permanent boards.

#### Toxic Deluge
- Deck role: Sideboard, 1 copy, scalable black creature sweeper bullet.
- Role type: interaction-sweeper; sideboard bullet; lifegain/stabilization.
- Deck-specific job: Pays life to give each creature -X/-X until end of turn, answering indestructible and large boards when life total permits.
- Timing: Bring in against creature-wide aggression, resilient commanders, and boards Blasphemous Act cannot cleanly solve; cast before combat when X prevents lethal.
- Inputs / outputs: Consumes {2}{B} plus X life as an additional cost; outputs -X/-X to each creature until end of turn.
- Partners / packages: Rebuild after it with Enchantress's Presence, Rhystic Study, Resurgent Belief, Starfield of Nyx, Hall of Heliod's Generosity, and noncreature Sagas.
- Role peers: Blasphemous Act deals damage; Supreme Verdict destroys; One Ring to Rule Them All destroys nonlegendary creatures.
- Failure modes: Life payment can put you in burn range; kills your enchantress creatures, Sanctum Weaver, Tom Bombadil if X is high enough, and tokens.
- Matchup / visibility hooks: Strong against indestructible-looking boards because -X/-X is not destruction or damage.

#### Dauthi Voidwalker
- Deck role: Sideboard, 1 copy, graveyard denial and theft creature bullet.
- Role type: hate piece; threat/clock; sideboard bullet.
- Deck-specific job: Exiles opponents' cards that would go to graveyard with void counters, attacks through most blockers with shadow, and can sacrifice to cast one exiled opponent-owned card for free that turn.
- Timing: Bring in against graveyard and spell-heavy decks; deploy before key cards hit graveyards, then save the sacrifice for a high-impact exiled card.
- Inputs / outputs: Consumes {B}{B}; outputs replacement exile for opponents' graveyard-bound cards, a 3/2 shadow clock, and a tap-sacrifice free-play effect.
- Partners / packages: Sideboard partner with Rest in Peace, Swan Song, Counterspell, and Cyclonic Rift; less self-conflicting than Rest in Peace with Hall of Heliod's Generosity and Resurgent Belief.
- Role peers: Rest in Peace is broader graveyard lockdown; Summon: Esper Valigarmanda exiles instants/sorceries from graveyards only.
- Failure modes: Double black can be hard; Rest in Peace can reduce the value of void-counter theft because Rest in Peace exiles without Dauthi's void counters.
- Matchup / visibility hooks: Strong against reanimator, flashback, sacrifice recursion, and spell decks with premium graveyard-bound cards.

#### Vandalblast
- Deck role: Sideboard, 1 copy, red artifact sweeper bullet.
- Role type: modal utility; interaction-removal; hate piece; sideboard bullet.
- Deck-specific job: Destroys one artifact you do not control for {R}, or overloads for {4}{R} to destroy each artifact you do not control.
- Timing: Bring in against artifact ramp, equipment, artifact creatures, Treasure engines, and stax artifacts; overload when multiple artifacts matter more than preserving tempo.
- Inputs / outputs: Consumes {R} or overload {4}{R}; outputs artifact destruction.
- Mode map: Normal mode destroys target artifact you do not control. Overload changes "target" to "each," destroying each artifact you do not control.
- Partners / packages: Pairs with Boseiju, Who Endures, Force of Vigor, Aura Shards, Cyclonic Rift, Swan Song, and Counterspell against artifact-based plans.
- Role peers: Force of Vigor hits artifacts/enchantments; Aura Shards repeats with creatures; Boseiju also hits nonbasic lands.
- Failure modes: Sorcery speed; cannot hit enchantments unless they are also artifacts, creatures unless artifacts, or lands unless artifacts.
- Matchup / visibility hooks: Best against artifact mana clusters and artifact combo boards.

#### Swan Song
- Deck role: Sideboard, 1 copy, one-mana blue stack interaction bullet.
- Role type: interaction-stack; protection/evasion; sideboard bullet.
- Deck-specific job: Counters target enchantment, instant, or sorcery spell for {U}, protecting key turns or stopping cheap combo at the cost of a 2/2 flying Bird for that spell's controller.
- Timing: Bring in against combo/control and use on spells that win, sweep, exile the engine, or stop a decisive Saga turn.
- Inputs / outputs: Consumes {U}; counters a target enchantment, instant, or sorcery spell; that spell's controller creates a 2/2 blue Bird creature token with flying.
- Partners / packages: Protects Tom Bombadil, Starfield of Nyx, Sigil of the Empty Throne, Resurgent Belief, Sphere of Safety, and enchantress engines from stack-based answers.
- Role peers: Dovin's Veto counters noncreature spells uncounterably; Counterspell counters any spell for {U}{U}.
- Failure modes: Cannot counter artifact, creature, planeswalker, battle, or land spells unless they are also enchantment/instant/sorcery as applicable; Bird token can matter against low life.
- Matchup / visibility hooks: Excellent against fast spell combo and sweepers.

#### Counterspell
- Deck role: Sideboard, 1 copy, broad blue stack interaction bullet.
- Role type: interaction-stack; protection/evasion; sideboard bullet.
- Deck-specific job: Counters any target spell on the stack, including creature commanders, sweepers, combo pieces, planeswalkers, artifacts, enchantments, instants, and sorceries.
- Timing: Bring in when blue-blue mana is reliable and the opponent has must-counter spells; hold for the action that changes the game, not minor setup.
- Inputs / outputs: Consumes {U}{U}; outputs countering target spell.
- Partners / packages: Supported by Chromatic Lantern, Command Tower, Path of Ancestry, The World Tree, Spara's Headquarters, Island, Arcane Signet, and Reflecting Pool when blue is available.
- Role peers: Dovin's Veto is narrower but uncounterable; Swan Song is cheaper but narrower and gives a Bird.
- Failure modes: Cannot answer resolved permanents; double blue can strain five-color sequencing.
- Matchup / visibility hooks: Strong against commanders, big mana payoff spells, combo, and control mirrors.

#### Aura Shards
- Deck role: Sideboard, 1 copy, creature-entry artifact/enchantment hate enchantment bullet.
- Role type: hate piece; engine payoff; sideboard bullet.
- Deck-specific job: Turns each creature entering under your control into optional target artifact or enchantment destruction.
- Timing: Bring in when opponents rely on artifacts/enchantments and your deck can produce creatures; cast before token engines if possible.
- Inputs / outputs: Consumes {1}{G}{W}; outputs a may-trigger whenever a creature you control enters to destroy target artifact or enchantment.
- Partners / packages: Trigger sources include Sigil of the Empty Throne Angels, Historian's Boon Soldiers/Angels, Birth of the Imperium Astartes, Summon: Knights of Round Knights, There and Back Again Smaug, and creature spells.
- Role peers: Force of Vigor answers immediately; Vandalblast hits artifacts at sorcery speed; Boseiju, Who Endures channels once.
- Failure modes: Needs creature entries after it resolves; does not hit creatures or planeswalkers unless they are artifacts/enchantments.
- Matchup / visibility hooks: Excellent against artifact/enchantment engines when your token plan is intact.

#### Supreme Verdict
- Deck role: Sideboard, 1 copy, uncounterable Azorius creature sweeper bullet.
- Role type: interaction-sweeper; sideboard bullet; lifegain/stabilization.
- Deck-specific job: Destroys each creature and cannot be countered, giving a reliable reset against creature decks and counter-protected boards.
- Timing: Bring in against creature pressure, commanders with protection from counterwars, and boards where rebuilding with enchantments is easier for you.
- Inputs / outputs: Consumes {1}{W}{W}{U}; outputs destruction of each creature.
- Partners / packages: Rebuild with Enchantress's Presence, Rhystic Study, Resurgent Belief, Starfield of Nyx, Hall of Heliod's Generosity, Sphere of Safety, and noncreature Sagas.
- Role peers: Blasphemous Act deals 13 damage; Toxic Deluge gives -X/-X; Cyclonic Rift bounces opponents' nonland permanents.
- Failure modes: Kills your Tom Bombadil, enchantress creatures, Sanctum Weaver, token armies, and Summon creatures unless protected; indestructible creatures survive.
- Matchup / visibility hooks: Best against creature decks with counterspell backup or wide boards that must reset.

#### Forest
- Deck role: Main deck, 5 copies, basic green mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Casts Farseek, Cultivate, Sanctum Weaver, Sterling Grove, Binding the Old Gods, Setessan Champion, and Force of Vigor and Aura Shards after sideboarding while serving as a searchable basic.
- Timing: Prioritize early when the hand needs ramp or enchantress setup; fetch with Cultivate, Summon: Fenrir, The Weatherseed Treaty, or Evolving Wilds when green is missing.
- Inputs / outputs: Land drop; taps for {G}.
- Partners / packages: Searchable by Cultivate, Summon: Fenrir, The Weatherseed Treaty, and Evolving Wilds; Forest-type nonbasic alternatives are Spara's Headquarters, Jetmir's Garden, and Indatha Triome for some searches.
- Role peers: Boseiju, Who Endures provides green plus interaction; The World Tree provides tapped green and later fixing.
- Failure modes: Basic Forest alone does not cast white-blue or black-red requirements.
- Matchup / visibility hooks: Most important basic for functional openers because green finds other colors.

#### Plains
- Deck role: Main deck, 5 copies, basic white mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Casts Sythis, Jukai Naturalist, Mesa Enchantress, Sterling Grove, Sphere of Safety, Dovin's Veto support, and many white Sagas.
- Timing: Prioritize early when the hand has white-green engines or needs Enlightened Tutor/Sterling Grove; fetch when white is missing from otherwise functional mana.
- Inputs / outputs: Land drop; taps for {W}.
- Partners / packages: Searchable by Farseek, Cultivate, Summon: Fenrir, The Weatherseed Treaty, Evolving Wilds, and Windswept Heath.
- Role peers: Command Tower and Path of Ancestry fix white; Serra's Sanctum produces scaling white after enchantments exist.
- Failure modes: White without green can strand Farseek, Cultivate, and Sanctum Weaver.
- Matchup / visibility hooks: Important against aggro because white casts Sphere of Safety and sideboard Supreme Verdict.

#### Island
- Deck role: Main deck, 3 copies, basic blue mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enables Rhystic Study, Dovin's Veto, Kiora Bests the Sea God, Scroll of Isildur, The Bath Song, and sideboard Swan Song/Counterspell/Cyclonic Rift.
- Timing: Fetch when holding blue interaction or blue draw; prioritize double blue only after early green/white development is secure.
- Inputs / outputs: Land drop; taps for {U}.
- Partners / packages: Searchable by Farseek, Cultivate, Summon: Fenrir, The Weatherseed Treaty, and Evolving Wilds; Spara's Headquarters is a typed Island nonbasic for Farseek.
- Role peers: Spara's Headquarters, Command Tower, Arcane Signet, Chromatic Lantern, and The World Tree also provide blue access.
- Failure modes: Too many early Islands can miss green-white setup.
- Matchup / visibility hooks: More important post-board when Counterspell, Swan Song, and Cyclonic Rift enter.

#### Swamp
- Deck role: Main deck, 3 copies, basic black mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enables Narci, The Cruelty of Gix, The Eldest Reborn, One Ring to Rule Them All, and sideboard Toxic Deluge/Dauthi Voidwalker.
- Timing: Fetch when black payoff spells are approaching or post-board black interaction is needed; do not prioritize before green/white unless hand demands it.
- Inputs / outputs: Land drop; taps for {B}.
- Partners / packages: Searchable by Farseek, Cultivate, Summon: Fenrir, The Weatherseed Treaty, and Evolving Wilds; Indatha Triome is a typed Swamp nonbasic for Farseek.
- Role peers: Sandsteppe Citadel and Indatha Triome cover black with green-white colors.
- Failure modes: Basic Swamp does not help cast early green ramp or white enchantress cards.
- Matchup / visibility hooks: Important against creature decks after sideboarding Toxic Deluge and against graveyard decks with Dauthi Voidwalker.

#### Mountain
- Deck role: Main deck, 3 copies, basic red mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enables There and Back Again, Blasphemous Act, Clash of the Eikons support through green-red sequencing, Summon: Brynhildr, Summon: Esper Valigarmanda, and sideboard Vandalblast.
- Timing: Fetch when red payoffs or Blasphemous Act matter; There and Back Again can search Mountain or Jetmir's Garden as Mountain cards.
- Inputs / outputs: Land drop; taps for {R}.
- Partners / packages: Searchable by Farseek, Cultivate, Summon: Fenrir, The Weatherseed Treaty, Evolving Wilds, and There and Back Again.
- Role peers: Jetmir's Garden and Jungle Shrine provide red while also covering green/white.
- Failure modes: Basic Mountain alone does not cast early green-white engines; avoid over-prioritizing red in openers without green.
- Matchup / visibility hooks: Important when Blasphemous Act or Vandalblast is the stabilizing answer.

## Interaction Priorities

- Counter game-ending noncreature actions first with Dovin's Veto, then counter sweepers, graveyard hate, lock pieces, planeswalker-like engines, or stack interaction that would stop Tom Bombadil from chaining sagas. Let ordinary creatures resolve when Sphere of Safety, Blasphemous Act, Clash of the Eikons, Binding the Old Gods, Kiora Bests the Sea God, or Elspeth Conquers Death can answer them more efficiently later.

- Protect the engine before protecting damage output: spend Heroic Intervention to save Tom Bombadil, Sythis, Harvest's Hand, Setessan Champion, Enchantress's Presence, Sanctum Weaver, Sterling Grove, Starfield of Nyx, or a decisive saga board from removal or sweepers. Do not spend Heroic Intervention on a minor creature trade unless losing that creature breaks mana, cards, or the current chapter plan.

- Remove the permanent that changes the next full turn first, not the permanent with the largest printed stats. Binding the Old Gods, Elspeth Conquers Death, The Eldest Reborn, The Kami War, One Ring to Rule Them All, Boseiju, Who Endures, and sideboard Cyclonic Rift should prioritize commanders, combo engines, tax or hate permanents, evasive lethal threats, and cards preventing enchantments or graveyard recursion from functioning. Card text check required for The Kami War and One Ring to Rule Them All before assuming exact exile, bounce, or sacrifice output.

- Use sweepers only when the exchange restores control of the game. Blasphemous Act, Clash of the Eikons, Toxic Deluge, Supreme Verdict, or Cyclonic Rift are high priority against go-wide creature boards, token armies, and commander damage pressure; delay them when Sphere of Safety already blanks attacks or when your enchantress creatures plus Tom Bombadil will generate more value by staying alive. Card text check required for Clash of the Eikons before relying on exact damage behavior.

- Bait interaction with replaceable enchantments before committing fragile payoffs. Lead with The First Iroan Games, The Bath Song, Scroll of Isildur, Historian's Boon, Birth of the Imperium, or a Summon card whose visible text is not currently decisive before exposing Starfield of Nyx, Sigil of the Empty Throne, Sanctum Weaver, or Tom Bombadil into open mana. Card text check required for the listed newer sagas and Summon cards before treating them as expendable.

- Ignore low-impact attackers when the life total is high and the next chapter swing is stronger. Against midrange and control, preserve removal for engines, commanders, and hate pieces rather than spending premium answers on small damage. Against fast aggro, lower the threshold: answer creatures that represent a two-turn clock, carry counters or equipment, or make Sphere of Safety insufficient.

- Exile or suppress graveyards only when graveyards are part of the opponent's visible plan or your own graveyard recursion is less important. Post-board Rest in Peace and Dauthi Voidwalker are strong against graveyard decks but conflict with Resurgent Belief, Hall of Heliod's Generosity, Starfield of Nyx, The Eldest Reborn, and The Cruelty of Gix, so deploy them only when opponent graveyard value is the larger resource.

## Combat And Trading Rules

- Attack with synergy creatures only when combat does not risk the engine. Sythis, Harvest's Hand, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Sanctum Weaver, Jukai Naturalist, Weaver of Harmony, Satsuki, the Living Lore, Goldberry, River-Daughter, Narci, Fable Singer, Barbara Wright, O'aka, Traveling Merchant, and Sigurd, Jarl of Ravensthorpe should usually stay back unless their visible text, counters, or board state makes the attack safe or lethal.

- Preserve Tom Bombadil over chip damage. Attack with Tom Bombadil only when blockers cannot kill it, protection is available, commander damage is strategically relevant, or the attack materially pressures a vulnerable opponent. Do not trade Tom Bombadil for a creature unless commander tax is acceptable and the resulting board or chapter chain is decisive.

- Trade creatures to protect life when the deck needs time, not when the creature is producing ongoing cards or mana. Block with token creatures from Sigil of the Empty Throne, Historian's Boon, or visible Summon effects before blocking with enchantress creatures or Sanctum Weaver. Card text check required for Historian's Boon and Summon token assumptions.

- Treat life total as a resource until commander or evasive damage changes the clock. Above roughly 25 life in Commander, take small attacks if the crack-back, saga chapter, or sweeper setup is better; between 12 and 18 life, block or remove creatures that create a two-turn clock; below 12 life, prioritize survival over enchantress greed unless a legal action wins or locks combat immediately.

- Use Sphere of Safety to change combat math, then stop spending bodies unnecessarily. When opponents cannot pay for meaningful attacks, keep creatures untapped only if they protect planes of attack not covered by Sphere of Safety, such as noncombat damage, commander pressure from one large attacker, or a post-removal swing.

- Attack control players with durable or replaceable threats while holding key engines. Sigil of the Empty Throne tokens, Starfield of Nyx pressure, Kiora Bests the Sea God threats, and visible Summon creatures can pressure life totals after baiting interaction; avoid overextending enchantress bodies into sweepers when Rhystic Study or Enchantress's Presence can win the resource game.

- Block aggressive decks early when the block preserves enough mana and cards to rebuild. Trading Jukai Naturalist, Satsuki, the Living Lore, or a saga-created body is acceptable if it prevents lethal pressure and the hand contains replacement draw, sweepers, or Tom Bombadil follow-up; trading Sanctum Weaver or Setessan Champion is a last resort unless they already generated value.

- Check Starfield of Nyx combat risk before animating or attacking with enchantments. If Starfield of Nyx makes key enchantments vulnerable to creature removal or bad blocks, favor defensive posture and protection until a lethal attack or post-sweeper rebuild is visible from legal actions.

## Selection And Tutor Rules

- Use top-of-library tutors when the next draw is protected or immediately useful. Enlightened Tutor and Sterling Grove should find the enchantment or artifact that fixes the current bottleneck: Sphere of Safety against combat pressure, Enchantress's Presence or Rhystic Study for cards, Chromatic Lantern or Sol Ring for mana, Sterling Grove for protection, Starfield of Nyx or Sigil of the Empty Throne as a finisher, or a decisive saga when Tom Bombadil is online.

- Time Enlightened Tutor before a draw step or a same-turn draw trigger when possible. If Sythis, Harvest's Hand, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Enchantress's Presence, or Rhystic Study can draw after the tutor, set up the exact card and convert it immediately. Avoid tutoring into a known shuffle unless the shuffle is part of the plan.

- Treat Sterling Grove as protection first when the board already contains the engine. Do not sacrifice Sterling Grove for a speculative tutor if Tom Bombadil, Sanctum Weaver, Enchantress's Presence, Starfield of Nyx, Sphere of Safety, or Sigil of the Empty Throne is exposed and opponents have open interaction. Sacrifice it only when the searched card is needed now or when protection no longer matters.

- Use The Cruelty of Gix tutor mode to find the missing axis, not the flashiest card. Search for Heroic Intervention or Dovin's Veto when a sweeper or combo turn is visible, Sphere of Safety or Blasphemous Act when combat is lethal soon, Sanctum Weaver or Chromatic Lantern when colors bottleneck the hand, or Starfield of Nyx when the graveyard and battlefield support a close. Card text check required for exact chapter timing and costs.

- Prioritize land and color selection before greedy enchantment chains. Farseek, Cultivate, The Weatherseed Treaty, Windswept Heath, Evolving Wilds, Binding the Old Gods, and There and Back Again should usually fix missing colors before finding marginal value lands. Card text check required for exact searchable land types on The Weatherseed Treaty, Binding the Old Gods, and There and Back Again.

- Make land-drop decisions after selection when the selection can change colors. If Farseek, Cultivate, Windswept Heath, Evolving Wilds, The Weatherseed Treaty, or Binding the Old Gods is legal before playing a land, first check whether the legal search can cover missing white, green, blue, black, or red for the same turn. If the land drop is required to cast the selection spell, play the land that unlocks it.

- Use Urza's Saga search only for visible legal artifact choices. If Sol Ring is the only legal or highest-impact legal artifact shown by the rules engine, take Sol Ring for acceleration; if the engine shows no legal deck-relevant artifact, do not infer hidden choices. Card text check required for exact Urza's Saga search constraints at runtime.

- Recur the card that changes the next turn with Hall of Heliod's Generosity. Put Sphere of Safety, Sterling Grove, Enchantress's Presence, Starfield of Nyx, Binding the Old Gods, Elspeth Conquers Death, The Eldest Reborn, Kiora Bests the Sea God, or a decisive saga on top only when drawing it beats drawing fresh cards. Do not lock the draw step with a slow enchantment while behind on mana or facing lethal.

- Bottom or decline low-impact selection when survival or colors are missing. If a scry, surveil, reveal, or choose-card prompt appears from The Bath Song, Scroll of Isildur, Summon: Valefor, The Legend of Yangchen, Birth of the Imperium, or another newer card, keep mana, protection, sweepers, and enchantress engines over redundant expensive sagas. Card text check required for those exact selection effects.

## Priority And Stack Rules

- Spend stack interaction on spells that break the engine or end the game. Dovin's Veto should counter sweepers, enchantment removal aimed at the core board, combo pieces, extra-turn or mass-bounce effects, and commander spells that immediately overpower Sphere of Safety. Do not counter routine creatures that Binding the Old Gods, Elspeth Conquers Death, Blasphemous Act, Clash of the Eikons, or Sphere of Safety can handle.

- Hold Heroic Intervention for removal windows that matter. Use it against visible destruction, damage, exile if legally covered, or sweeper effects that would remove Tom Bombadil, Sanctum Weaver, Sythis, Harvest's Hand, Setessan Champion, Enchantress's Presence, Starfield of Nyx, Sphere of Safety, or a decisive animated enchantment board. Card text check required if the incoming effect uses sacrifice, bounce, -X/-X, or non-destruction wording.

- Let your draw triggers resolve before committing optional follow-up plays. When Sythis, Harvest's Hand, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Enchantress's Presence, Rhystic Study, Historian's Boon, Narci, Fable Singer, or Barbara Wright creates cards or triggers, use the new public information before casting the next saga or spending protection. Card text check required for newer trigger details.

- Stack saga and enchantment triggers to maximize information first. When multiple chapter, draw, token, or Tom Bombadil triggers are legal to order, put card-draw or selection triggers where they resolve before target-commitment triggers if the rules engine allows that order. Use deterministic ordering only when the legal action text clearly names the desired trigger order.

- Activate Weaver of Harmony, Power Conduit, Goldberry, River-Daughter, Nesting Grounds, Crystal Fragments, or Clockspinning only when the target and counter movement are visible and purposeful. Advance a saga chapter when the next chapter is stronger now than waiting, move counters to preserve a permanent or enable Tom Bombadil, and decline activations that merely spend mana without changing the board. Card text check required for Crystal Fragments and newer counter interactions.

- Respect opponent end steps as the safest window for noncombat setup. Use Enlightened Tutor, Sterling Grove activation, Hall of Heliod's Generosity, Boseiju, Who Endures, and Clockspinning at instant speed when waiting preserves mana for Dovin's Veto or Heroic Intervention and no trigger needs the action earlier.

- Pay optional costs only when they advance the selected turn plan. If Summon cards, Narci, Fable Singer, Satsuki, the Living Lore, Sigurd, Jarl of Ravensthorpe, O'aka, Traveling Merchant, or another permanent offers an optional trigger or payment, accept it when it creates mana, cards, protection, lethal pressure, or a chapter chain; decline it when it consumes mana needed for Dovin's Veto, Heroic Intervention, removal, or commander recast. Card text check required for exact optional-payment effects.

- Use graveyard timing with self-conflict in mind. Resurgent Belief, Hall of Heliod's Generosity, Starfield of Nyx, The Eldest Reborn, and The Cruelty of Gix reward waiting until the graveyard has meaningful enchantments or creatures, while Rest in Peace and Dauthi Voidwalker can shut those lines off after sideboarding. Do not deploy graveyard hate into your own planned recursion unless the opponent's visible graveyard plan is more dangerous.

## Sideboard Map

- Use sideboarding to change the answer mix, not the saga core. Tom Bombadil, the enchantress draw engines, mana fixing, Sterling Grove, Sphere of Safety, Starfield of Nyx, and the best saga payoffs should remain central unless the matchup makes their text too slow to matter.

Graveyard Engine Or Reanimator Pressure
Side in: Rest in Peace; Dauthi Voidwalker; Swan Song; Counterspell
Cut: Resurgent Belief; The Eldest Reborn; The First Iroan Games; Summon: Yojimbo

Artifact Or Enchantment Permanent Swarm
Side in: Aura Shards; Force of Vigor; Vandalblast; Cyclonic Rift
Cut: Clash of the Eikons; Summon: Shiva; The Bath Song; O'aka, Traveling Merchant

Creature-Wide Aggression
Side in: Toxic Deluge; Supreme Verdict; Cyclonic Rift; Counterspell
Cut: Scroll of Isildur; Summon: Valefor; The Legend of Yangchen; The First Iroan Games

Stack Combo Or Fast Spell Engine
Side in: Swan Song; Counterspell; Cyclonic Rift; Dauthi Voidwalker
Cut: Blasphemous Act; Clash of the Eikons; Summon: Titan; Kiora Bests the Sea God

Big Mana Or Artifact Ramp
Side in: Counterspell; Swan Song; Force of Vigor; Vandalblast
Cut: Blasphemous Act; The Bath Song; Summon: Shiva; Scroll of Isildur

Control Or Removal-Heavy Attrition
Side in: Swan Song; Counterspell; Dauthi Voidwalker; Cyclonic Rift
Cut: Blasphemous Act; Clash of the Eikons; Summon: Titan; The First Iroan Games

- Rest in Peace enters when opposing graveyards are a primary resource or when commanders, sacrifice engines, recursion engines, flashback-style effects, or death-trigger loops are visible. It is bad when the game plan needs Resurgent Belief, Hall of Heliod's Generosity, The Eldest Reborn, The Cruelty of Gix, Starfield of Nyx, or graveyard recursion to stabilize. Its role changes from hate to self-lock risk once your graveyard contains the best recovery card, so deploy it only when the opponent graveyard is more important than your own.

- Dauthi Voidwalker enters against graveyard decks, spell-heavy decks that put premium cards into graveyards, and midrange opponents where stealing one exiled card can swing tempo. It is bad when creature removal is abundant, blockers invalidate it, or Rest in Peace is already the cleaner hate piece and the deck cannot use both effects well. Treat it as pressure plus denial, not as an enchantment-engine card.

- Force of Vigor enters when fast artifacts or enchantments can race Tom Bombadil before sagas take over. It is bad when the opponent has few noncreature permanents or when the green-card pitch cost would sacrifice the only engine, protection, or mana piece in hand. Use it as emergency tempo when mana is constrained, and as efficient cleanup when holding green redundancy.

- Vandalblast enters against artifact mana clusters, artifact creature boards, equipment-heavy pressure, and treasure or token artifact engines. It is bad against creature decks with few artifacts and against spell-combo decks where stack interaction matters more. Card text check required for exact overload timing, but use the role as artifact-specific board reset rather than generic removal.

- Aura Shards enters when the deck expects to create enough creatures or tokens for repeated artifact/enchantment removal. It is strongest with Sigil of the Empty Throne, Historian's Boon, creature-heavy saga payoffs, and normal enchantress board development. It is bad when the opponent has few artifacts or enchantments, when creature production is unlikely, or when the table can remove it before it triggers. Card text check required for exact trigger wording.

- Cyclonic Rift enters when one turn of tempo can prevent lethal, break a prison board, clear blockers for animated enchantments, or answer mixed permanent types that narrower cards miss. It is bad when the deck needs permanent answers to graveyard or artifact engines and cannot afford to replay the same problem next turn. Card text check required for exact overload timing and target restrictions.

- Toxic Deluge enters against wide creature pressure, commanders that dodge damage-based sweepers, and boards where Blasphemous Act is too slow, too conditional, or insufficient. It is bad when life total is already under severe pressure, when your creature engines are the only path to recovery, or when indestructible/protection wording makes the result uncertain. Card text check required for exact life payment and stat-modification interaction.

- Supreme Verdict enters when creature decks can pressure through Sphere of Safety or when counter magic makes ordinary sweepers unreliable. It is bad against low-creature combo, artifact engines, and boards where your enchantress creatures are the only card-flow source. Use it as a clean reset when rebuilding with enchantments is easier for this deck than for the opponent.

- Swan Song enters against cheap combo pieces, sweepers, removal aimed at Tom Bombadil or Starfield of Nyx, and early noncreature spells that decide the game before the saga engine matures. It is bad when creature combat is the only axis and the token matters more than the countered spell. Card text check required for exact spell-type legality; do not assume it counters every dangerous spell.

- Counterspell enters against commanders, sweepers, combo turns, mass bounce, and removal that the deck cannot recover from. It is bad when blue mana is unreliable or when the opponent wins through permanents already on board. Its role is broader than Swan Song, but the mana cost makes land sequencing and Chromatic Lantern more important after sideboarding.

- Preserve enchantment density when possible because Sythis, Harvest's Hand, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Enchantress's Presence, Sanctum Weaver, Serra's Sanctum, Sphere of Safety, and Starfield of Nyx all reward it. Prefer reducing expensive non-enchantment or low-immediacy cards before weakening the core enchantment count.

- Check self-conflict before submitting sideboard actions. Rest in Peace conflicts with Resurgent Belief, Hall of Heliod's Generosity, Starfield of Nyx, The Eldest Reborn, and The Cruelty of Gix; Toxic Deluge and Supreme Verdict conflict with creature-based draw and mana; Aura Shards needs creature generation; Counterspell and Swan Song require reliable blue mana at the right window.

## Matchup Guidance

- Aggro: Stabilize before building the saga chain. Keep hands with early colored mana, at least one cheap accelerator or draw engine, and a realistic path to Blasphemous Act, Sphere of Safety, Binding the Old Gods, Elspeth Conquers Death, Toxic Deluge, Supreme Verdict, or Cyclonic Rift. Deploy Sythis, Harvest's Hand, Jukai Naturalist, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Enchantress's Presence, Sanctum Weaver, or Rhystic Study only when the life total can absorb the tempo loss or when the follow-up enchantment immediately replaces cards or mana. Role cards are Toxic Deluge, Supreme Verdict, Cyclonic Rift, and Counterspell when the opponent's fastest starts force immediate reset or stack coverage. Reduce emphasis on Scroll of Isildur, The Legend of Yangchen, The First Iroan Games, and slower high-mana Summon cards when they do not affect combat quickly. Do not assume Tom Bombadil survives removal until the visible board and legal text establish the protection condition.

- Control: Force the opponent to answer layered engines instead of one expensive payoff. Lead with resilient value pieces such as Enchantress's Presence, Rhystic Study, Sythis, Harvest's Hand, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Sterling Grove, and Hall of Heliod's Generosity before exposing Tom Bombadil, Starfield of Nyx, Sigil of the Empty Throne, Kiora Bests the Sea God, The Kami War, or Summon: Knights of Round. Protect decisive turns with Dovin's Veto, Heroic Intervention, Swan Song, or Counterspell when available, and avoid tapping out into open mana unless the current board makes waiting worse. Role cards are Swan Song, Counterspell, Cyclonic Rift, and Dauthi Voidwalker against sweepers, theft, graveyard recursion, or stack-combo crossovers. Reduce emphasis on Blasphemous Act and Clash of the Eikons when creature density is low. Treat Enlightened Tutor as a commitment tool for Sterling Grove, Sphere of Safety, Enchantress's Presence, Rhystic Study, or a decisive saga rather than as automatic value.

- Combo: Prioritize interaction timing over engine greed. Use Dovin's Veto, Heroic Intervention, Swan Song, Counterspell, Cyclonic Rift, Force of Vigor, Boseiju, Who Endures, and Vandalblast according to the visible combo axis, and hold them for the spell or permanent that actually enables the win when the rules engine exposes a legal response. Role cards are Swan Song and Counterspell against stack combo; Rest in Peace and Dauthi Voidwalker against graveyard combo; Force of Vigor, Vandalblast, Aura Shards, and Boseiju, Who Endures against artifact or enchantment engines. Reduce emphasis on slow combat payoffs, expensive Summon cards, and creature sweepers when the opponent is not trying to win through attackers. Use Clockspinning, Power Conduit, Goldberry, River-Daughter, Satsuki, the Living Lore, Barbara Wright, and Tom Bombadil only after checking that advancing lore counters does not consume mana needed for interaction. Card text check required for exact combo-relevant text on newer Universes Beyond saga cards.

- Tempo: Preserve mana efficiency and do not walk key engines into obvious one-for-one exchanges. Cheap development with Sol Ring, Arcane Signet, Farseek, Cultivate, Chromatic Lantern, Jukai Naturalist, Sythis, Harvest's Hand, and Enchantress's Presence matters more than early expensive sagas if the opponent can bounce or counter them while attacking. Role cards are Swan Song, Counterspell, Cyclonic Rift, and Toxic Deluge when the opponent mixes small pressure with stack disruption. Reduce emphasis on high-mana sagas that require multiple turns to matter, especially when the opponent can reset them. Sphere of Safety is a priority if the opponent's pressure depends on combat and cannot easily remove enchantments. Do not spend Dovin's Veto on minor cantrips or setup spells unless the visible game state shows that spell immediately unlocks lethal or a protected engine.

- Midrange: Out-resource the opponent with enchantment density and recursive inevitability. Value hands that contain mana fixing plus at least one enchantress effect, and sequence sagas so Binding the Old Gods, The Cruelty of Gix, The Eldest Reborn, Elspeth Conquers Death, Birth of the Imperium, One Ring to Rule Them All, The Kami War, and Kiora Bests the Sea God answer opposing material while advancing your own board. Role cards are Dauthi Voidwalker for graveyard pressure, Counterspell for haymakers, Toxic Deluge or Supreme Verdict for creature stalls, and Cyclonic Rift for tempo breaks. Reduce emphasis on narrow sweepers when the opponent presents few creatures and slow selection pieces when the hand already has engines. Hall of Heliod's Generosity and Starfield of Nyx can dominate attrition, but respect self-conflict with Rest in Peace.

- Big mana: Make the opponent's first oversized spell or permanent fail to matter. Pressure them with Tom Bombadil, Sigil of the Empty Throne, Starfield of Nyx, and large saga payoffs while holding Dovin's Veto, Counterspell, Swan Song, Cyclonic Rift, Force of Vigor, or Boseiju, Who Endures for the payoff that ends the game or invalidates the board. Role cards are Counterspell, Swan Song, Cyclonic Rift, Force of Vigor, and Vandalblast according to whether the ramp is spell-based, artifact-based, or permanent-based. Reduce emphasis on creature-only removal when the opponent's threat is a noncreature permanent or stack-based finisher. Enlightened Tutor should find pressure, Sphere of Safety, Sterling Grove, or interaction-enabling engines depending on whether the visible clock or the opponent's mana scale is more urgent.

- Graveyard: Decide whether graveyard hate beats your own recursion before committing. Rest in Peace and Dauthi Voidwalker are strongest when the opponent's commander, combo loop, reanimation plan, or flashback-style resource is visible and more important than your Resurgent Belief, Hall of Heliod's Generosity, The Eldest Reborn, The Cruelty of Gix, or Starfield of Nyx. Role cards are Rest in Peace, Dauthi Voidwalker, Swan Song, and Counterspell against graveyard engines that also rely on key spells. Reduce emphasis on graveyard recursion pieces when Rest in Peace is the chosen axis. Do not fire graveyard hate late just because it is legal; check whether the opponent graveyard currently contains a live engine, whether your own graveyard contains the best recovery line, and whether the hate exposes you to losing board tempo.

- Artifact/enchantment: Treat the matchup as a permanent-resource fight where narrow answers must hit the engine, not the garnish. Force of Vigor, Vandalblast, Aura Shards, Cyclonic Rift, Boseiju, Who Endures, Binding the Old Gods, The Kami War, and Elspeth Conquers Death are priority tools when the opponent's artifacts or enchantments generate mana, lock combat, protect combo, or make repeated value. Role cards are Force of Vigor, Vandalblast, Aura Shards, Cyclonic Rift, Swan Song, and Counterspell based on visible permanent density and stack exposure. Reduce emphasis on creature sweepers and slow sagas without immediate interaction. Aura Shards needs creature creation or creature deployment to matter; prefer it when Sigil of the Empty Throne, Historian's Boon, or creature-heavy enchantress development is likely.

- Go-wide: Respect token growth before it becomes lethal. Sphere of Safety, Blasphemous Act, Toxic Deluge, Supreme Verdict, Cyclonic Rift, Kiora Bests the Sea God, and Clash of the Eikons are high-impact if the visible board is many small attackers. Role cards are Toxic Deluge, Supreme Verdict, Cyclonic Rift, and Aura Shards when the tokens depend on artifacts or enchantments. Reduce emphasis on single-object answers or slow value cards that do not change combat math. Preserve life total over enchantress greed, and avoid animating Starfield of Nyx into a sweeper unless that attack or block line is clearly worth the exposure.

- Single-threat: Answer the threat cleanly or make combat impossible. Binding the Old Gods, Elspeth Conquers Death, The Eldest Reborn, The Kami War, Kiora Bests the Sea God, Cyclonic Rift, Dovin's Veto, Counterspell, Swan Song, and Boseiju, Who Endures are more important than broad sweepers when one commander or protected permanent is the game plan. Role cards are Counterspell, Swan Song, Cyclonic Rift, and Force of Vigor when the threat is protected by noncreature permanents. Reduce emphasis on Blasphemous Act and Toxic Deluge if they do not answer the actual object. Sphere of Safety can buy time, but do not rely on it if the opponent can pay, remove it, or win without attacking.

- Burn: Treat life total as a hard resource ceiling. Prefer early mana and life-preserving blockers, avoid unnecessary shock-like costs if any are exposed by legal actions, and use Dovin's Veto, Swan Song, Counterspell, or Heroic Intervention on damage bursts, sweepers, or removal that clears lethal attackers. Role cards are Counterspell, Swan Song, Toxic Deluge only when creature pressure matters, and Cyclonic Rift when tempo prevents lethal. Reduce emphasis on slow engines that do not gain life, block, remove creatures, or shorten the clock. Rhystic Study and enchantress engines are good only if the life total can survive the tempo window.

- Removal-heavy: Diversify engines and hold protection for decisive material. Force opponents to answer Enchantress's Presence, Rhystic Study, Sterling Grove, Hall of Heliod's Generosity, Sigil of the Empty Throne, Starfield of Nyx, Sphere of Safety, and multiple saga threats instead of one creature. Role cards are Swan Song, Counterspell, Dauthi Voidwalker, and Cyclonic Rift when removal is backed by sweepers or recursion. Reduce emphasis on fragile creature engines if they die before drawing cards, but keep enough enchantress density to refuel. Heroic Intervention is for turns where losing Tom Bombadil, Starfield of Nyx, a token army, or the only active engine would collapse the game, not for protecting replaceable material.

## Specific Matchup Notes
- General/archetype-only: Revealed cards, legal actions, stack objects, commander identities, and public graveyards override these assumptions. Against unknown pods, keep hands that cast early mana plus an enchantress or saga plan, then identify whether the table is faster than Tom Bombadil, Sythis, Harvest's Hand, Setessan Champion, Eidolon of Blossoms, Enchantress's Presence, or Rhystic Study can stabilize. Sideboarding should answer the visible axis with the fewest changes possible, because this deck wins by keeping mana, enchantment density, and saga velocity intact.

- Fast creature decks: Prioritize survival before engine greed. Role cards are Toxic Deluge, Supreme Verdict, Cyclonic Rift, and Aura Shards if opposing pressure is permanent-based. Priority targets are anthem effects, repeat token engines, haste enablers, and commanders that convert small attackers into lethal damage. Preserve Blasphemous Act, Clash of the Eikons, Kiora Bests the Sea God, and Sphere of Safety for board states where they change combat math immediately.

- Artifact or enchantment engines: Attack the permanent that produces mana, cards, protection, or repeated triggers. Role cards are Force of Vigor, Vandalblast, Aura Shards, Cyclonic Rift, Swan Song, and Counterspell. Priority targets are visible artifact mana engines, stax pieces that stop saga development, enchantments that make combat impossible, and combo permanents that are already paired with another visible piece. Aura Shards is strongest when Sigil of the Empty Throne, Historian's Boon, or creature deployment can repeatedly trigger it.

- Graveyard decks: Decide whether hate is worth weakening your own recursion. Role cards are Rest in Peace, Dauthi Voidwalker, Swan Song, and Counterspell. Priority targets are reanimation spells, commanders using the graveyard as a hand, visible combo pieces in graveyards, and recursion engines that beat Hall of Heliod's Generosity, The Eldest Reborn, The Cruelty of Gix, Resurgent Belief, or Starfield of Nyx. Avoid Rest in Peace when your best visible recovery line is already graveyard-dependent unless the opponent's graveyard threat is more immediate.

- Spell-combo or big-mana decks: Hold interaction for the action that wins, not the action that merely develops. Role cards are Counterspell, Swan Song, Cyclonic Rift, Force of Vigor, and Vandalblast when the opponent's acceleration is artifact-heavy. Priority targets are game-ending stack spells, mana doublers, lock pieces, and commanders that turn one untap into a win. Pressure with Tom Bombadil, Sigil of the Empty Throne, Starfield of Nyx, There and Back Again, Summon: Bahamut, Summon: Primal Odin, Summon: Knights of Round, or Kiora Bests the Sea God only when the shields-down window is acceptable.

- Control and removal-heavy decks: Diversify permanent types and do not overcommit creature engines into obvious sweepers. Role cards are Swan Song, Counterspell, Dauthi Voidwalker, and Cyclonic Rift. Priority targets are sweepers, exile-based removal for Starfield of Nyx or Sigil of the Empty Throne, and effects that remove Sterling Grove or Sphere of Safety before a decisive attack. Heroic Intervention should protect a board that would be hard to rebuild, not a single replaceable creature.

- Go-wide token decks: Do not wait for the perfect sweeper if the next combat step is already lethal. Role cards are Toxic Deluge, Supreme Verdict, Cyclonic Rift, and sometimes Aura Shards when token production depends on artifacts or enchantments. Sphere of Safety can be the best stabilizer when the opponent must attack, but wide boards that generate mana, aristocrat damage, or noncombat triggers still require direct interaction.

- Single-threat commander decks: Identify whether the threat is best answered on the stack, through combat taxation, by bounce, or by removing a support permanent. Role cards are Counterspell, Swan Song, Cyclonic Rift, and Force of Vigor when protection, equipment, aura shields, or lock pieces are the real problem. Broad sweepers are lower priority unless the commander brings a supporting army or the sweeper is the only legal answer.

- Card text check required: Summon: Fenrir, Summon: Titan, Summon: Valefor, Summon: Shiva, Summon: Esper Valigarmanda, Summon: Brynhildr, Summon: Yojimbo, The Legend of Yangchen, In the Darkness Bind Them, Birth of the Imperium, One Ring to Rule Them All, O'aka, Traveling Merchant, Barbara Wright, Sigurd, Jarl of Ravensthorpe, Crystal Fragments, Adagia, Windswept Bastion, and Clash of the Eikons need runtime or database confirmation before assuming exact chapter triggers, costs, timing, or target legality.

## Risk Summary
- Mana risk: Five colors plus many high-impact multicolor sagas make early color sequencing fragile. Prioritize Command Tower, The World Tree, Chromatic Lantern, Arcane Signet, Sol Ring, Farseek, Cultivate, Leyline of the Guildpact, Spara's Headquarters, Jetmir's Garden, Indatha Triome, Reflecting Pool, Exotic Orchard, and Path of Ancestry when a hand needs fixing before payoff spells.

- Matchup risk: The deck can look powerful while being too slow against fast creature pressure or compact combo. Sphere of Safety, Blasphemous Act, Toxic Deluge, Supreme Verdict, Cyclonic Rift, Dovin's Veto, Counterspell, Swan Song, and Heroic Intervention must be valued more highly when the opponent's visible plan can end the game before saga chapters resolve.

- Draw risk: Enchantress hands without mana or protection can strand cards. Sythis, Harvest's Hand, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Enchantress's Presence, and Rhystic Study are engines, but they do not replace the need to answer lethal attackers, stack-based wins, or graveyard engines.

- Over-sideboarding risk: Do not dilute Tom Bombadil, saga density, enchantress density, and mana fixing just because a sideboard card is legal. Rest in Peace, Force of Vigor, Cyclonic Rift, Toxic Deluge, Dauthi Voidwalker, Vandalblast, Swan Song, Counterspell, Aura Shards, and Supreme Verdict should enter only when their role beats a visible or strongly indicated opponent axis.

- Graveyard risk: Rest in Peace can shut off your own Resurgent Belief, Hall of Heliod's Generosity, The Eldest Reborn, The Cruelty of Gix, and Starfield of Nyx lines. Choose Dauthi Voidwalker or stack interaction when you need graveyard pressure without blanking your own recovery.

- Sweeper/removal risk: Starfield of Nyx can expose enchantments to creature removal and sweepers. Confirm the attack, block, or lethal pressure benefit before animating the board into Blasphemous Act, Toxic Deluge, Supreme Verdict, or opposing removal.

- Closer risk: The deck can control without ending quickly. Convert stable boards into pressure with Tom Bombadil, Sigil of the Empty Throne, Starfield of Nyx, There and Back Again, Kiora Bests the Sea God, The Kami War, Summon: Bahamut, Summon: Primal Odin, or Summon: Knights of Round once interaction or Sphere of Safety covers the crackback.

- Interaction risk: Using Dovin's Veto, Heroic Intervention, Boseiju, Who Endures, Counterspell, Swan Song, Force of Vigor, Cyclonic Rift, or Vandalblast on low-impact objects may lose to the next decisive spell. Hold answers when the visible board is survivable and the opponent has mana, cards, or a commander that signals a bigger threat.

- Sequencing risk: Casting sagas before engines can miss draw triggers, but delaying answers can lose the game. When under pressure, cast Binding the Old Gods, Elspeth Conquers Death, The Eldest Reborn, The Kami War, Kiora Bests the Sea God, Blasphemous Act, or Sphere of Safety before value engines; when stable, lead with Sythis, Harvest's Hand, Enchantress's Presence, Setessan Champion, Eidolon of Blossoms, or Mesa Enchantress.

## Test Feedback Checklist
- Deciding factor: Record the turn and visible board state where the game pivoted, then name whether the pivot came from Tom Bombadil, saga chapter value, enchantress velocity, mana failure, interaction timing, combat pressure, or an opposing engine.

- Mulligans: Check whether the opening hand had at least three functional mana sources or a credible Sol Ring, Arcane Signet, Farseek, Cultivate, Chromatic Lantern, or Leyline of the Guildpact path. Note hands that kept payoff-heavy cards without the colors to cast Sythis, Harvest's Hand, Jukai Naturalist, Binding the Old Gods, The Kami War, or Tom Bombadil.

- Mana: Track every game where Serra's Sanctum, Sanctum Weaver, The World Tree, Command Tower, Reflecting Pool, Exotic Orchard, Spara's Headquarters, Jetmir's Garden, Indatha Triome, or Chromatic Lantern fixed a decisive turn. Also track games where Forest, Plains, Island, Swamp, Mountain, Evolving Wilds, Windswept Heath, Path of Ancestry, or Sandsteppe Citadel entered too slowly or failed a needed color.

- Velocity: Identify whether Sythis, Harvest's Hand, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Enchantress's Presence, Rhystic Study, The Bath Song, or The First Iroan Games actually converted enchantments into enough cards before pressure or combo ended the game.

- Engines: Ask whether Satsuki, the Living Lore, Goldberry, River-Daughter, Power Conduit, Nesting Grounds, Weaver of Harmony, Hall of Heliod's Generosity, Starfield of Nyx, Resurgent Belief, or Sterling Grove produced meaningful chapter acceleration, recursion, protection, or inevitability.

- Removal: Review whether Binding the Old Gods, Elspeth Conquers Death, The Eldest Reborn, The Kami War, Blasphemous Act, Clash of the Eikons, Boseiju, Who Endures, Dovin's Veto, and Heroic Intervention were spent on decisive objects or merely on early friction.

- Sideboard: After each post-board game, note whether Rest in Peace, Force of Vigor, Cyclonic Rift, Toxic Deluge, Dauthi Voidwalker, Vandalblast, Swan Song, Counterspell, Aura Shards, or Supreme Verdict answered the opponent's main axis without weakening Tom Bombadil, saga density, enchantress density, or mana stability.

- Closing: Record whether stable games ended through Tom Bombadil, Sigil of the Empty Throne, Starfield of Nyx, There and Back Again, Kiora Bests the Sea God, The Kami War, Summon: Bahamut, Summon: Primal Odin, Summon: Knights of Round, or repeated saga value. Flag games where Sphere of Safety delayed combat but no closer arrived.

- Role: Check whether the pilot correctly shifted between enchantress development, midrange stabilization, control posture, and closing pressure. A role mistake often appears as casting a slow saga while lethal pressure was visible, or holding Dovin's Veto while a must-counter spell resolved.

- Mistakes: Mark any action where the legal-action list offered a stabilizing blocker, sweeper, tutor, protection spell, or mana fix and the chosen line ignored the visible threat. Separate rules-engine uncertainty from pilot judgment.

- Stranded cards: List cards stuck in hand for two or more turns and why they were stranded: color, mana value, timing, target absence, commander tax, graveyard conflict, or protection risk.

- Overperformers and underperformers: Name exact cards, board states, and opponent archetype context. Do not judge Summon: Fenrir, Summon: Titan, Summon: Valefor, Summon: Shiva, Summon: Esper Valigarmanda, Summon: Brynhildr, Summon: Yojimbo, The Legend of Yangchen, In the Darkness Bind Them, Birth of the Imperium, One Ring to Rule Them All, O'aka, Traveling Merchant, Barbara Wright, Sigurd, Jarl of Ravensthorpe, Crystal Fragments, Adagia, Windswept Bastion, or Clash of the Eikons without a card text check.

## First Tuning Questions
- Mana base: Does the deck need more early green and white consistency for Sythis, Harvest's Hand, Jukai Naturalist, Sterling Grove, Farseek, Cultivate, and Sanctum Weaver, or did Chromatic Lantern, Leyline of the Guildpact, Arcane Signet, Sol Ring, The World Tree, and the triomes already cover five-color needs?

- Curve pressure: Are the many high-cost sagas and Summons creating too many slow hands, especially Kiora Bests the Sea God, The Kami War, The Cruelty of Gix, Summon: Bahamut, Summon: Primal Odin, Summon: Knights of Round, The Legend of Yangchen, Birth of the Imperium, and One Ring to Rule Them All?

- Aggro plan: Does the list need greater emphasis on Sphere of Safety, Blasphemous Act, Toxic Deluge, Supreme Verdict, Cyclonic Rift, early blockers, or cheaper enchantments when creature decks force action before Tom Bombadil becomes active?

- Control plan: Does the list need greater emphasis on Dovin's Veto, Heroic Intervention, Sterling Grove, Swan Song, Counterspell, and threat pacing when sweepers or exile effects punish Starfield of Nyx, Sigil of the Empty Throne, and enchantress boards?

- Graveyard tension: Is Rest in Peace worth the self-conflict with Resurgent Belief, Hall of Heliod's Generosity, The Eldest Reborn, The Cruelty of Gix, and Starfield of Nyx, or should Dauthi Voidwalker, Swan Song, Counterspell, and targeted pressure carry more graveyard matchups?

- Engine density: Are Sythis, Harvest's Hand, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Enchantress's Presence, Rhystic Study, Sanctum Weaver, Satsuki, the Living Lore, Goldberry, River-Daughter, and Power Conduit enough to make sagas reliable rather than isolated value permanents?

- Closing speed: If controlled games drag, should the plan emphasize Sigil of the Empty Throne, Starfield of Nyx, There and Back Again, Kiora Bests the Sea God, The Kami War, Summon: Bahamut, Summon: Primal Odin, Summon: Knights of Round, or Tom Bombadil commander damage more aggressively?

- Sideboard slots: Which of Rest in Peace, Force of Vigor, Cyclonic Rift, Toxic Deluge, Dauthi Voidwalker, Vandalblast, Swan Song, Counterspell, Aura Shards, and Supreme Verdict produced matchup-winning leverage, and which sat unused because the main deck already covered that role?

- Role conflict: Is the deck losing because it tries to be enchantress, saga engine, five-color midrange, and control at once, or because the pilot fails to identify when the visible board demands one role over the others?

## Veles Tactical Policy

### Policy: Commander And Saga Commitment Gate
- Priority: High
- Decision families: priority; mana
- Cards: Tom Bombadil; There and Back Again; The Kami War; Kiora Bests the Sea God; The Cruelty of Gix; Elspeth Conquers Death; The Eldest Reborn
- Phase windows: Main phases with enough mana, and priority windows before tapping low.
- Runtime cues: legal cast/activate choices for commander or high-impact sagas.
- Use when: The choice commits commander tax, a major saga, or most available mana.
- Avoid when: Visible pressure demands removal, a sweeper, protection mana, or a missing color fix first.
- Instructions: Prefer Tom Bombadil or a saga only after checking board danger, open interaction, existing enchantress payoff, and whether waiting gains protection or chapter support.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Mulligan For Five-Color Function
- Priority: High
- Decision families: mulligan; pregame
- Cards: Sol Ring; Arcane Signet; Farseek; Cultivate; Chromatic Lantern; Leyline of the Guildpact; Command Tower; The World Tree
- Phase windows: Opening hand and mulligan decisions.
- Runtime cues: opening hand, commander format, legal keep/mulligan action.
- Use when: Opening hand lacks castable early mana or cannot reach green/white for setup.
- Avoid when: The hand has two or more functional mana sources plus a castable accelerator or enchantress engine.
- Instructions: Keep mana-stable hands over payoff-heavy hands; this deck loses more to color failure than to lacking late-game cards.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Early Enchantress Setup
- Priority: Medium
- Decision families: priority; mana; selection
- Cards: Sythis, Harvest's Hand; Jukai Naturalist; Setessan Champion; Mesa Enchantress; Eidolon of Blossoms; Enchantress's Presence; Rhystic Study
- Phase windows: Turns one through four main phases.
- Runtime cues: legal cast choices for early draw or cost-reduction engines.
- Use when: A setup permanent can be cast before expensive sagas or Summons.
- Avoid when: Casting it walks into visible lethal pressure, or a sweeper/removal spell is required first.
- Instructions: Develop one engine before chaining enchantments; prefer cheaper engines when colors are constrained and durable enchantments when creature removal is visible.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact Mana Rock And Ramp Execution
- Priority: Low
- Decision families: mana; priority
- Cards: Sol Ring; Arcane Signet; Farseek; Cultivate; Chromatic Lantern
- Phase windows: Early main phases before land drop if land choice depends on search, otherwise after land drop.
- Runtime cues: action:cast Sol Ring; action:cast Arcane Signet; action:cast Farseek; action:cast Cultivate; action:cast Chromatic Lantern
- Use when: The named spell is the only legal nonland action that increases mana this turn.
- Avoid when: Multiple ramp choices are legal or land-search targets are not already forced by visible mana needs.
- Instructions: Execute the visible ramp action; route target land or color choice through mana reasoning unless only one legal target exists.
- Pilot skill floor: No-API.
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Saga Chapter Manipulation Gate
- Priority: Medium
- Decision families: priority; selection; mana
- Cards: Goldberry, River-Daughter; Satsuki, the Living Lore; Power Conduit; Nesting Grounds; Clockspinning; Weaver of Harmony
- Phase windows: Main phases and priority windows with chapter/counter actions.
- Runtime cues: legal counter move, proliferate-like, copy-trigger, or chapter-modifying actions.
- Use when: A visible saga chapter can be advanced, delayed, copied, or protected.
- Avoid when: Card text check required for an unfamiliar action, or changing counters could skip a needed chapter.
- Instructions: Treat chapter manipulation as a commitment decision; verify the current chapter, next chapter, legend rule exposure, and whether Tom Bombadil trigger timing matters.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Tutor And Library Selection Gate
- Priority: High
- Decision families: selection; priority
- Cards: Enlightened Tutor; Sterling Grove; The Weatherseed Treaty; War of the Last Alliance; Urza's Saga
- Phase windows: Tutor resolution, end step before own turn, and main-phase search actions.
- Runtime cues: legal search or library selection prompt.
- Use when: A tutor, saga search, or land/saga search choice is offered.
- Avoid when: No legal target list is visible or card text check required for the offered object.
- Instructions: Choose from visible legal candidates by role: mana fix first when colors fail, protection when engine is exposed, draw engine when stable, closer when shields are up.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Deterministic Self-Target Execution
- Priority: Low
- Decision families: selection
- Cards: none
- Phase windows: Target prompts after a line has already been selected.
- Runtime cues: action:target self
- Use when: The legal action text explicitly targets self and exactly one self-target action is present.
- Avoid when: More than one self-target action is legal or target identity changes the strategic result.
- Instructions: Submit the visible self-target action; do not infer a target not shown by the rules engine.
- Pilot skill floor: No-API.
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Protection Commitment
- Priority: High
- Decision families: interaction; priority
- Cards: Heroic Intervention; Sterling Grove; Dovin's Veto; Swan Song; Counterspell
- Phase windows: Opponent stack actions, removal windows, sweeper windows, and end steps.
- Runtime cues: legal response with protection or permission.
- Use when: A visible spell or ability threatens commander, draw engine, lock piece, or lethal survival.
- Avoid when: The threatened permanent is low-impact or the response prevents a more decisive later answer.
- Instructions: Spend protection on irreplaceable engines, Tom Bombadil, Sphere of Safety, Starfield of Nyx, or lethal-prevention spots; preserve it against minor tempo plays.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Permission Spending Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Dovin's Veto; Swan Song; Counterspell
- Phase windows: Stack response windows.
- Runtime cues: legal counterspell action.
- Use when: A visible spell would stop the engine, win the game, remove a protected board, or create unrecoverable tempo.
- Avoid when: The spell is replaceable pressure and board answers are already available.
- Instructions: Counter game-changing effects, not every card; respect visible mana, commander tax, and whether holding permission protects the next saga turn.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Removal And Sweeper Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Binding the Old Gods; Elspeth Conquers Death; The Eldest Reborn; The Kami War; Blasphemous Act; Clash of the Eikons; Boseiju, Who Endures; Toxic Deluge; Supreme Verdict; Cyclonic Rift; Vandalblast; Force of Vigor; Aura Shards
- Phase windows: Main phases, combat danger windows, and opponent end steps for instant-speed answers.
- Runtime cues: legal removal, bounce, destroy, exile, or sweeper action.
- Use when: Visible permanents threaten lethal, combo, lock, or engine collapse.
- Avoid when: The answer hits own critical enchantments harder than opponent threats.
- Instructions: Use narrow answers before sweepers when one object matters; use sweepers when multiple attackers or artifacts/enchantments exceed spot-answer capacity.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Prison And Stabilization Gate
- Priority: Medium
- Decision families: priority; combat; mana
- Cards: Sphere of Safety; Sigil of the Empty Throne; Starfield of Nyx; Historian's Boon
- Phase windows: Main phases before combat and post-sweeper rebuild turns.
- Runtime cues: legal cast choices for defensive enchantments or token engines.
- Use when: Combat pressure is visible and the deck can stabilize by taxing attacks or producing blockers.
- Avoid when: Opponent pressure is noncombat or a removal spell is required immediately.
- Instructions: Prefer Sphere of Safety against creature pressure; prefer token/animation engines only when they do not expose enchantments to a visible sweeper.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Combat Discipline
- Priority: Medium
- Decision families: combat; priority
- Cards: Tom Bombadil; Narci, Fable Singer; Sanctum Weaver; Sythis, Harvest's Hand; Setessan Champion; Mesa Enchantress; Eidolon of Blossoms
- Phase windows: Declare attackers, declare blockers, and combat trick windows.
- Runtime cues: legal attack, block, or pass-priority-in-combat actions.
- Use when: Combat choices involve engine creatures, commander damage, or survival math.
- Avoid when: Exactly one legal no-attack or no-block action exists and no combat trick is legal.
- Instructions: Preserve engine creatures unless blocking prevents lethal or a decisive crackback; attack with Tom Bombadil only when commander pressure does not risk the engine.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Exact No-Block Execution
- Priority: Low
- Decision families: combat
- Cards: none
- Phase windows: Declare blockers.
- Runtime cues: action:no blocks
- Use when: The only legal block action is no blocks and current visible damage is less than current life total.
- Avoid when: Multiple block actions exist or visible damage equals or exceeds current life total.
- Instructions: Submit the visible no-block action without inventing unavailable blockers.
- Pilot skill floor: No-API.
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Recursion And Graveyard Commitment
- Priority: Medium
- Decision families: selection; priority
- Cards: Resurgent Belief; Hall of Heliod's Generosity; The Cruelty of Gix; The Eldest Reborn; Starfield of Nyx; Rest in Peace; Dauthi Voidwalker
- Phase windows: Main phases, upkeep/topdeck setup, and graveyard selection prompts.
- Runtime cues: legal recursion, graveyard exile, or graveyard target prompt.
- Use when: A graveyard line or hate piece changes access to enchantments or opponent graveyard resources.
- Avoid when: Rest in Peace would shut off a planned own recursion line without stopping a more urgent opponent line.
- Instructions: Decide graveyard hate and recursion from visible graveyards; do not assume hidden graveyard payoffs.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: High-Cost Summon And Saga Payoff Gate
- Priority: Medium
- Decision families: priority; mana; selection
- Cards: Summon: Bahamut; Summon: Fenrir; Summon: Primal Odin; Summon: Knights of Round; Summon: Yojimbo; Summon: Titan; Summon: Valefor; Summon: Shiva; Summon: Esper Valigarmanda; Summon: Brynhildr; The Bath Song; Scroll of Isildur; In the Darkness Bind Them; Birth of the Imperium; One Ring to Rule Them All; The Legend of Yangchen
- Phase windows: Main phases with enough mana and target/choice prompts.
- Runtime cues: legal cast or chapter choice involving listed cards.
- Use when: A high-cost payoff is legal and card text is known from rules-engine prompts.
- Avoid when: Card text check required and the prompt does not reveal enough outcome details.
- Instructions: Treat unknown Summon and saga text conditionally; prioritize stabilizing or closing effects shown in legal action text over name recognition.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sideboard Role Selection
- Priority: Medium
- Decision families: sideboard
- Cards: Rest in Peace; Force of Vigor; Cyclonic Rift; Toxic Deluge; Dauthi Voidwalker; Vandalblast; Swan Song; Counterspell; Aura Shards; Supreme Verdict
- Phase windows: Between games only.
- Runtime cues: sideboard candidate plans, matchup label, revealed opposing strategy, commander identities, game result, public graveyards, visible artifact and enchantment density, creature pressure, stack-combo signs.
- Use when: Veles offers legal sideboard plans or generated legal swaps and the matchup axis is clearer than the default saga-engine plan.
- Avoid when: The proposed swap violates the registered 100 plus 10 inventory, cuts mana below functional five-color needs, or removes too much enchantment density for Sythis, Harvest's Hand, Setessan Champion, Mesa Enchantress, Eidolon of Blossoms, Enchantress's Presence, Sanctum Weaver, Serra's Sanctum, Sphere of Safety, or Starfield of Nyx.
- Instructions: Add graveyard hate for graveyard engines, sweepers for creature pressure, artifact/enchantment answers for permanent engines, and extra permission for combo/control while preserving mana and the saga engine. Prefer trimming slow non-enchantment payoffs, narrow sweepers, or graveyard recursion that conflicts with Rest in Peace before weakening the main enchantment core.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sideboard Lock Submission
- Priority: High
- Decision families: sideboard
- Cards: Rest in Peace; Force of Vigor; Cyclonic Rift; Toxic Deluge; Dauthi Voidwalker; Vandalblast; Swan Song; Counterspell; Aura Shards; Supreme Verdict
- Phase windows: Between games only, after choosing a legal submitted plan and before the next game starts.
- Runtime cues: sideboard lock prompt, submitted swap validation, registered deck inventory, pending Game 2 or Game 3 configuration.
- Use when: The selected plan has equal incoming and outgoing counts, every incoming card is one of the registered ten sideboard cards, every outgoing card is one of the registered main-deck cards, and Veles reports the swap as legal.
- Avoid when: Any card spelling differs from the registered inventory, an incoming card is already in the main deck, an outgoing card is not present in the current main deck, or the plan depends on a card-text assumption that the runtime has not verified.
- Instructions: Submit only a validated legal plan. If multiple legal plans are plausible, choose the one that answers the opponent's demonstrated win axis with the smallest damage to mana, enchantment density, and Tom Bombadil saga velocity. Never invent replacement names or broaden the plan beyond the registered sideboard.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes

### Policy: Narrow Hate Deployment After Sideboarding
- Priority: Medium
- Decision families: sideboard, priority, spell-cast, activated-ability
- Cards: Rest in Peace; Dauthi Voidwalker; Force of Vigor; Vandalblast; Aura Shards; Swan Song; Counterspell; Cyclonic Rift; Toxic Deluge; Supreme Verdict
- Phase windows: All legal post-sideboard gameplay windows.
- Runtime cues: legal action list, visible graveyards, stack objects, artifact and enchantment permanents, creature count, life total, available blue and green mana, own graveyard recursion value, own creature-engine dependence.
- Use when: A sideboard card answers the opponent's live engine, protects Tom Bombadil or Starfield of Nyx from a decisive spell, prevents lethal combat, or creates a tempo window for the saga engine to take over.
- Avoid when: The hate card mainly harms your own recovery, the sweeper destroys the only card-flow engine without stabilizing the board, the counterspell is aimed at a low-impact setup spell, or the permanent answer can be saved for a more important visible engine.
- Instructions: Treat sideboard cards as precise tools. Rest in Peace is for graveyards that matter more than your own; Dauthi Voidwalker is pressure plus denial; Force of Vigor and Vandalblast are for artifact/enchantment engines; Aura Shards requires creature production; Toxic Deluge and Supreme Verdict are for boards that must reset; Cyclonic Rift is tempo or mixed-permanent coverage; Swan Song and Counterspell protect decisive windows or stop game-ending spells.
- Pilot skill floor: Light-model.
- No-API allowed: no
- Light-model allowed: yes
