# Strategy Specifications
## Deck Name And Archetype

- Identity: Jeskai Control is a Historic 60-card control deck with a 15-card sideboard, using blue-white-red interaction to delay early pressure, trade on the stack, reset the battlefield with Divine Purge, and convert late turns through Snapcaster Mage, Phlage, Titan of Fire's Fury, Niv-Mizzet, Parun, Hall of Storm Giants, and Teferi, Hero of Dominaria.

- Validation status: The registered configuration is 60 main-deck cards and 15 sideboard cards, and the supplied active Historic validation contract says the list passes. Runtime decisions should still obey the engine's legal actions, because deck registration validity does not prove that any specific spell can currently be cast, escaped, targeted, protected, or profitably sequenced.

- Format status: Historic is the active format, so the pilot should expect fast proactive decks, graveyard pressure, efficient stack interaction, resilient permanents, and engines that punish tap-out turns. This guide should treat all tactical choices as Historic-game choices rather than Commander, Modern, Pioneer, or Pauper assumptions.

- Tag status: The current archetype and mechanic tags are `control, control`; use the duplicated tag as one clear identity rather than two separate plans. The deck is a control deck first: stabilize, answer, preserve resources, then win with a durable late-game threat or planeswalker advantage.

- Stock status: Treat this list as a rogue or hybrid Jeskai Control build rather than a stock archetype template, because Ribald Shanty and Hymn to the Ages are central four-copy cards and require deck-specific handling. Card text check required for Ribald Shanty and Hymn to the Ages before assigning deterministic tactical rules to them.

- Mana identity: The deck is Jeskai with heavy blue requirements for Niv-Mizzet, Parun, Reprieve, Remand, Consider, Peek, Snapcaster Mage, and Teferi, Hero of Dominaria, plus white requirements for Divine Purge, Reprieve, Fragment Reality, and Teferi, Hero of Dominaria, plus red requirements for Phlage, Titan of Fire's Fury, Ribald Shanty, and Niv-Mizzet, Parun. Opening-hand and sequencing decisions must respect that Niv-Mizzet, Parun has demanding colored mana, while Divine Purge and early interaction often matter before the late-game color puzzle is solved.

- Mana-base concern: The deck has only 1 Island as a basic land and relies heavily on Hallowed Fountain, Steam Vents, Glacial Fortress, Sacred Foundry, Clifftop Retreat, Sulfur Falls, Raugrin Triome, and Hall of Storm Giants. The pilot should value land sequencing that preserves untapped blue-white interaction early, keeps red available for Phlage, Titan of Fire's Fury and Ribald Shanty, and avoids exposing Hall of Storm Giants as the only future action when the board still needs answers.

- Role concern: The default role is defender until the opponent's pressure is contained, because Divine Purge, Reprieve, Remand, Fragment Reality, and Snapcaster Mage reward reaching a clean midgame. The deck can become the aggressor only after a stabilizing reset, a protected Teferi, Hero of Dominaria, a resolved Niv-Mizzet, Parun, a recurring Phlage, Titan of Fire's Fury line, or a safe Hall of Storm Giants attack window.

- Legality concern: Do not assume Snapcaster Mage can reuse any graveyard card, Phlage, Titan of Fire's Fury can be escaped, Hall of Storm Giants can attack, or Teferi, Hero of Dominaria can activate in a preferred direction unless Veles exposes that action as legal. The pilot may reason about plans from visible zones, but action selection must be limited to current legal action IDs.

- Opponent information status: No specific opponent deck, matchup label, revealed hand, public sideboard plan, or metagame target is supplied in this batch. The strategy should therefore begin from a broad Historic-control posture and narrow only when public information reveals the opponent's archetype, colors, threats, graveyard reliance, stack interaction, or pressure clock.

## Thesis

- Core assembly: Jeskai Control assembles enough untapped Jeskai mana, early velocity, stack interaction, and battlefield resets to make the opponent spend cards into temporary answers before a durable finisher takes over. The first priority is not dealing damage; it is surviving with a hand that can answer the next public threat while preserving land drops for Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Phlage, Titan of Fire's Fury, or Hall of Storm Giants.

- Winning pattern: The deck wins by turning stabilization into inevitability through Teferi, Hero of Dominaria advantage, Niv-Mizzet, Parun pressure and card flow, Phlage, Titan of Fire's Fury recursion pressure, Snapcaster Mage reuse, and Hall of Storm Giants attacks after the stack and battlefield are under control. A single resolved threat is often enough if Reprieve, Remand, Fragment Reality, Divine Purge, and Snapcaster Mage keep the opponent from rebuilding cleanly.

- Defensive priority: Prioritize not dying over maximizing card economy when visible pressure is high, because Divine Purge and temporary counterspells reward reaching the next turn but do not help after life total or board state has already collapsed. Use Consider, Peek, and legal low-cost interaction to bridge into the turns where Divine Purge, Teferi, Hero of Dominaria, and Phlage, Titan of Fire's Fury can reset tempo.

- Stack posture: Treat Reprieve and Remand as tempo tools first and hard answers only when the opponent cannot recast the spell profitably or the extra turn unlocks a decisive play. Protecting a stabilization turn, forcing through Teferi, Hero of Dominaria or Niv-Mizzet, Parun, or buying one turn against lethal pressure is usually more important than saving these spells for abstract value.

- What the deck is not: This deck is not a tap-out midrange deck that should curve threats into combat without regard for the opponent's next legal action. It is also not a pure permission deck with abundant hard counters, because most maindeck stack interaction delays rather than permanently answers, and the pilot must convert that delay into land drops, sweepers, recursion, and planeswalker or creature pressure.

- Unknown-text caution: Card text check required for Ribald Shanty and Hymn to the Ages before treating them as deterministic engines, payoffs, removal, draw, or protection. Until Veles exposes their exact legal actions and effects, use them only through runtime legality and visible action text, and do not assume they fill a familiar control role.

## Role Package

- Threats: Snapcaster Mage, Phlage, Titan of Fire's Fury, Niv-Mizzet, Parun, Teferi, Hero of Dominaria, and Hall of Storm Giants are the cards that actually close games after stabilization. Favor the threat that matches visible risk: Snapcaster Mage when a small body plus graveyard spell matters now, Phlage, Titan of Fire's Fury when life total pressure or recursion is relevant, Niv-Mizzet, Parun when colored mana and stack safety are available, Teferi, Hero of Dominaria when a planeswalker can survive, and Hall of Storm Giants when attacking does not expose the mana base to a punished crack-back.

- Payoffs: Niv-Mizzet, Parun rewards prolonged spell exchanges, Teferi, Hero of Dominaria rewards protected turns and recurring card advantage, and Phlage, Titan of Fire's Fury rewards graveyard development plus time. Do not commit these payoffs into obvious visible danger unless waiting is worse, because the deck has enough delay tools to choose a cleaner window.

- Engines: Snapcaster Mage is the clearest known recursion engine because it can convert used Consider, Peek, Fragment Reality, Remand, Reprieve, Divine Purge, Ribald Shanty, or Hymn to the Ages into later legal options only when the rules engine exposes the spell choice. Ribald Shanty and Hymn to the Ages are four-copy structural cards, but Card text check required before assigning them engine status beyond their visible legal action text.

- Velocity: Consider and Peek smooth the first turns, inform interaction timing, and help locate missing land drops or the correct answer. Use Peek information to update counterspell, sweeper, and payoff commitment choices, but never infer exact hidden cards after the revealed window has expired unless Veles still records that information as known.

- Interaction: Fragment Reality, Remand, Reprieve, Divine Purge, Snapcaster Mage, and the sideboard interaction suite form the answer package. Divine Purge is the main reset effect, Fragment Reality is the cheap permanent-interaction slot, Remand and Reprieve are tempo and protection tools, and Snapcaster Mage extends whichever answer is already in the graveyard and currently legal.

- Protection: Reprieve, Remand, Dovin's Veto, Aether Gust, Consign to Memory, and sometimes Snapcaster Mage protect high-value turns by delaying or stopping the opponent's relevant play. Use protection for Teferi, Hero of Dominaria, Niv-Mizzet, Parun, a necessary Divine Purge turn, or survival against a visible lethal line rather than spending it on low-impact exchanges.

- Recursion: Snapcaster Mage and Phlage, Titan of Fire's Fury are the recursion package, but each must be governed by legal actions and visible graveyard state. Snapcaster Mage should reuse the spell that answers the current bottleneck, while Phlage, Titan of Fire's Fury should be prioritized when its legal mode advances stabilization, pressure, or life-total recovery.

- Mana: Hallowed Fountain, Steam Vents, Glacial Fortress, Sacred Foundry, Clifftop Retreat, Sulfur Falls, Raugrin Triome, Island, and Hall of Storm Giants must support early blue-white interaction while building toward red and the demanding Niv-Mizzet, Parun mana. Sequence lands to keep two-mana interaction available first, then solve double-color and triple-color late-game requirements without making Hall of Storm Giants the only active plan too early.

- Sideboard modules: Consign to Memory, Aether Gust, Dovin's Veto, Unlicensed Hearse, Fragment Reality, Phlage, Titan of Fire's Fury, and Niv-Mizzet, Parun let the deck specialize after public matchup information exists. Consign to Memory and Dovin's Veto improve stack fights, Aether Gust addresses red or green pressure, Unlicensed Hearse contests graveyards, extra Fragment Reality increases cheap permanent interaction, and the additional Phlage, Titan of Fire's Fury or Niv-Mizzet, Parun adjusts the finisher density for matchups where the game is expected to go long.

## Primary Win Conditions

- Teferi control finish: Use Teferi, Hero of Dominaria as the cleanest inevitability plan when the battlefield is stable or Divine Purge can make it stable first. Setup requires land drops, at least one turn of survivability, and preferably Reprieve, Remand, Fragment Reality, or Snapcaster Mage access to stop the opponent from immediately removing Teferi, Hero of Dominaria or attacking it down. Execute by taking only legal loyalty actions that improve cards, mana, or board control from the visible state, then convert repeated protected turns into a resource lock or eventual win. Disruption to respect is visible haste pressure, creature lands, burn pointed at Teferi, Hero of Dominaria, and stack interaction that can stop the initial commitment; prioritize this path against slower decks, stalled boards, and hands with enough interaction to protect the planeswalker for at least one cycle.

- Niv-Mizzet closing loop: Use Niv-Mizzet, Parun as the highest-pressure spell-exchange finisher when the mana base can cast it and the opponent is unlikely to punish a six-mana commitment immediately. Setup requires stable life total, enough colored mana from Hallowed Fountain, Steam Vents, Sacred Foundry, Glacial Fortress, Clifftop Retreat, Sulfur Falls, Raugrin Triome, Island, or Hall of Storm Giants support, and a plan for the opponent's next visible action. Execute by resolving Niv-Mizzet, Parun into a protected stack environment, then let later legal Consider, Peek, Reprieve, Remand, Fragment Reality, Divine Purge, Ribald Shanty, Hymn to the Ages, or Snapcaster Mage lines generate pressure only as the rules engine exposes them. Disruption to respect is removal before the first profitable exchange, exile effects, tempo bounce, and dying after tapping out; prioritize this path when the opponent's board is contained and your hand or graveyard contains cheap spells to turn future priority windows into advantage.

- Phlage recursion pressure: Use Phlage, Titan of Fire's Fury as the stabilizing threat when life total, removal pressure, or graveyard resources make its legal modes stronger than waiting for Teferi, Hero of Dominaria or Niv-Mizzet, Parun. Setup requires the rules engine to expose a legal cast or recursion action, enough mana, and visible targets or attack lines that advance survival or damage. Execute by choosing the legal mode or target that stabilizes first if behind, pressures planeswalkers or life totals if stable, and keeps future Phlage, Titan of Fire's Fury recursion realistic when the graveyard and exile costs permit. Disruption to respect is graveyard hate, exile removal, counterplay on the commitment turn, and sacrificing too much tempo to force recursion; prioritize this path against creature pressure, red damage races, and long games where repeated Phlage, Titan of Fire's Fury actions can matter.

## Secondary Win Conditions

- Hall of Storm Giants cleanup: Use Hall of Storm Giants as a finisher after control has already been established, not as an early pressure plan that strands interaction. Setup requires enough lands, a low-risk combat step, and confidence that activating Hall of Storm Giants will not prevent needed Reprieve, Remand, Fragment Reality, Divine Purge, Snapcaster Mage, or sideboard interaction from being used. Execute by attacking only when the visible crack-back, removal, and mana costs are acceptable, then return to holding up interaction if the opponent can rebuild. Prioritize this path when primary finishers are absent, removed, or too risky to cast into open interaction.

- Snapcaster Mage attrition: Use Snapcaster Mage to turn the graveyard into a second hand when the legal flashback choice answers the current bottleneck. Setup requires a relevant instant or sorcery in the graveyard and mana for both Snapcaster Mage and the spell the rules engine exposes. Execute by reusing Consider or Peek for selection only when land drops or action density matter more than immediate interaction, reusing Fragment Reality, Remand, Reprieve, or Divine Purge when the board or stack demands it, and attacking only when the body is not needed as a blocker. Prioritize this path when both players are low on cards or when a single reused spell buys the turn needed for Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Phlage, Titan of Fire's Fury, or Hall of Storm Giants.

- Unknown-engine fallback: Use Ribald Shanty and Hymn to the Ages only according to their visible legal action text until card text is verified. Card text check required before treating either card as removal, draw, protection, damage, token production, or a deterministic engine. Prioritize them only when the rules engine shows a legal action whose visible effect clearly advances stabilization, pressure, selection, or protection.

## Emergency Lines

- Behind on life: Stabilize before preserving perfect card economy, because surviving to the next turn unlocks Divine Purge, Phlage, Titan of Fire's Fury, Snapcaster Mage recursion, and Teferi, Hero of Dominaria. Use Reprieve or Remand on lethal or high-tempo plays even if the spell can be recast, and prefer Phlage, Titan of Fire's Fury lines that change the race when legal.

- Behind on board: Look first for Divine Purge, Fragment Reality, Snapcaster Mage into removal or sweeper access, and legal tempo counters that prevent another threat from compounding pressure. Do not commit Niv-Mizzet, Parun or Teferi, Hero of Dominaria into a battlefield that can immediately remove them unless the alternative loses anyway.

- Behind on cards: Use Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Snapcaster Mage, Consider, and Peek to rebuild only after the current lethal or snowballing threat is handled. Spend Reprieve or Remand to force a redraw step or protect a card-advantage permanent when that is the clearest path back into the game.

- Behind on mana: Prioritize land-finding and tapped-land sequencing over ambitious finisher plans, especially with Raugrin Triome and Hall of Storm Giants. Use cheap interaction to buy land drops, and avoid activating Hall of Storm Giants if it prevents casting the answer required by the visible board or stack.

- Win conditions removed: Shift to whichever remaining permanent threat is legal and safest: Phlage, Titan of Fire's Fury recursion if the graveyard is available, Hall of Storm Giants if mana is abundant, Snapcaster Mage pressure if the opponent is empty, or Teferi, Hero of Dominaria if a copy remains. If Niv-Mizzet, Parun and Teferi, Hero of Dominaria are gone, stop trading resources casually and preserve every source of repeatable pressure.

## Resource Model

- Life total is a spendable buffer only when the next visible attack or burn sequence is contained; shock Hallowed Fountain, Steam Vents, or Sacred Foundry when untapped mana enables Consider, Peek, Fragment Reality, Reprieve, Remand, Snapcaster Mage, or Divine Purge on the critical turn. Preserve life more tightly once the opponent can present haste, creature-land pressure, stacked combat damage, or repeatable direct damage, and prefer Raugrin Triome or check-land sequencing when interaction is not needed immediately.

- Hand size is the deck's primary control resource, so trade one-for-one only when the exchange protects a land drop, Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Phlage, Titan of Fire's Fury, or survival. Reprieve and Remand are tempo-plus-card tools rather than hard answers; use them to bridge into Divine Purge, land drops, Snapcaster Mage recursion, or a protected finisher instead of pretending they permanently answer a threat.

- Mana is the bottleneck that decides whether the hand functions, because the deck has cheap blue and white interaction, white-blue sweep pressure, red-white Phlage, Titan of Fire's Fury lines, and the extreme colored requirement of Niv-Mizzet, Parun. Protect land drops over low-impact selection, and avoid spending mana on speculative Consider, Peek, Ribald Shanty, Hymn to the Ages, or Hall of Storm Giants activation when the visible stack or board requires interaction.

- Board presence is mostly defensive until control is established; Snapcaster Mage is a spell-access body first, blocker second, and attacker third. Use Divine Purge and Fragment Reality according to legal action text to reset or answer pressure, then convert a stable board into Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Phlage, Titan of Fire's Fury, or Hall of Storm Giants pressure.

- Graveyard cards are delayed value for Snapcaster Mage and conditional fuel for Phlage, Titan of Fire's Fury only when the rules engine exposes the relevant legal action. Do not exile or consume the graveyard casually if Snapcaster Mage can rebuy Reprieve, Remand, Fragment Reality, Divine Purge, Consider, or Peek for the current bottleneck.

- Exile is mostly a cost and consequence zone, so track which cards were spent to Phlage, Titan of Fire's Fury, Divine Purge, Fragment Reality, Unlicensed Hearse, or opponent effects before assuming future recursion or Snapcaster Mage access. Treat any exile-return or delayed object from Ribald Shanty or Hymn to the Ages as Card text check required unless the rules engine exposes exact visible choices.

- Lands are both color infrastructure and late-game threat density; Hall of Storm Giants is a finisher, not an early mana-risk tool. Sacrifice fodder is not a built-in deck resource, so do not volunteer Snapcaster Mage, Niv-Mizzet, Parun, Phlage, Titan of Fire's Fury, or Hall of Storm Giants to sacrifice effects unless the engine presents a forced legal choice or survival demands it.

- Tempo is bought with Reprieve, Remand, Fragment Reality, Divine Purge, and cheap cantrips, then cashed into land drops or protected finishers. Information from Peek, Consider, public graveyards, revealed cards, and legal actions should change counter timing, sideboard bullet use, and whether to tap out.

- Sideboard bullets are narrow resources: Consign to Memory and Dovin's Veto protect stack fights, Aether Gust answers qualifying red or green pressure, Unlicensed Hearse manages graveyards, extra Fragment Reality raises cheap answer density, and extra Phlage, Titan of Fire's Fury or Niv-Mizzet, Parun changes threat density.

## Mana Guide

- Keep hands that cast early interaction and hit land drops; a normal keep needs at least two lands, access to blue or white by turn two, and a realistic path to a third land through draw steps, Consider, or Peek. Mulligan one-land hands without Consider plus both required early colors, hands with only Hall of Storm Giants as functional early mana, and hands that cannot cast Reprieve, Remand, Fragment Reality, or Divine Purge before fast pressure matters.

- Sequence tapped lands early when the hand has no required one-mana play; Raugrin Triome is strongest on turn one when Consider, Peek, or Fragment Reality is not needed. Lead with untapped Hallowed Fountain, Steam Vents, or Sacred Foundry only when the immediate spell prevents damage, protects a land drop, or answers a visible tempo threat.

- Prioritize blue-white access before luxury red in most openers, because Consider, Peek, Remand, Reprieve, Fragment Reality, Divine Purge, Snapcaster Mage, and Teferi, Hero of Dominaria depend on blue or white timing. Add red early when Phlage, Titan of Fire's Fury, Niv-Mizzet, Parun, or red sideboard constraints are visible and the white-blue interaction window is already covered.

- Treat Niv-Mizzet, Parun as a late colored-mana project; do not keep or sequence solely around it if doing so delays early blue-white interaction. Build toward triple blue and triple red with Steam Vents, Sulfur Falls, Raugrin Triome, Sacred Foundry, Clifftop Retreat, Hallowed Fountain, Glacial Fortress, Island, and Hall of Storm Giants only after the first four turns are functional.

- Use check lands after enabling land types when possible; Glacial Fortress, Sulfur Falls, and Clifftop Retreat are better after Hallowed Fountain, Steam Vents, Sacred Foundry, Raugrin Triome, or Island has made them reliable. When the choice is between tapped certainty and untapped shock damage, choose untapped only if the current turn has a meaningful legal spell or the opponent can punish shields down.

- Play lands before draw or selection when the land drop is known and additional mana could unlock a post-draw legal action, especially before Consider, Peek, Teferi, Hero of Dominaria, or a Snapcaster Mage turn. Delay the land until after Consider or Peek when the hand contains multiple land choices, Hall of Storm Giants timing matters, or the decision depends on whether the draw finds a missing color.

- Preserve untapped mana through opponent priority when Reprieve, Remand, Fragment Reality, Dovin's Veto, Consign to Memory, Aether Gust, Snapcaster Mage, or instant-speed legal actions are available. Spend mana main phase only when Teferi, Hero of Dominaria, Divine Purge, Phlage, Titan of Fire's Fury, Ribald Shanty, Hymn to the Ages, or a sideboard bullet clearly addresses the visible bottleneck; Card text check required for Ribald Shanty and Hymn to the Ages before treating either as mana-positive or stabilizing.

## Mulligan Guide

- Strong keep: keep two or three lands with early blue-white access plus Consider or Peek, Reprieve or Fragment Reality, and a stabilizer such as Divine Purge, Snapcaster Mage, or Teferi, Hero of Dominaria. A strong opener is Hallowed Fountain, Sulfur Falls, Raugrin Triome, Consider, Reprieve, Divine Purge, Snapcaster Mage because it develops mana, buys time, and turns the graveyard into future spell access.

- Medium keep: keep three or four lands with Reprieve, Divine Purge, and one slow payoff when the colors are functional but the hand is reactive. A hand like Glacial Fortress, Steam Vents, Raugrin Triome, Reprieve, Divine Purge, Teferi, Hero of Dominaria, Niv-Mizzet, Parun is acceptable on the play against unknown decks if early white-blue mana is online, but it becomes weaker against fast pressure without Fragment Reality or Consider.

- Risky keep: keep a two-land hand only when both lands cast the first two turns or a one-mana selection spell can find the third land. Hallowed Fountain, Steam Vents, Consider, Peek, Reprieve, Phlage, Titan of Fire's Fury, Teferi, Hero of Dominaria is plausible, while Sulfur Falls plus Clifftop Retreat with no typed land is a trap even if the spells are strong.

- Automatic ship: mulligan zero-land, one-land, or Hall of Storm Giants-only hands unless the rules-engine hand has multiple immediate legal selection actions and already casts them. Ship hands with Niv-Mizzet, Parun, Teferi, Hero of Dominaria, Ribald Shanty, Hymn to the Ages, and no early interaction; Card text check required before treating Ribald Shanty or Hymn to the Ages as a stabilizing keep reason.

- Matchup-dependent keep: keep Divine Purge and Fragment Reality hands higher against visible creature decks, keep Reprieve and Remand higher against expensive spells or stack-centered decks, and keep Peek higher when information changes whether to hold Reprieve or tap out. Postboard, hands with Consign to Memory, Dovin's Veto, Aether Gust, or Unlicensed Hearse need the opponent's visible archetype or revealed cards to justify the narrow card.

- Play/draw adjustment: on the play, favor hands that curve land into Reprieve or Fragment Reality into Divine Purge or Snapcaster Mage. On the draw, require stronger early interaction or selection because missing turn-two action can make Teferi, Hero of Dominaria and Niv-Mizzet, Parun too late.

- Trap-hand examples: do not keep five lands plus Niv-Mizzet, Parun and Teferi, Hero of Dominaria without Reprieve, Fragment Reality, Consider, Peek, or Divine Purge. Do not keep double Phlage, Titan of Fire's Fury with no red-white access or no graveyard path unless the first copy is legally castable and stabilizing.

## Turn Arc

- Turn 1: prefer Raugrin Triome tapped when no immediate one-mana legal action is needed. Cast Consider when it protects the next land drop, cast Peek when knowing the opponent's hand changes a turn-two Reprieve or Fragment Reality plan, and hold Fragment Reality if the opponent has not presented a legal target worth answering.

- Turn 2: hold Reprieve, Remand, Fragment Reality, or Peek when the opponent can commit a key spell or threat into open mana. Cast Snapcaster Mage only as a defensive body if trading or absorbing damage matters; the higher-value line is usually waiting until it can rebuy Consider, Peek, Fragment Reality, Reprieve, Remand, or Divine Purge.

- Turn 3: prioritize land-drop security and board stabilization over speculative value. Cast Divine Purge when the visible battlefield is pressuring life total or tempo, use Reprieve or Remand to bridge into the sweeper when the stack is the immediate threat, and cast Phlage, Titan of Fire's Fury only when the engine exposes a legal mode that improves survival or pressure.

- Turns 4-5: shift from pure survival to protected advantage once the board and stack are manageable. Teferi, Hero of Dominaria is preferred when it can resolve with protection or immediately recover mana/card advantage; Snapcaster Mage plus Reprieve, Fragment Reality, Remand, or Divine Purge is preferred when tapping out would let the opponent punish the window.

- Turns 4-5 deviation: delay Ribald Shanty or Hymn to the Ages until card text is verified by the rules engine and the legal action clearly advances the current bottleneck. If either card is exposed as a value engine, cast it when shields are not required; if it is exposed as interaction or stabilization, treat it according to the visible prompt and board state.

- Late game: convert control into inevitability with Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Phlage, Titan of Fire's Fury, and Hall of Storm Giants. Protect Niv-Mizzet, Parun with Reprieve, Remand, Dovin's Veto, or Consign to Memory when available, and activate Hall of Storm Giants only when combat is safe from visible removal, blockers, and mana demands.

- Late game deviation: preserve graveyard access when Snapcaster Mage or Phlage, Titan of Fire's Fury has legal future value. Spend graveyard resources only when the immediate life total, board state, or finisher plan is better than holding another flashback or escape-style line exposed by the engine.

## Card Roles

- **Snapcaster Mage:** Treat Snapcaster Mage as the deck's flexible second copy of the best cheap spell already spent, not as a routine two-drop. Hold it when the graveyard contains Consider, Peek, Fragment Reality, Reprieve, Remand, or Divine Purge and the opponent's next turn is likely to decide tempo; cast it early only when a visible attacker, planeswalker pressure line, or life-total clock makes a flash body matter. Avoid spending Snapcaster Mage on a low-impact Consider if the same mana could preserve Reprieve, Fragment Reality, or a future Divine Purge rebuy. Postboard, Snapcaster Mage becomes more matchup-specific because it can reuse Consign to Memory, Aether Gust, Dovin's Veto, or Fragment Reality when those cards are legal and relevant.

- **Phlage, Titan of Fire's Fury:** Use Phlage, Titan of Fire's Fury as stabilization first and finisher second. Prioritize legal Phlage actions when the visible board or life total rewards damage, life gain, or a recursive threat line; do not assume the exact mode or graveyard requirement unless the rules engine exposes it. Preserve graveyard resources when both Snapcaster Mage and Phlage, Titan of Fire's Fury are live, because spending cards too early can strand a stronger late-game Phlage line. The sideboard copy increases this role in matchups where repeated life swing or removal pressure matters.

- **Niv-Mizzet, Parun:** Cast Niv-Mizzet, Parun only through a commitment gate: enough mana, stable life total, manageable battlefield, and a plan against visible stack interaction. Once it resolves, shift priority toward cheap spells that trigger card flow and damage, especially Consider, Peek, Reprieve, Remand, Fragment Reality, and Snapcaster Mage lines that create extra spell density. Do not tap out for Niv-Mizzet, Parun into lethal board pressure unless the legal action itself stabilizes or the opponent cannot punish from visible information. The sideboard copy is for matchups where inevitability matters more than early tempo.

- **Consider:** Use Consider as land-drop glue, graveyard setup, and late-game spell density. Cast it early when a missing land, missing color, or specific answer is the bottleneck; hold it when Niv-Mizzet, Parun, Snapcaster Mage, or a priority bluff makes the instant-speed timing more valuable. Put cards into the graveyard only when they are lower impact than the next draw or when fueling Snapcaster Mage or Phlage, Titan of Fire's Fury is strategically useful. Do not fire Consider before playing a land if the draw cannot affect the land choice; do fire it first when Raugrin Triome, shock land timing, or Hall of Storm Giants sequencing depends on the result.

- **Fragment Reality:** Use Fragment Reality as cheap interaction for a visible permanent problem, especially when it prevents damage, removes a key engine, or buys the turn needed for Divine Purge, Teferi, Hero of Dominaria, or Phlage, Titan of Fire's Fury. Card text check required for exact Historic implementation and replacement outcome; do not assume the opponent's resulting object or rules outcome beyond what the engine reports. Hold Fragment Reality when Reprieve or Remand can answer a stack-based threat more cleanly, and spend it proactively only when the permanent already on board is the current bottleneck. Postboard, extra copies raise the density of early permanent answers.

- **Peek:** Use Peek when hidden-card information changes the immediate plan, especially whether to hold Reprieve, cast Divine Purge, tap out for Teferi, Hero of Dominaria, or commit Niv-Mizzet, Parun. Cast it at instant speed before a contested priority turn when possible, because the card replaces itself and can reveal whether the opponent is representing interaction, pressure, or a blank. Do not overvalue Peek as pure cycling when mana is tight; preserving Reprieve, Fragment Reality, or Snapcaster Mage mana is often stronger than learning information too late to act.

- **Ribald Shanty:** Card text check required before assigning Ribald Shanty a fixed tactical role. Until the rules engine exposes exact legal actions, treat it as a registered main-deck nonland with unknown stabilization, value, or pressure function. Cast Ribald Shanty only when the legal action text clearly advances the current bottleneck, such as answering pressure, generating cards, producing a threat, or enabling a control pivot. Do not keep marginal openers because of Ribald Shanty unless the engine-confirmed text makes it an early stabilizer in that matchup.

- **Hymn to the Ages:** Card text check required before assigning Hymn to the Ages a fixed tactical role. Treat it as a four-copy engine or spell package card whose value depends on the legal action text shown at runtime. Prefer Hymn to the Ages when the board is stable enough to spend mana on its revealed effect, and delay it when the opponent can punish a tap-out with creatures, combo pressure, or a protected stack threat. Do not let the name imply life gain, card draw, or inevitability unless those actions are explicitly exposed by the rules engine.

- **Reprieve:** Use Reprieve as the primary tempo-counter bridge into sweepers and finishers. Prioritize it against expensive spells, combo pieces, removal aimed at Niv-Mizzet, Parun, and turns where returning the spell and drawing a card preserves tempo. Reprieve does not permanently answer the card, so pair it with a plan: untap into Divine Purge, Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Fragment Reality, or another interaction spell. Avoid spending Reprieve on low-impact spells when the opponent can recast the real threat next turn.

- **Remand:** Use Remand as the single extra Reprieve-style effect, with higher selectivity because only one copy is registered. Prefer it when the opponent spent most of their mana, when drawing a card matters, or when delaying a spell creates a decisive turn for Teferi, Hero of Dominaria, Divine Purge, Niv-Mizzet, Parun, or Hall of Storm Giants. Do not treat Remand as hard permission; if the recast beats the current plan, search for a permanent answer or a faster clock.

- **Divine Purge:** Use Divine Purge as the main stabilizing reset against low-to-the-ground battlefields. Card text check required for exact Historic text and any exile, return, or cost-modification details, but the tactical role is to convert early pressure into a recoverable game state. Cast it when the visible board threatens life total, planeswalkers, or future mana efficiency; hold it when a single Fragment Reality or Phlage, Titan of Fire's Fury action handles the only meaningful threat. Sequence around your own Snapcaster Mage and potential Hall of Storm Giants combat plans so the sweeper does not waste a needed blocker or future pressure.

- **Teferi, Hero of Dominaria:** Use Teferi, Hero of Dominaria as the cleanest late-game advantage engine once the board and stack are under control. Prefer casting Teferi when it can immediately generate value, answer a visible permanent, or untap into Reprieve, Remand, Fragment Reality, Peek, Consider, or Snapcaster Mage protection. Do not tap out for Teferi into a lethal or near-lethal battlefield unless the legal Teferi action directly stabilizes. Against slow decks, protect Teferi as a win condition rather than a disposable draw spell.

- **Hall of Storm Giants:** Use Hall of Storm Giants as the land-slot finisher after the deck has traded resources. Activate it only when visible blockers, open mana, removal risk, and required interaction mana make the attack safe enough. Do not expose Hall of Storm Giants before stabilizing if it is needed as a blue source or if keeping mana untapped for Reprieve, Fragment Reality, Snapcaster Mage, or sideboard interaction is more important.

- **Mana base:** Use Raugrin Triome to set up three colors early, use Hallowed Fountain and Steam Vents to unlock blue interaction, and use Glacial Fortress, Sulfur Falls, Clifftop Retreat, and Sacred Foundry to preserve life when typed lands already support them. Shock only when the current turn needs untapped mana for Consider, Peek, Fragment Reality, Reprieve, Remand, or a critical sideboard spell. Treat Island as a stable untapped blue source but not a solution to white-red requirements.

## Interaction Priorities

- **Counter first when tempo creates a locked next turn:** Spend Reprieve or Remand on expensive spells, combo-enabling spells, planeswalker-level threats, or removal aimed at Niv-Mizzet, Parun when the draw plus delay lets you untap into Divine Purge, Teferi, Hero of Dominaria, Phlage, Titan of Fire's Fury, or another protected interaction turn. Do not use Reprieve or Remand as if they permanently answer a card; counter low-impact spells only when the opponent is mana-constrained and the extra card or tempo prevents a visible snowball.

- **Remove first when the permanent is already the bottleneck:** Use Fragment Reality on the visible permanent that is converting the most damage, mana, cards, graveyard pressure, or combo access into future turns. Card text check required for exact Fragment Reality outcome, so treat it as a conditional answer whose replacement or consequence must be read from the rules engine before assuming the exchange is clean. Against creature swarms, preserve Fragment Reality for the threat that survives or invalidates Divine Purge rather than spending it on the first small attacker.

- **Sweep first when multiple permanents make one-for-one play losing:** Use Divine Purge when the opponent's battlefield threatens life total, Teferi, Hero of Dominaria, or your ability to hold up interaction over the next turn cycle. Card text check required for exact Divine Purge implementation, but the tactical priority is to reset cheap pressure before it forces Phlage, Titan of Fire's Fury, Snapcaster Mage, or Hall of Storm Giants into defensive trades. Hold Divine Purge when a single Fragment Reality, Phlage, Titan of Fire's Fury action, or blocker preserves enough life and keeps your own Snapcaster Mage useful.

- **Exile or graveyard pressure first when recursion is the engine:** Postboard, prioritize Unlicensed Hearse against graveyard decks only when visible graveyard contents matter now or next turn; do not spend mana on low-impact graveyard maintenance while creature pressure is threatening lethal. Phlage, Titan of Fire's Fury also cares about graveyard texture, so avoid eating your own future fuel unless the legal action is clearly aimed at the opponent's graveyard or survival demands it.

- **Discard and bounce priorities are conditional only:** The registered core has no confirmed discard spell and no clean bounce spell; if Ribald Shanty or Hymn to the Ages exposes discard, bounce, exile, or mode text at runtime, Card text check required before treating that action as strategic interaction. Choose such modes only when the visible legal text answers the current bottleneck more directly than Reprieve, Remand, Fragment Reality, Divine Purge, or Teferi, Hero of Dominaria.

- **Bait with replaceable value before committing finishers:** Lead with Consider, Peek, Snapcaster Mage flashback value, Ribald Shanty, or Hymn to the Ages when their engine-confirmed text pressures the opponent to act without exposing Niv-Mizzet, Parun or Teferi, Hero of Dominaria. Against open interaction, prefer forcing the opponent to spend mana before resolving Niv-Mizzet, Parun; against low-pressure opponents, Peek first if the information changes whether to tap out.

- **Ignore threats that are slower than your reset:** Let small damage, redundant mana creatures, and low-impact value permanents resolve when Divine Purge, Teferi, Hero of Dominaria, Phlage, Titan of Fire's Fury, or Hall of Storm Giants will dominate the next stable turn. Do not ignore a small permanent if it enables lethal, protects a larger threat, taxes targeting, attacks Teferi, Hero of Dominaria, or makes Reprieve and Remand ineffective.

- **Archetype shift matters:** Against aggro, trade cards for life and prioritize Divine Purge, Fragment Reality, and Phlage, Titan of Fire's Fury over card-neutral delay. Against control, preserve Reprieve, Remand, Dovin's Veto, Consign to Memory, and Peek for contested turns around Teferi, Hero of Dominaria and Niv-Mizzet, Parun. Against red or green pressure where Aether Gust is legal postboard, use it on the spell or permanent that changes the next combat or tap-out decision.

## Combat And Trading Rules

- **Protect life total until inevitability is online:** Take small early hits only when preserving untapped mana for Consider, Peek, Fragment Reality, Reprieve, or Remand prevents a larger loss. Once life is near burn range, lethal-on-board range, or forced Hall of Storm Giants defense range, prioritize survival over card advantage and use Snapcaster Mage or Phlage, Titan of Fire's Fury defensively when legal.

- **Trade Snapcaster Mage when the graveyard spell has already paid for it:** Use Snapcaster Mage as a blocker after it has flashed back a relevant Consider, Peek, Fragment Reality, Reprieve, or Remand, especially if the trade protects Teferi, Hero of Dominaria or buys a Divine Purge turn. Preserve Snapcaster Mage when the visible graveyard contains the exact interaction needed for the next stack fight or when flashing back a cheap spell is stronger than absorbing damage now.

- **Preserve Niv-Mizzet, Parun as an engine, not a routine attacker:** Do not attack Niv-Mizzet, Parun into visible trades, open removal, or board states where holding it back controls combat and converts future spells into advantage. Attack with Niv-Mizzet, Parun only when the engine is not needed as a blocker, the attack meaningfully shortens the clock, and enough mana or stack protection remains for the opponent's likely response.

- **Use Phlage, Titan of Fire's Fury as stabilization before pressure:** Treat Phlage, Titan of Fire's Fury as a life-total and board-control bridge when the legal text supports that role, and shift it into a closing threat only after the battlefield is stable. Do not force graveyard commitment into open exile effects or when the engine reports insufficient resources for a durable line.

- **Animate Hall of Storm Giants only after interaction math is favorable:** Attack with Hall of Storm Giants when the opponent has no visible profitable blocks, the attack changes the clock, and leaving mana tapped does not expose you to a decisive spell. Keep Hall of Storm Giants as mana when Reprieve, Remand, Fragment Reality, Snapcaster Mage, Dovin's Veto, Consign to Memory, or Aether Gust must remain available.

- **Planeswalker protection beats chip damage:** Block or remove attackers that threaten Teferi, Hero of Dominaria when Teferi will dominate the game if it survives. Let Teferi absorb damage only when the follow-up legal action still stabilizes or when preserving life total is more important than the planeswalker.

- **Archetype differences change combat posture:** Against aggro, block early, trade Snapcaster Mage readily, and cast Divine Purge before forced chump blocks waste resources. Against control, avoid unnecessary creature exposure and make the opponent answer Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Phlage, Titan of Fire's Fury, or Hall of Storm Giants on your terms. Against graveyard or combo decks, combat damage matters less than preserving interaction windows unless the visible clock proves racing is the only path.

## Selection And Tutor Rules

- **Use Consider as the default low-risk filter:** Cast Consider when you need to hit land drops, stock the graveyard for Snapcaster Mage or Phlage, Titan of Fire's Fury, or smooth a turn where holding up Reprieve, Remand, or Fragment Reality matters. Put cards into the graveyard when they are redundant lands after land stability, expensive finishers before the game is stable, or spells you actively want Snapcaster Mage to access; keep cards on top when they are the next land, the needed answer, or the finisher you can protect.

- **Use Peek before commitment decisions:** Cast Peek before tapping out for Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Divine Purge, Ribald Shanty, or Hymn to the Ages when the opponent's hidden hand could change whether the play is safe. Do not spend Peek merely to cantrip if you already know the relevant hand texture and need the mana for Reprieve, Remand, Fragment Reality, or Snapcaster Mage.

- **Treat the deck as pseudo-selection, not tutor selection:** The main deck has no true tutor, so selection choices should preserve flexible cards rather than chase a single named card. Prioritize land drops through turn five, cheap interaction under pressure, Divine Purge against wide battlefields, Teferi, Hero of Dominaria or Niv-Mizzet, Parun in stable games, and Phlage, Titan of Fire's Fury when life total or graveyard pressure makes it the best stabilizer.

- **Sequence land drops before filters when mana requirements are known:** Play the land first when the visible hand already supports the turn and the important question is untapped mana color for Reprieve, Remand, Fragment Reality, Divine Purge, or Snapcaster Mage. Filter first when Consider or Peek may determine whether to play a shock land untapped, preserve Hall of Storm Giants as a late threat, or choose between holding a land for future information and guaranteeing current colors.

- **Preserve graveyard quality for Snapcaster Mage:** Keep one-mana or two-mana spells in the graveyard when Snapcaster Mage can turn them into a second interaction or selection spell. Avoid consuming or exiling your own graveyard resources with Phlage, Titan of Fire's Fury or postboard Unlicensed Hearse unless survival, lethal pressure, or engine-reported legal costs make that use necessary.

- **Use Teferi, Hero of Dominaria selection for stability first:** If Teferi, Hero of Dominaria offers a draw, untap, tuck, or other engine-reported option, choose the line that preserves the next interaction window before maximizing long-term advantage. Card text check required for exact loyalty mode names in the runtime environment; the tactical rule is to protect Teferi and maintain mana before drawing into an uncastable surplus.

- **Require card-text confirmation for Ribald Shanty and Hymn to the Ages choices:** Card text check required before treating Ribald Shanty or Hymn to the Ages as draw, filtering, removal, recursion, or a finisher. If the rules engine exposes modal or target choices for either card, select the option that answers the visible bottleneck: missing mana, immediate battlefield pressure, stack interaction, graveyard setup, or protected endgame.

## Priority And Stack Rules

- **Hold priority for real interaction windows, not ceremonial passing:** Use Reprieve, Remand, Fragment Reality, Snapcaster Mage, Dovin's Veto, Consign to Memory, or Aether Gust only when the visible spell or ability changes the current turn cycle. Pass priority over low-impact spells when life total, Teferi, Hero of Dominaria, Niv-Mizzet, Parun, and the next land drop are not threatened.

- **Fight stack battles around finishers and sweepers:** Protect Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Divine Purge, and game-stabilizing Phlage, Titan of Fire's Fury lines before protecting routine selection. Against open mana, prefer forcing the opponent to act with Consider, Peek, Ribald Shanty, Hymn to the Ages, or Snapcaster Mage before committing the finisher if waiting does not worsen the battlefield.

- **Use Reprieve and Remand as tempo plus redraw, not permanent answers:** Cast Reprieve or Remand on spells whose delay meaningfully buys a land drop, a Divine Purge turn, a Teferi, Hero of Dominaria window, or lethal prevention. Do not spend them on spells the opponent can immediately recast profitably unless drawing a card and consuming their mana changes the current stack or combat math.

- **Use Snapcaster Mage at instant speed when the graveyard spell matters now:** Flash in Snapcaster Mage to rebuy Consider for land or answer digging, Peek for hand information before a stack fight, Fragment Reality for an exposed permanent, Reprieve or Remand for a crucial spell, or another legal graveyard spell the engine presents. Do not deploy Snapcaster Mage as an end-step body if preserving it for a known graveyard interaction is stronger.

- **Respond before combat damage when survival or value is visible:** Use Fragment Reality, Snapcaster Mage lines, Phlage, Titan of Fire's Fury actions, Aether Gust, or Unlicensed Hearse before damage only when the legal action changes lethal math, protects Teferi, Hero of Dominaria, removes a key attacker, or denies a graveyard resource. Pass through combat priority when no legal action improves blocks, damage, or the next main phase.

- **Let harmless triggers and low-impact spells resolve:** Preserve interaction for cards that affect life total, planeswalkers, the stack fight over a finisher, graveyard recursion, or the opponent's ability to rebuild after Divine Purge. Do not counter a cantrip, small creature, or redundant permanent unless visible context shows it enables lethal, protects a larger threat, or invalidates your next planned answer.

- **Treat optional payments as mana-denial decisions:** Pay optional costs only when the benefit is immediate and the remaining mana still covers the highest-priority interaction. Decline optional value payments if they prevent Reprieve, Remand, Fragment Reality, Snapcaster Mage, Dovin's Veto, Consign to Memory, Aether Gust, or a needed Hall of Storm Giants activation.

- **Use Niv-Mizzet, Parun as a priority engine after it resolves:** Once Niv-Mizzet, Parun is on the battlefield, cast cheap spells and respond to opposing spells when the triggered value helps stabilize or close. Avoid firing low-value spells into open removal if the same spell can be saved for a more important trigger, target, or stack exchange.

## Sideboard Map

- **Use sideboarding to sharpen the answer mix, not to abandon the control shell:** Keep the deck centered on land drops, cheap stack interaction, Divine Purge, Snapcaster Mage, Teferi, Hero of Dominaria, Phlage, Titan of Fire's Fury, and Niv-Mizzet, Parun. Postboard changes should make dead cards live, improve mana efficiency in the first four turns, and choose which late-game threat profile is safest against the opponent's visible plan.

- **Bring Consign to Memory against colorless, triggered, artifact, Eldrazi-like, or spell-ability pressure when the engine exposes legal targets:** Card text check required for exact target limits in Historic, so treat Consign to Memory as conditional stack interaction until runtime confirms legality. It is bad when the opponent is mostly small creatures, creature combat, or cheap recursive pressure that does not present eligible spells or abilities.

- **Bring Fragment Reality when cheap permanent interaction matters more than extra card flow:** Additional Fragment Reality copies are strongest against early creatures, disruptive permanents, graveyard artifacts, and engines that must be answered before Divine Purge or Teferi, Hero of Dominaria stabilizes. It is weaker against spell-heavy control, low-permanent combo, or threats whose replacement/transform result could be worse than waiting for Divine Purge or stack interaction.

- **Bring Aether Gust against red or green pressure, red or green combo turns, and red or green finishers:** Aether Gust is a tempo tool that protects life total, planeswalkers, and the turn needed to resolve Divine Purge, Teferi, Hero of Dominaria, or Phlage, Titan of Fire's Fury. It is bad against decks with few red or green objects and should not be forced into matchups where Reprieve, Remand, Dovin's Veto, or Consign to Memory has clearer legal text.

- **Bring Dovin's Veto against control, combo, sweepers, planeswalkers, and noncreature engines:** Dovin's Veto should replace weaker tempo counters when permanent battlefield pressure is low and the important fights happen over a small number of noncreature spells. It is bad against creature swarms, aggressive battlefield starts, and matchups where two mana must answer creatures rather than protect a stack exchange.

- **Bring Unlicensed Hearse against graveyard recursion, escape, reanimation, flashback, delirium-like sizing, and graveyard-count engines:** Use Unlicensed Hearse as a proactive denial permanent when the opponent's graveyard is a resource rather than incidental history. It is bad when the opponent wins from hand and battlefield without graveyard dependency, and it should not consume your own graveyard if Snapcaster Mage or Phlage, Titan of Fire's Fury needs those cards for a stronger visible line.

- **Bring the sideboard Phlage, Titan of Fire's Fury when life total, attrition, or repeated stabilizing pressure matters:** The third Phlage, Titan of Fire's Fury improves creature matchups, burn-heavy pressure, and slow games where a recursive threat can carry the endgame. It is weaker against exile-heavy control, fast combo that ignores life total, or games where graveyard pressure from Unlicensed Hearse conflicts with your own escape-style resource needs; Card text check required for exact Phlage escape and trigger details.

- **Bring the sideboard Niv-Mizzet, Parun when the game is expected to revolve around long stack exchanges and card velocity:** The third Niv-Mizzet, Parun is a mirror-breaker and control finisher when resolving one threat is more important than answering the first battlefield wave. It is bad against fast creature decks, mana denial, or matchups where six-mana sorcery-speed commitment loses before the triggered engine matters.

Creature Pressure / Red-Green Aggro
Side in: 3 Aether Gust; 2 Fragment Reality
Cut: 2 Peek; 1 Remand; 2 Hymn to the Ages

- **Plan rule:** Increase cheap interaction and life-total stabilization while reducing slow information and late-game bulk. Keep Divine Purge as the reset button, preserve Reprieve when it buys a full turn, and value Phlage, Titan of Fire's Fury more highly when the graveyard and mana allow a stabilizing line.

Creature Swarm / Low-Curve Permanents
Side in: 2 Fragment Reality; 3 Unlicensed Hearse
Cut: 2 Peek; 1 Remand; 2 Hymn to the Ages

- **Plan rule:** Use this version only when the opponent also uses the graveyard or recursive threats; otherwise Unlicensed Hearse loses value. Add role cards: Fragment Reality and Phlage, Titan of Fire's Fury. Reduce main-deck emphasis: Peek, Remand, slow Hymn to the Ages lines, and one Niv-Mizzet, Parun.

Control / Mirror / Spell-Heavy Midrange
Side in: 2 Dovin's Veto; 3 Consign to Memory
Cut: 4 Divine Purge; 1 Fragment Reality

- **Plan rule:** Make every noncreature stack fight harder for the opponent while removing dead or low-impact permanent answers. Keep Peek as a commitment check before Teferi, Hero of Dominaria and Niv-Mizzet, Parun, and use Snapcaster Mage to rebuy Dovin's Veto, Reprieve, Remand, Consider, Peek, or Consign to Memory when legal.

Graveyard Engine / Recursion
Side in: 3 Unlicensed Hearse; 2 Fragment Reality
Cut: 2 Peek; 1 Remand; 2 Hymn to the Ages

- **Plan rule:** Prioritize Unlicensed Hearse before the graveyard crosses the opponent's functional threshold, but preserve your own graveyard if Snapcaster Mage or Phlage, Titan of Fire's Fury is the better visible route. Fragment Reality handles early enablers or hate-resistant permanents only when runtime shows legal targets and the battlefield result is acceptable.

Colorless / Artifact / Ability-Centric Engine
Side in: 3 Consign to Memory; 2 Fragment Reality; 3 Unlicensed Hearse
Cut: 2 Peek; 1 Remand; 4 Ribald Shanty; 1 Hymn to the Ages

- **Plan rule:** Use Consign to Memory for eligible stack objects and Fragment Reality for resolved engine pieces, with Unlicensed Hearse only when graveyard material also matters. Card text check required for Ribald Shanty before following this exact plan blindly; if Ribald Shanty is confirmed as essential interaction in the matchup, reduce Hymn to the Ages emphasis instead.

Fast Combo / Noncreature Stack Combo
Side in: 2 Dovin's Veto; 3 Consign to Memory; 3 Aether Gust
Cut: 4 Divine Purge; 2 Fragment Reality; 2 Hymn to the Ages

- **Plan rule:** This plan assumes the opponent uses noncreature spells and at least some red, green, colorless, or ability-based pressure. If Aether Gust has no legal objects, Add role cards: Dovin's Veto and Consign to Memory; Reduce main-deck emphasis: Divine Purge, Fragment Reality, and slow life-total threats.

- **Role changes after sideboarding:** Snapcaster Mage becomes a precision second copy of the best postboard answer, not just a flash body. Teferi, Hero of Dominaria becomes safer when the sideboard answers have already traded for the opponent's commitment. Niv-Mizzet, Parun becomes better as the opponent slows down and worse as early creature pressure rises. Phlage, Titan of Fire's Fury becomes a stabilization engine against damage and attrition but must share graveyard planning with Snapcaster Mage and Unlicensed Hearse.

- **Archetype rule:** Against aggressive visible boards, favor Aether Gust, Fragment Reality, Phlage, Titan of Fire's Fury, and Divine Purge over Dovin's Veto and extra Niv-Mizzet, Parun. Against slow stack decks, favor Dovin's Veto, Consign to Memory, Peek, Reprieve, Remand, Teferi, Hero of Dominaria, and Niv-Mizzet, Parun over creature-only answers. Against graveyard decks, play Unlicensed Hearse early enough to deny the engine, but do not spend activations without checking whether your own graveyard is part of the current best legal line.

## Matchup Guidance

- **Aggro:** Stabilize before accruing value, because this deck wins creature matchups by converting early turns into a recoverable life total and then taking over with planeswalkers, recursive threats, or large spell engines. Prioritize untapped mana that casts Fragment Reality, Reprieve, Consider, Snapcaster Mage, or Divine Purge on schedule over slow perfect-color development. Use Reprieve as a time-buying answer to the opponent's highest-tempo spell, not as permanent permission, and prefer Divine Purge when the visible battlefield contains multiple relevant permanents or when one more attack step risks falling behind. Add role cards: Aether Gust, Fragment Reality, Phlage, Titan of Fire's Fury. Reduce main-deck emphasis: Peek, Remand, excess Hymn to the Ages, and late Niv-Mizzet, Parun copies when the battlefield clock is already real. Card text check required for Phlage, Titan of Fire's Fury exact stabilization text; use it conditionally when legal text shows life, damage, removal, or recursive pressure that changes the race.

- **Burn:** Treat life total as a primary resource gate, not merely a buffer, and avoid shock-land sequencing from Hallowed Fountain, Steam Vents, or Sacred Foundry unless the saved mana changes a visible legal exchange. Reprieve can protect a turn from a burn spell or haste threat, but do not assume the spell is gone; plan the following turn as though the opponent may recast it if their mana supports that line. Snapcaster Mage should rebuy cheap interaction only when the flash body, timing, and graveyard use do not expose you to lethal. Add role cards: Aether Gust when legal targets exist, Phlage, Titan of Fire's Fury for stabilization, Fragment Reality for must-answer low-cost permanents. Reduce main-deck emphasis: Peek, Remand, and Niv-Mizzet, Parun when six mana is unlikely to arrive safely.

- **Go-wide creature decks:** Preserve sweepers and resist spending Divine Purge on a single replaceable permanent unless the engine output or combat math makes waiting unsafe. Fragment Reality is for the permanent that makes the whole board dangerous, the creature that converts a normal attack into lethal, or the threat Divine Purge cannot efficiently handle; do not fire it just because there is a legal target. Snapcaster Mage can trade early only when the trade meaningfully lowers incoming damage or protects a later Divine Purge. Add role cards: Fragment Reality, Phlage, Titan of Fire's Fury, and Aether Gust against red or green pressure. Reduce main-deck emphasis: Peek, Remand, one Niv-Mizzet, Parun, and slow Hymn to the Ages lines. Card text check required for Ribald Shanty before treating it as creature interaction or a sweep-support spell.

- **Tempo:** Fight over mana efficiency and threat timing rather than raw card count, because tempo opponents punish tap-out turns and force you to answer while developing. Keep hands with early lands, cheap interaction, and a path to cast through pressure; avoid hands whose first relevant play is Teferi, Hero of Dominaria or Niv-Mizzet, Parun without cheap cover. Reprieve is strong when it denies an attack step, protects a spell from permission, or pushes the opponent off a double-spell turn. Peek is valuable when it identifies whether a tap-out Teferi, Hero of Dominaria, Divine Purge, or Niv-Mizzet, Parun will survive the stack. Add role cards: Aether Gust when targets are red or green, Dovin's Veto against spell-heavy tempo, Fragment Reality against cheap protected permanents. Reduce main-deck emphasis: slow Hymn to the Ages or excess six-mana finishers when the opponent can keep mana open every turn.

- **Control:** Become the deck with more must-answer endgame objects and cleaner stack positioning. Do not rush Teferi, Hero of Dominaria or Niv-Mizzet, Parun into open mana unless Peek, previous public actions, or pressure makes waiting worse. Use Consider to hit land drops and stock Snapcaster Mage lines, but do not spend graveyard resources carelessly if Phlage, Titan of Fire's Fury or Snapcaster Mage later needs them. Reprieve is best as a tempo counter in a stack fight, a protection spell for a finisher, or a way to force the opponent to spend their next turn recasting a high-impact spell. Add role cards: Dovin's Veto, Consign to Memory for eligible objects, and the sideboard Niv-Mizzet, Parun. Reduce main-deck emphasis: Divine Purge and Fragment Reality when the opponent presents few battlefield targets.

- **Removal-heavy midrange:** Trade resources only when the exchange protects a higher-value follow-up, because midrange games often hinge on whether Snapcaster Mage, Phlage, Titan of Fire's Fury, Teferi, Hero of Dominaria, or Niv-Mizzet, Parun generates value before dying. Do not expose Snapcaster Mage as a low-impact body into obvious removal unless blocking, pressuring a planeswalker, or rebuying a spell matters immediately. Divine Purge should answer board commitment, not every individual creature. Peek is useful when deciding whether to commit Teferi, Hero of Dominaria, a six-mana Niv-Mizzet, Parun, or a graveyard-dependent Phlage, Titan of Fire's Fury line. Add role cards: Phlage, Titan of Fire's Fury, Dovin's Veto when the opponent's important cards are noncreature, Aether Gust if the threats are red or green. Reduce main-deck emphasis: Remand when recasting is easy for the opponent, and excess Peek when battlefield pressure is already known.

- **Big mana:** Pressure their key turn with temporary counters while saving hard permission for the payoff, because normal one-for-one removal may not matter if the opponent resolves a single overwhelming spell. Reprieve and Remand are strongest when they deny the turn where the opponent spends most of their mana, especially if Teferi, Hero of Dominaria or Niv-Mizzet, Parun can follow before they recast. Do not spend Fragment Reality on low-impact setup permanents unless the legal target is visibly central to their mana or engine. Add role cards: Consign to Memory for eligible colorless, triggered, activated, or similar objects only when the rules engine exposes legal use; Dovin's Veto for noncreature payoff fights; Aether Gust if the payoff or ramp pressure is red or green. Reduce main-deck emphasis: Divine Purge against noncreature-heavy versions and Phlage, Titan of Fire's Fury when life total is not the axis.

- **Combo:** Identify the turn that matters and preserve interaction for that turn, even if it means taking small damage or passing with unused mana. Peek is a premium setup spell when it reveals whether the opponent can force through the combo, whether Dovin's Veto or Reprieve must be held, and whether tapping out for Teferi, Hero of Dominaria is safe. Snapcaster Mage should rebuy the exact counter or selection spell that changes the combo turn, not default to a value flashback. Add role cards: Dovin's Veto, Consign to Memory for eligible combo objects, Aether Gust if the combo uses red or green cards, Unlicensed Hearse if the combo uses the graveyard. Reduce main-deck emphasis: Divine Purge, Fragment Reality, and Phlage, Titan of Fire's Fury when the opponent does not need the battlefield or life total.

- **Graveyard decks:** Deploy graveyard pressure early enough to prevent the engine from turning on, but coordinate Unlicensed Hearse with your own Snapcaster Mage and Phlage, Titan of Fire's Fury needs. Target opponent graveyard cards that are visibly tied to recursion, escape, flashback, delirium-like sizing, or reanimation before removing incidental filler. Do not consume your own graveyard unless the legal action text, current hand, and battlefield show that Unlicensed Hearse sizing or activation is more valuable than future Snapcaster Mage or Phlage, Titan of Fire's Fury access. Add role cards: Unlicensed Hearse, Fragment Reality for enabling permanents, Dovin's Veto or Consign to Memory when the graveyard payoff uses the stack. Reduce main-deck emphasis: Peek, Remand, slow Hymn to the Ages, and excess Niv-Mizzet, Parun when early graveyard denial is mandatory.

- **Artifact/enchantment engines:** Answer the engine piece that converts future turns into inevitability, not the first harmless permanent. Fragment Reality should be saved for a resolved permanent whose text or visible effect threatens to outscale Divine Purge, Reprieve, or Teferi, Hero of Dominaria. Divine Purge remains important if the opponent's artifact or enchantment plan creates multiple low-cost permanents, but it is weaker against one expensive engine or stack-based payoff. Add role cards: Fragment Reality, Consign to Memory for eligible objects, Dovin's Veto for noncreature engines, Unlicensed Hearse only if graveyard material is part of the same plan. Reduce main-deck emphasis: creature-only stabilizers and late Phlage, Titan of Fire's Fury when life total is not pressured.

- **Single-threat decks:** Concentrate answers around the one permanent or spell that matters and avoid diluting interaction across low-impact bait. Reprieve is strong when it time-walks the singular threat and buys a full turn to find Divine Purge, Fragment Reality, Dovin's Veto, Teferi, Hero of Dominaria, or Niv-Mizzet, Parun. Fragment Reality should be held until the visible target is actually the card that wins the game or protects the opponent's win condition. Add role cards: Dovin's Veto for noncreature threats, Fragment Reality for resolved permanents, Aether Gust for red or green threats, Consign to Memory for eligible colorless or ability-centric threats. Reduce main-deck emphasis: Divine Purge when the opponent does not go wide, and Snapcaster Mage beatdown when defending resources matters more.

- **Mixed unknown fields:** Default Game 1 to legal-action discipline, land drops, and information gathering rather than speculative role assignment. Use Peek and Consider to clarify whether the opponent is pressuring life total, setting up a stack turn, or building a permanent engine, then shift priorities accordingly. Keep Reprieve flexible until the opponent reveals whether the matchup is about tempo, combo, or protecting a resolved threat. Treat Ribald Shanty and Hymn to the Ages as Card text check required if the runtime card text is unavailable; use them only according to visible legal action text and observed outcome patterns, not assumed format knowledge.

## Specific Matchup Notes

- **General/archetype-only note:** Exact opponents are absent, so revealed cards, legal actions, and rules-engine output override every archetype assumption here. Use these notes as priority scaffolding after the opponent has shown enough public information to identify the axis; do not infer hidden copies, sideboard cards, or hand contents from format familiarity.

- **Aggro and go-wide creature pressure:** Protect life total first and card advantage second, because this deck wins long games only if it reaches stable mana for Teferi, Hero of Dominaria, Niv-Mizzet, Parun, or recurring Phlage, Titan of Fire's Fury. Priority targets: haste threats, repeat damage sources, creatures that punish sweepers, and any permanent that makes Divine Purge insufficient. Likely role cards: Aether Gust against red or green threats, Fragment Reality for resolved nonland permanents the engine exposes as legal targets, and the extra Phlage, Titan of Fire's Fury when life gain or a recursive closer matters. Reduce main-deck emphasis: Peek and Remand when spending mana without affecting the battlefield risks falling behind.

- **Tempo or flash threats:** Fight over the turn where the opponent converts mana efficiency into a protected clock, not every small spell. Priority targets: evasive threats, protection pieces visible on the stack, and card-advantage engines that keep pressure flowing. Likely role cards: Dovin's Veto for noncreature fights, Aether Gust for red or green pressure, and Fragment Reality when a resolved permanent must be removed. Reduce main-deck emphasis: slow six-mana closers if the opponent can punish tap-out turns before Niv-Mizzet, Parun stabilizes.

- **Control mirrors and spell-heavy decks:** Preserve permission for planeswalkers, closers, and draw engines, because Reprieve and Remand are strongest when they create a window to resolve Teferi, Hero of Dominaria or Niv-Mizzet, Parun. Priority targets: opposing planeswalkers, uncounterable-looking value engines only if legal interaction exists, and end-step threats that force action before your main phase. Likely role cards: Dovin's Veto, Consign to Memory when the legal object fits, the extra Niv-Mizzet, Parun, and the extra Phlage, Titan of Fire's Fury if graveyards remain stocked. Reduce main-deck emphasis: Divine Purge and Fragment Reality when the opponent shows few battlefield permanents.

- **Graveyard-centric decks:** Treat graveyard access as a contested shared resource, because Snapcaster Mage and Phlage, Titan of Fire's Fury also need graveyard material. Priority targets: visible recursion cards, escape or flashback enablers, reanimation targets, and graveyard payoffs before incidental filler. Likely role cards: Unlicensed Hearse, Fragment Reality for enabling permanents, and Dovin's Veto or Consign to Memory for stack-based payoffs when legal. Reduce main-deck emphasis: slow Hymn to the Ages, Peek, and excess Niv-Mizzet, Parun if early graveyard containment is mandatory. Card text check required for Hymn to the Ages.

- **Big mana and expensive payoff decks:** Save temporary counters for the turn where the opponent spends most of their mana, because forcing a recast can be equal to a full turn if your follow-up is Teferi, Hero of Dominaria or Niv-Mizzet, Parun. Priority targets: payoff spells, mana engines that visibly unlock the payoff, and activated or triggered objects only when Consign to Memory is legal. Likely role cards: Consign to Memory, Dovin's Veto, and Aether Gust if the relevant threats are red or green. Reduce main-deck emphasis: Divine Purge when the opponent is not committing small permanents.

- **Unknown or mixed Game 1 opponents:** Use Peek, Consider, and early legal action quality to classify the matchup before committing a tap-out threat. Priority targets: whichever public card first proves the axis, such as a fast clock, combo engine, graveyard enabler, or noncreature payoff. Likely role cards after sideboarding should follow revealed cards, not archetype guesses. Treat Ribald Shanty and Hymn to the Ages as Card text check required if runtime text is not available; choose them only from legal action text and observed outcomes.

## Risk Summary

- **Mana risk:** The deck needs blue, white, and red on time while also supporting double or heavy colored costs for Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Reprieve, Divine Purge, and Phlage, Titan of Fire's Fury. Avoid keeping hands that cannot cast early selection or interaction, and do not overvalue Hall of Storm Giants when colored sources are missing.

- **Matchup risk:** Temporary counters can be poor against cheap recasts, uncounterable effects, or opponents with excess mana. Use Reprieve and Remand to buy meaningful turns, not merely to delay a spell that will resolve with no change in position.

- **Draw risk:** Hands with only closers can lose before stabilizing, while hands with only Peek, Consider, and temporary interaction can fail to close. Prioritize balanced keeps with lands, early play, and a path to either Divine Purge stabilization or a protected Teferi, Hero of Dominaria, Phlage, Titan of Fire's Fury, or Niv-Mizzet, Parun.

- **Over-sideboarding risk:** Removing too many core spells can leave the deck reactive without inevitability. Keep enough closers and card-advantage lines after adding Dovin's Veto, Consign to Memory, Aether Gust, Fragment Reality, Unlicensed Hearse, Phlage, Titan of Fire's Fury, or Niv-Mizzet, Parun.

- **Graveyard risk:** Unlicensed Hearse can weaken your own Snapcaster Mage and Phlage, Titan of Fire's Fury lines if it consumes the wrong graveyard. Target opponent graveyard cards first unless the legal action text shows your own graveyard activation is immediately decisive.

- **Sweeper/removal risk:** Divine Purge and Fragment Reality are not generic answers to every problem. Hold them for board states or permanents that actually threaten the current plan, and verify legality from the engine before assuming any permanent type or token interaction.

- **Closer risk:** Niv-Mizzet, Parun and Teferi, Hero of Dominaria can win slowly but are expensive commitments. Use Peek, visible mana, known cards, and stack context before tapping out; if waiting lets the opponent's clock become lethal, choose the line that stabilizes first.

- **Interaction risk:** Dovin's Veto, Consign to Memory, Aether Gust, Remand, Reprieve, and Snapcaster Mage all depend on exact legal windows. Respect the action list over strategic desire, and do not invent a response if Veles does not expose one.

- **Sequencing risk:** Snapcaster Mage lines require planning around mana, graveyard contents, and target availability. Do not cast Snapcaster Mage as a body when holding it would rebuy Consider, Peek, Reprieve, Remand, Fragment Reality, Divine Purge, Dovin's Veto, Aether Gust, or Consign to Memory for a higher-impact turn.

## Test Feedback Checklist

- Deciding factors: Record the exact turn or sequence that decided the game, such as Divine Purge stabilizing, Reprieve buying a full turn, Teferi, Hero of Dominaria surviving a cycle, Niv-Mizzet, Parun resolving, Phlage, Titan of Fire's Fury escaping, or Hall of Storm Giants ending a stalled board.

- Mulligans: Note whether the opening hand had enough colored mana, an early legal play, and a stabilizing path; flag keeps that relied on drawing white for Divine Purge, red for Phlage, Titan of Fire's Fury, or enough blue for Niv-Mizzet, Parun.

- Mana: Track missed colors, awkward tapped lands, painful shock sequencing, and Hall of Storm Giants timing. Ask whether Raugrin Triome, Hallowed Fountain, Steam Vents, Sacred Foundry, Glacial Fortress, Sulfur Falls, and Clifftop Retreat supported interaction on the turn it was needed.

- Velocity: Check whether Consider, Peek, Ribald Shanty, and Hymn to the Ages found action or merely spent mana. Card text check required for Ribald Shanty and Hymn to the Ages if runtime text was not visible.

- Engines: Record whether Snapcaster Mage had meaningful graveyard targets and enough mana to matter. Note when Snapcaster Mage was cast as a body and whether that line lost access to Reprieve, Remand, Fragment Reality, Divine Purge, Consider, Peek, Dovin's Veto, Aether Gust, or Consign to Memory later.

- Removal: Mark whether Fragment Reality and Divine Purge answered the right visible threats or were forced early by pressure. Record any game where holding Divine Purge for one extra turn would have improved or worsened survival.

- Stack interaction: Evaluate each Reprieve, Remand, Dovin's Veto, Aether Gust, and Consign to Memory decision by the turn it bought or the threat it stopped, not by whether it was cast. Flag passes where legal interaction existed and the opponent converted the stack into a decisive permanent or damage source.

- Closing: Record how the game was actually won or lost after stabilization. Identify whether Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Phlage, Titan of Fire's Fury, Snapcaster Mage attacks, or Hall of Storm Giants closed quickly enough.

- Role: Ask whether the deck correctly played control, tap-out stabilizer, or forced race based on visible pressure. Flag games where the pilot protected a late-game plan while the board required immediate survival.

- Sideboard: Record whether Aether Gust, Consign to Memory, Dovin's Veto, Unlicensed Hearse, Fragment Reality, Phlage, Titan of Fire's Fury, and Niv-Mizzet, Parun had legal, high-impact windows. Note sideboard cards stranded in hand and main-deck cards that became low impact after revealed matchup information.

- Mistakes: Identify any action that ignored visible lethal pressure, spent mana before a tax or counter window, used graveyard cards before Phlage, Titan of Fire's Fury or Snapcaster Mage needed them, or tapped too low before resolving a closer.

- Stranded cards: Track games where Niv-Mizzet, Parun, Teferi, Hero of Dominaria, Divine Purge, Fragment Reality, Peek, Ribald Shanty, Hymn to the Ages, or Hall of Storm Giants stayed unusable because of mana, timing, board texture, or missing legal targets.

- Overperformers and underperformers: List card names with the board state that made them strong or weak. Separate true card performance from pilot sequencing, matchup texture, mana failure, and rules-engine action availability.

## First Tuning Questions

- Mana quantity: Does the deck need more early untapped colored sources, or are losses mostly from sequencing existing Hallowed Fountain, Steam Vents, Sacred Foundry, Glacial Fortress, Sulfur Falls, Clifftop Retreat, Raugrin Triome, Island, and Hall of Storm Giants incorrectly?

- Mana pressure: Is Hall of Storm Giants worth the colorless timing risk in games where Reprieve, Divine Purge, Fragment Reality, Teferi, Hero of Dominaria, Phlage, Titan of Fire's Fury, and Niv-Mizzet, Parun all ask for specific colors?

- Early velocity: Are Consider and Peek enough to smooth opening hands, or does the deck spend too many early turns looking instead of answering? If Peek underperforms, decide whether the information mattered for tap-out decisions or merely confirmed already visible role cues.

- Engine quantity: Are four Snapcaster Mage correct when graveyard pressure from Unlicensed Hearse, Phlage, Titan of Fire's Fury, and opposing graveyard plans can make targets scarce?

- Card text dependency: Do Ribald Shanty and Hymn to the Ages produce enough tactical advantage in actual logs to justify four copies each? Card text check required before changing plans based on assumed function.

- Temporary counters: Are four Reprieve plus one Remand buying decisive windows, or are opponents recasting threats too easily? If the logs show repeated tempo failure, ask whether more hard interaction from Dovin's Veto, Consign to Memory, or Aether Gust deserves more post-board emphasis.

- Removal spread: Are four Divine Purge and two main-deck Fragment Reality enough against fast permanents, or do losses show a need for the sideboard Fragment Reality copies more often?

- Closer mix: Are two Teferi, Hero of Dominaria, two Niv-Mizzet, Parun, two Phlage, Titan of Fire's Fury, and Hall of Storm Giants too many expensive or graveyard-dependent closers, or does the deck need the extra sideboard Phlage, Titan of Fire's Fury and Niv-Mizzet, Parun more often to finish stabilized games?

- Aggro plan: Does the deck stabilize reliably before low life totals, or do logs show Divine Purge arriving too late, Reprieve failing to affect the board, and Phlage, Titan of Fire's Fury not gaining life in time?

- Control plan: Does the deck have enough decisive stack control after adding Dovin's Veto and Consign to Memory, or does it still lose to resolved engines because Reprieve and Remand are temporary?

- Graveyard plan: Does Unlicensed Hearse improve graveyard matchups without damaging Snapcaster Mage and Phlage, Titan of Fire's Fury lines too much? Track whether Hearse activations should prioritize opposing graveyard cards more strictly.

- Sideboard slots: Are three Aether Gust, three Consign to Memory, two Dovin's Veto, three Unlicensed Hearse, two Fragment Reality, one Phlage, Titan of Fire's Fury, and one Niv-Mizzet, Parun aligned with actual opponents faced, or are some slots narrow while core failures remain unsolved?

- Role conflict: Does the deck lose because it tries to be both reactive and tap-out at the same time? Review games where casting Teferi, Hero of Dominaria, Niv-Mizzet, Parun, Ribald Shanty, or Hymn to the Ages exposed the pilot to a stack or combat punish that holding mana could have prevented.

## Veles Tactical Policy

### Policy: Opening Hand Role Gate
- Priority: High
- Decision families: mulligan; pregame
- Cards: Consider; Peek; Fragment Reality; Reprieve; Divine Purge; Snapcaster Mage; Phlage, Titan of Fire's Fury
- Phase windows: opening hand, mulligan decisions, post-mulligan bottoms
- Runtime cues: hand size, land count, visible opening hand, mulligan action text
- Use when: deciding keep, mulligan, or London mulligan bottoms.
- Avoid when: a forced engine prompt already requires a specific legal selection.
- Instructions: Keep hands with stable mana plus early interaction or velocity; reject hands that cannot cast early blue or white spells before pressure matters. Bottom expensive duplicate closers before bottoming lands that cast interaction.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Early Mana Setup
- Priority: Medium
- Decision families: mana; selection
- Cards: Hallowed Fountain; Steam Vents; Sacred Foundry; Raugrin Triome; Glacial Fortress; Sulfur Falls; Clifftop Retreat; Island; Hall of Storm Giants
- Phase windows: turns 1-4 main phases, land-play decisions
- Runtime cues: legal land plays, current hand colors, tapped/untapped land text
- Use when: choosing the land that enables the next visible interaction spell or sweeper.
- Avoid when: only one legal land play exists and no later mana fork is visible.
- Instructions: Prioritize untapped blue/white access for Consider, Peek, Fragment Reality, Reprieve, Remand, and Divine Purge before preserving late-game Hall of Storm Giants activation. Treat Raugrin Triome as setup unless tapped entry would miss a required response window.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Single Legal Land Execution
- Priority: Low
- Decision families: mana
- Cards: Hallowed Fountain; Steam Vents; Sacred Foundry; Raugrin Triome; Glacial Fortress; Sulfur Falls; Clifftop Retreat; Island; Hall of Storm Giants
- Phase windows: main phase land-play prompt
- Runtime cues: action:play
- Use when: exactly one legal land-play action is visible and playing a land has not been used this turn.
- Avoid when: more than one land-play action is visible.
- Instructions: Submit the single visible land-play action.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Cantrip And Information Timing
- Priority: Medium
- Decision families: selection; priority
- Cards: Consider; Peek; Ribald Shanty; Hymn to the Ages
- Phase windows: early turns, end steps, pre-combat main phases, opponent priority windows
- Runtime cues: legal cast actions, hand contents, open mana, known top/card-selection prompt
- Use when: selecting whether to spend mana on velocity or hold interaction.
- Avoid when: visible lethal pressure or a stack threat requires immediate interaction.
- Instructions: Use Peek before committing a tap-out turn when hand information changes whether Teferi, Hero of Dominaria, Niv-Mizzet, Parun, or Divine Purge is safe. Cast Consider when it fixes land drops or finds interaction without abandoning a required response. Card text check required for Ribald Shanty and Hymn to the Ages; use them only according to visible legal text and tactical role.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sweeper Survival Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Divine Purge
- Phase windows: main phase before combat, post-combat main phase if survival is secured
- Runtime cues: action:cast Divine Purge, visible battlefield, life totals, likely attack power
- Use when: deciding whether to cast Divine Purge into visible board pressure.
- Avoid when: the opponent has no meaningful board and holding mana protects a more important stack window.
- Instructions: Cast Divine Purge when the visible battlefield threatens life total, planeswalkers, or future stabilization more than preserving your permanents does. Delay only when current life and blockers safely absorb the next attack and waiting adds materially more opposing permanents.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Spot Removal Target Gate
- Priority: Medium
- Decision families: interaction; selection
- Cards: Fragment Reality
- Phase windows: main phase, combat trick windows, opponent end step, stack follow-up target prompts
- Runtime cues: action:cast Fragment Reality, action:target Fragment Reality
- Use when: choosing whether or where to aim Fragment Reality.
- Avoid when: target legality or replacement text is unclear and no immediate threat requires action.
- Instructions: Aim Fragment Reality at visible permanents that create lethal pressure, invalidate Divine Purge timing, or stop a finisher from stabilizing. Card text check required if runtime text does not expose the exact exchange or replacement outcome.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Permission Spend Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Reprieve; Remand; Dovin's Veto; Consign to Memory; Aether Gust
- Phase windows: opponent cast triggers, stack priority, own tap-out protection windows
- Runtime cues: action:cast Reprieve, action:cast Remand, action:cast Dovin's Veto, action:cast Consign to Memory, action:cast Aether Gust
- Use when: a legal counter, delay, or stack-interaction action is visible.
- Avoid when: the spell is low impact and spending interaction leaves no answer for a visible higher-impact threat or lethal line.
- Instructions: Spend temporary counters on spells that would break stabilization, force damage through, answer your finisher, or create a permanent you cannot cleanly remove. Prefer Dovin's Veto for decisive noncreature exchanges after sideboarding.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Tap-Out Finisher Commitment
- Priority: High
- Decision families: priority; mana
- Cards: Teferi, Hero of Dominaria; Niv-Mizzet, Parun; Phlage, Titan of Fire's Fury; Hall of Storm Giants
- Phase windows: main phases, stabilized late game, post-sweeper turns
- Runtime cues: action:cast Teferi, Hero of Dominaria, action:cast Niv-Mizzet, Parun, action:cast Phlage, Titan of Fire's Fury, action:activate Hall of Storm Giants
- Use when: deciding whether to commit a closer or keep interaction available.
- Avoid when: visible pressure, open stack risk, or missing colors means the closer cannot protect or stabilize the next turn cycle.
- Instructions: Commit Teferi, Hero of Dominaria or Niv-Mizzet, Parun when the board is stable enough that resolving the closer matters more than holding up Reprieve, Remand, Fragment Reality, or Divine Purge. Use Phlage, Titan of Fire's Fury as stabilization when its visible legal text supports life or removal; card text check required if not exposed.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Snapcaster Mage Target Gate
- Priority: Medium
- Decision families: selection; interaction
- Cards: Snapcaster Mage; Consider; Peek; Fragment Reality; Remand; Reprieve; Divine Purge; Dovin's Veto; Aether Gust; Consign to Memory
- Phase windows: cast trigger target prompts, opponent end step, combat interaction windows
- Runtime cues: action:target Snapcaster Mage
- Use when: Snapcaster Mage asks for a graveyard target or the pilot chooses whether to cast it.
- Avoid when: graveyard targets are weak, mana cannot pay the follow-up spell, or casting Snapcaster Mage consumes mana needed for stack interaction.
- Instructions: Target the graveyard spell that answers the current visible problem, not the spell with the largest generic effect. Favor Fragment Reality or Divine Purge under board pressure, Reprieve or Remand on stack-critical turns, and Consider or Peek only when the game is stable.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Mandatory Target Text Execution
- Priority: Low
- Decision families: selection
- Cards: Fragment Reality; Snapcaster Mage; Aether Gust; Consign to Memory; Unlicensed Hearse
- Phase windows: target prompt after a spell or ability was already selected
- Runtime cues: action:target
- Use when: exactly one legal target action is visible for the pending source named in the prompt.
- Avoid when: two or more target actions are visible.
- Instructions: Submit the single visible target action for the pending source.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes

### Policy: Niv-Mizzet Protection And Trigger Discipline
- Priority: Medium
- Decision families: priority; interaction
- Cards: Niv-Mizzet, Parun; Reprieve; Remand; Dovin's Veto; Consign to Memory; Consider; Peek
- Phase windows: stack exchanges, post-resolution priority, draw or cast trigger windows
- Runtime cues: legal Niv-Mizzet, Parun actions, legal instant actions, trigger target prompts
- Use when: Niv-Mizzet, Parun is in hand, on stack, or on battlefield and legal choices affect its survival or triggers.
- Avoid when: visible lethal requires immediate non-Niv interaction.
- Instructions: Protect Niv-Mizzet, Parun once committed because it is a primary inevitability engine. Use cheap spells after it resolves when legal text shows trigger value and mana remains for survival.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Combat Preservation
- Priority: Medium
- Decision families: combat
- Cards: Snapcaster Mage; Phlage, Titan of Fire's Fury; Niv-Mizzet, Parun; Hall of Storm Giants
- Phase windows: declare attackers, declare blockers, combat damage, post-combat
- Runtime cues: legal attack actions, legal block actions, tapped status, life totals
- Use when: choosing attacks or blocks with control creatures or Hall of Storm Giants.
- Avoid when: exactly one forced block action is visible and rules-engine output requires it.
- Instructions: Block to preserve life and planeswalkers when the creature is not needed for a decisive follow-up spell or finisher. Attack only when the clock matters and leaving the creature untapped does not expose lethal, Teferi, Hero of Dominaria, or interaction windows.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Teferi Stabilization Choices
- Priority: Medium
- Decision families: selection; priority
- Cards: Teferi, Hero of Dominaria
- Phase windows: main phase after resolution, planeswalker ability prompts, end step follow-up
- Runtime cues: action:activate Teferi, Hero of Dominaria
- Use when: Teferi, Hero of Dominaria has multiple legal ability or target choices.
- Avoid when: a visible board threat must be answered before using Teferi for cards.
- Instructions: Use Teferi, Hero of Dominaria to stabilize first and generate cards second. Preserve lands or mana states that keep interaction available after Teferi if the engine exposes untap or timing choices.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Graveyard Resource Conflict
- Priority: Medium
- Decision families: selection; interaction
- Cards: Snapcaster Mage; Phlage, Titan of Fire's Fury; Unlicensed Hearse; Consider
- Phase windows: graveyard selection prompts, escape-like prompts, Hearse activations, end steps
- Runtime cues: action:activate Unlicensed Hearse, graveyard card choices, visible graveyards
- Use when: choosing cards to exile, preserve, or use from graveyards.
- Avoid when: an opposing graveyard card presents an immediate legal threat that Hearse can answer.
- Instructions: Preserve your own high-impact Snapcaster Mage and Phlage, Titan of Fire's Fury resources unless stopping the opponent's graveyard plan is the visible reason for the action. Use Unlicensed Hearse primarily against opposing graveyard engines after sideboarding.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Sideboard Lock-In
- Priority: High
- Decision families: sideboard
- Cards: Aether Gust; Consign to Memory; Dovin's Veto; Unlicensed Hearse; Fragment Reality; Phlage, Titan of Fire's Fury; Niv-Mizzet, Parun; Divine Purge; Peek; Remand; Ribald Shanty; Hymn to the Ages
- Phase windows: between games, sideboard submission
- Runtime cues: sideboard candidate plans, revealed matchup label, game number, post-board stage
- Use when: selecting or validating a sideboard plan.
- Avoid when: runtime has already locked both sideboard plans.
- Instructions: Add Dovin's Veto and Consign to Memory for stack-heavy or noncreature engines, Aether Gust for red or green pressure, Unlicensed Hearse for graveyard reliance, extra Fragment Reality for permanent pressure, and extra closers for attrition. Reduce main-deck emphasis on narrow tempo or low-impact velocity only according to the exact sideboard map.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Pass With Interaction Available
- Priority: Medium
- Decision families: priority; interaction
- Cards: Reprieve; Remand; Fragment Reality; Consider; Peek; Dovin's Veto; Aether Gust; Consign to Memory
- Phase windows: opponent end step, own main phase, stack-empty priority, combat trick windows
- Runtime cues: action:pass, legal instant-speed actions, open mana, visible pressure
- Use when: pass is legal while instant-speed actions are also legal.
- Avoid when: visible lethal, a decisive stack object, or required mana use demands action now.
- Instructions: Pass when holding interaction is stronger than spending mana into uncertain value; take a legal instant action before passing only if it fixes a missed land drop, answers visible pressure, or prevents the opponent from using the current window better than you can.
- Pilot skill floor: light-model
- No-API allowed: no
- Light-model allowed: yes

### Policy: Single Legal Pass Execution
- Priority: Low
- Decision families: priority
- Cards: none
- Phase windows: any priority prompt
- Runtime cues: action:pass
- Use when: pass is the only legal action visible in the current prompt.
- Avoid when: any non-pass legal action is visible.
- Instructions: Submit the visible pass action.
- Pilot skill floor: no-api
- No-API allowed: yes
- Light-model allowed: yes
