# Strategy Specifications
## Deck Name And Archetype
Aminatou, the Fateshifter is a Duel Commander Esper combo-control deck built around a compact Jace, Wielder of Mysteries finish, broad one-for-one interaction, and command-zone value from Aminatou, the Fateshifter. Treat the deck as a 100-card singleton command-zone deck with a 10-card Veles policy sideboard, not as a 60-card constructed list.

- Format: Duel Commander.
- Commander: Aminatou, the Fateshifter.
- Registered main deck: 100 cards.
- Registered sideboard: 10 cards.
- Current archetype/mechanic tags: combo, combo.
- Validation status: the supplied format-aware validation result passes.
- Singleton status: the main deck is singleton outside basic lands; the only duplicate name is Island at two copies, which is legal as a basic land.
- Sideboard status: the registered Veles policy sideboard contains exactly 10 cards: Rest in Peace, Dovin's Veto, Pithing Needle, Grafdigger's Cage, Duress, Disenchant, Kaya's Guile, Supreme Verdict, Surgical Extraction, and Dress Down.

The deck is hybrid/rogue rather than a pure stock shell. It uses familiar Esper combo-control structure with Thoughtseize, Inquisition of Kozilek, Force of Negation, Daze, Mana Leak, Fatal Push, Swords to Plowshares, Demonic Tutor, Demonic Consultation, Tainted Pact, and Jace, Wielder of Mysteries, but the registered list also contains unusual or card-text-sensitive entries such as Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Wan Shi Tong, Librarian, Boggart Trawler, Witch Enchanter, Overlord of the Balemurk, Overlord of the Floodpits, and Overlord of the Mistmoors. Card text check required for Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, and any other card whose current Oracle or engine text is not visible in the rules-engine action labels before making deterministic assumptions about its function.

The strategic label is Esper consultation-combo control with commander-supported value. The main finish is to resolve Jace, Wielder of Mysteries and then legally use Demonic Consultation or Tainted Pact only when the engine exposes the action sequence and the visible state supports the plan. The pilot must not assume library-empty victory, spell resolution, or protection from interaction unless the rules engine confirms the relevant legal actions and resulting state.

The default role is control-first, combo-second. Trade resources with discard, permission, removal, sweepers, and temporary exile effects until the opponent is low on pressure or shields, then commit to Jace, Wielder of Mysteries with Demonic Consultation or Tainted Pact. When the combo is not safe, win through incremental pressure and value from Psychic Frog, Orcish Bowmasters, Baleful Strix, Palace Jailer, The Wandering Emperor, Creeping Tar Pit, Aminatou, the Fateshifter, and legal blink or recursion actions involving visible permanents.

The mana concern is Esper density under tempo pressure. Blue is the most important operational color for Jace, Wielder of Mysteries, Brainstorm, Omen of the Sea, Lorien Revealed, permission, Tainted Pact support turns, and many interaction windows. Black is required early for Thoughtseize, Inquisition of Kozilek, Fatal Push, Demonic Tutor, Demonic Consultation, Tainted Pact, Toxic Deluge, Grief, Snuff Out, and edict effects. White is required for Swords to Plowshares, Solitude, Teferi, Time Raveler, Oath of Kaya, Static Prison, Parallax Wave, Skyclave Apparition, The Wandering Emperor, Damn, and several sideboard cards. Fetch sequencing should prioritize untapped blue-black when discard, permission, or combo setup matters, and should secure white early against creature pressure.

The legality concern is that Veles must follow the rules-engine output at runtime. Choose only legal action IDs, respect visible board state and public information, and never invent hidden cards, unexposed modes, unlisted targets, or unsupported timing shortcuts. Opponent information status is unknown-open-field unless the engine, match context, or revealed cards identify an archetype; use matchup guidance conditionally and update decisions from public actions, commander identity, graveyards, battlefield texture, and known sideboarded cards.

## Thesis
Aminatou, the Fateshifter assembles an Esper control shell that buys time, filters into a compact library-win finish, and converts command-zone value into enough pressure to punish opponents who overrespect the combo. The primary plan is to trade early with Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, cheap counters, and tempo creatures, then commit to Jace, Wielder of Mysteries plus Demonic Consultation or Tainted Pact only when the legal-action list and visible shields make the line supportable.

The deck wins by making the opponent choose between respecting a protected combo and fighting through incremental Esper permanents. Jace, Wielder of Mysteries is the clean payoff; Demonic Consultation and Tainted Pact are not generic value spells in normal games unless a legal, tactically justified line exists. Demonic Tutor and Wishclaw Talisman should usually find the missing piece, protection, or a stabilizer, not a flashy card that fails to change the current public board.

The deck is not trying to race as a creature deck, flood the board without regard for sweepers, or fire Demonic Consultation and Tainted Pact into visible open interaction because the combo exists. Psychic Frog, Orcish Bowmasters, Baleful Strix, Palace Jailer, The Wandering Emperor, Creeping Tar Pit, and Aminatou, the Fateshifter are pressure and value tools that become primary only when the combo is unavailable, too exposed, or unnecessary.

Prioritize mana, information, and time before raw card count. Hands and lines should first secure Esper mana, an early play, and a credible path to either interaction or velocity; Brainstorm, Omen of the Sea, Lorien Revealed, Overlord of the Floodpits, and Wan Shi Tong, Librarian are best when they locate the next needed answer or protected finish rather than consume turns while public pressure grows.

Protect the endgame by spending counters and discard on cards that break the immediate plan. Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Stifle, Tale's End, and Tishana's Tidebinder should preserve tempo, stop decisive threats, or clear a Jace, Wielder of Mysteries turn; do not spend them on low-impact bait when the visible board is stable.

## Role Package
- Threats: Psychic Frog, Orcish Bowmasters, Baleful Strix, Snapcaster Mage, Palace Jailer, The Wandering Emperor, Creeping Tar Pit, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, Overlord of the Mistmoors, Metamorphosis Fanatic, Boggart Trawler, Eagles of the North, Troll of Khazad-dum, Witch Enchanter, Quantum Riddler, and Wan Shi Tong, Librarian are the pressure and body suite. Use them to block, chip in, force planeswalker pressure, or close after control is established; Card text check required before assuming exact functions for Quantum Riddler, Boggart Trawler, Witch Enchanter, Metamorphosis Fanatic, Eagles of the North, Troll of Khazad-dum, and Wan Shi Tong, Librarian beyond visible engine text.

- Payoffs: Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Demonic Tutor, and Wishclaw Talisman form the compact finish package. Treat Jace, Wielder of Mysteries as the payoff that turns library-empty lines into wins only if the engine confirms the legal sequence and the opponent cannot visibly punish the commitment; treat Wishclaw Talisman as high-risk because passing access to the opponent can create a dangerous window.

- Engines: Aminatou, the Fateshifter, Teferi, Time Raveler, Omen of the Sea, Oath of Kaya, Skyclave Apparition, Palace Jailer, Baleful Strix, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, Overlord of the Mistmoors, Parallax Wave, Parallax Tide, Phelia, Exuberant Shepherd, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, and Starting Town are value or texture pieces. Use Aminatou, the Fateshifter activations for immediate legal value, not speculative loops; Card text check required for Fire Nation Occupation, Cryogen Relic, Momentum Breaker, and Starting Town.

- Velocity: Brainstorm, Omen of the Sea, Lorien Revealed, Demonic Tutor, Tainted Pact, Demonic Consultation, Snapcaster Mage, Overlord of the Floodpits, Wan Shi Tong, Librarian, and Psychic Frog help find action or turn resources into pressure. Use velocity after answering urgent public threats unless the selection spell is the only path to an answer this turn.

- Interaction: Fatal Push, Swords to Plowshares, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Damn, Toxic Deluge, Oath of Kaya, Parallax Wave, The Wandering Emperor, Snuff Out, Solitude, Subtlety, Grief, Thoughtseize, Inquisition of Kozilek, Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Stifle, Tale's End, Tishana's Tidebinder, and Otawara, Soaring City are the main control tools. Match the answer to the threat type, mana window, and life total rather than using the first legal answer.

- Protection: Thoughtseize, Inquisition of Kozilek, Grief, Teferi, Time Raveler, Force of Negation, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Wash Away, Spell Snare, Stern Scolding, Mental Misstep, Tale's End, Stifle, Tishana's Tidebinder, Subtlety, and Solitude protect either survival or the combo turn. Prefer proactive information before committing Jace, Wielder of Mysteries when mana and timing allow.

- Recursion: Snapcaster Mage, Takenuma, Abandoned Mire, Overlord of the Balemurk, Metamorphosis Fanatic, and Boggart Trawler are the registered recursion or graveyard-adjacent module, subject to visible legal actions and card text. Avoid leaning on graveyard lines into known Rest in Peace, Grafdigger's Cage, Surgical Extraction, or opposing graveyard hate unless the engine exposes a safe line.

- Mana: Fetchlands, duals, typed lands, surveil lands, channel lands, modal lands, Island, Snow-Covered Plains, Snow-Covered Swamp, Command Tower, Creeping Tar Pit, Bleachbone Verge, Floodfarm Verge, Gloomlake Verge, Glacial Fortress, Deserted Beach, Shipwreck Marsh, and Raffine's Tower form the Esper base. Sequence for untapped blue-black early, then white removal, while remembering Daze, Snuff Out, Solitude, Force of Negation, and Subtlety can stress cards in hand, life, and land development.

- Sideboard modules: Rest in Peace, Grafdigger's Cage, Surgical Extraction, and Kaya's Guile attack graveyards; Duress and Dovin's Veto improve stack and combo fights; Pithing Needle answers activated permanent problems; Disenchant handles artifacts and enchantments; Dress Down changes creature-text combat or combo turns when legal; Supreme Verdict is the broad creature reset.

## Primary Win Conditions
- Compact Jace finish: Jace, Wielder of Mysteries plus Demonic Consultation or Tainted Pact is the cleanest win path. Setup requires blue-heavy mana, one combo payoff, one library-emptying effect, and enough information or protection from Thoughtseize, Inquisition of Kozilek, Grief, Teferi, Time Raveler, Force of Negation, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Wash Away, Spell Snare, Stern Scolding, Tale's End, Stifle, Tishana's Tidebinder, or Subtlety. Execute only when the rules engine exposes the legal sequence and the visible stack/board does not make waiting clearly safer; prioritize this line when the opponent is slower, tapped low, stripped by discard, or about to outscale the board.

- Tutored combo assembly: Demonic Tutor and Wishclaw Talisman should find the missing Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, or protection piece when the combo turn is close. Use Demonic Tutor more freely because it does not give the opponent a future activation; use Wishclaw Talisman only when the same-turn or protected next-turn payoff is credible, because passing access to the opponent can convert a controlled game into a loss.

- Protected planeswalker/control finish: Teferi, Time Raveler, Jace, Wielder of Mysteries, Aminatou, the Fateshifter, Palace Jailer, The Wandering Emperor, and repeated removal can turn the game into a locked resource contest. Prioritize this path when public pressure is contained, graveyard or hand resources are thin, or the opponent must commit into Fatal Push, Swords to Plowshares, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Damn, Toxic Deluge, Snuff Out, Solitude, or Subtlety.

- Commander value conversion: Aminatou, the Fateshifter wins by repeatedly converting legal blink or topdeck actions into material advantage with Baleful Strix, Omen of the Sea, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, and Overlord of the Mistmoors. Prioritize this when the combo is disrupted or too exposed, but require immediate visible value from each activation rather than speculative engine-building.

## Secondary Win Conditions
- Creature pressure becomes primary when the opponent spends resources stopping the combo. Psychic Frog, Orcish Bowmasters, Baleful Strix, Snapcaster Mage, Palace Jailer, The Wandering Emperor tokens if exposed by legal action text, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, Overlord of the Mistmoors, Metamorphosis Fanatic, Boggart Trawler, Eagles of the North, Troll of Khazad-dum, Witch Enchanter, Quantum Riddler, and Wan Shi Tong, Librarian can pressure life totals or planeswalkers while interaction protects tempo; Card text check required before assuming exact pressure, recursion, or evasion roles for the unfamiliar names.

- Creeping Tar Pit is the registered creature-land closer when normal threats are answered. Preserve it as a land early when mana is tight, then use it to attack planeswalkers or finish low-life opponents only when activation and attack are legal and the visible board does not punish tapping mana.

- Oath of Kaya and The Wandering Emperor provide reach-like stabilization rather than a burn plan. Use Oath of Kaya as removal, life-buffer, or planeswalker support when legal targets matter; use Aminatou, the Fateshifter with Oath of Kaya only when the engine exposes a legal blink and the immediate life or damage swing changes the race.

- Parallax Wave and Parallax Tide are tempo-lock or stall tools, not assumed deterministic locks. Use them to buy turns, protect a planeswalker, break combat, or constrain mana only through legal engine actions; pair with Aminatou, the Fateshifter or Phelia, Exuberant Shepherd only when visible legal actions confirm the interaction and the resulting board is safer than holding interaction.

- Recursion and reuse lines win longer games by rebuying high-impact effects. Snapcaster Mage should reuse discard, removal, counters, or selection according to the urgent public problem; Takenuma, Abandoned Mire, Overlord of the Balemurk, Metamorphosis Fanatic, and Boggart Trawler are graveyard-adjacent resources only when legal action text confirms the target and timing.

## Emergency Lines
- Behind on life: prioritize Swords to Plowshares, Fatal Push, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Oath of Kaya, Damn, Toxic Deluge, The Wandering Emperor, Snuff Out, Solitude, and Subtlety before slow selection. Avoid unnecessary Snuff Out, Toxic Deluge, fetch-shock, or Force of Negation pitch costs if the life total or hand count makes the stabilizing line collapse.

- Behind on board: reset or contain the battlefield before protecting the combo. Damn, Toxic Deluge, Parallax Wave, Supreme Verdict after sideboarding, The Wandering Emperor, Solitude, Subtlety, Skyclave Apparition, Static Prison, and Oath of Kaya are emergency stabilizers; do not spend counters on medium setup spells if a visible lethal or planeswalker-killing attack is developing.

- Behind on cards: convert Brainstorm, Omen of the Sea, Lorien Revealed, Overlord of the Floodpits, Wan Shi Tong, Librarian, Snapcaster Mage, Palace Jailer, and Aminatou, the Fateshifter into specific answers, not generic velocity. If Palace Jailer is exposed, protect the monarch-like advantage only when the engine state confirms the relevant status and combat math supports it.

- Behind on mana: use fetchlands and typed lands to restore blue-black first, then white removal, while respecting Daze land bounce and pitch-resource tension from Force of Negation, Solitude, and Subtlety. If legal action text offers Lorien Revealed, Eagles of the North, Troll of Khazad-dum, Boggart Trawler, Sink into Stupor, or Witch Enchanter as a mana-fixing or modal land-style action, choose it only when fixing beats casting the spell side this turn.

- Combo disrupted or win conditions removed: shift to commander value, creature pressure, Creeping Tar Pit, Palace Jailer, The Wandering Emperor, and recursive Snapcaster Mage lines. Do not fire remaining Demonic Consultation or Tainted Pact as desperation unless Jace, Wielder of Mysteries or a rules-engine-confirmed payoff is already protected or the game is otherwise lost.

- Graveyard recursion shut off: stop valuing Snapcaster Mage, Takenuma, Abandoned Mire, Overlord of the Balemurk, Metamorphosis Fanatic, or Boggart Trawler as recursion until the hate is removed. Use Disenchant, Kaya's Guile, or normal board control after sideboarding when legal, and win through non-graveyard combo, planeswalkers, or pressure.

## Resource Model
- Life is a spendable buffer only when it preserves control or enables a protected finish. Fetch-shock sequencing, Thoughtseize, Snuff Out, Toxic Deluge, and painful race choices must be weighed against visible pressure; pay life aggressively when stopping a decisive spell or clearing a lethal board, and conserve it when stabilizing through Baleful Strix, Oath of Kaya, Solitude, The Wandering Emperor, Damn, or Static Prison is available.

- Hand size is the deck's permission and combo shield. Force of Negation, Solitude, Subtlety, Grief, Daze, and Snapcaster Mage all pressure specific card types or card counts, so avoid spending a flexible card on low-impact exchanges when the hand already contains Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Demonic Tutor, or Wishclaw Talisman.

- Mana converts into control first, then inevitability. Use early mana for Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, Mental Misstep, Spell Snare, Stern Scolding, Force Spike, Daze, Mana Leak, Lose Focus, Memory Lapse, No More Lies, and Omen of the Sea before investing in slower permanents; commit Aminatou, the Fateshifter, Palace Jailer, Overlord of the Floodpits, Overlord of the Balemurk, Overlord of the Mistmoors, Parallax Wave, or Parallax Tide when the board and stack are contained.

- Board resources buy time and become win pressure after the exchange phase. Baleful Strix, Psychic Frog, Orcish Bowmasters, Snapcaster Mage, Skyclave Apparition, Phelia, Exuberant Shepherd, The Wandering Emperor, Solitude, Subtlety, and Creeping Tar Pit should trade, block, pressure planeswalkers, or force action according to visible combat math; Card text check required before assigning exact tactical functions to Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Wan Shi Tong, Librarian, Boggart Trawler, Metamorphosis Fanatic, Eagles of the North, Troll of Khazad-dum, Sink into Stupor, and Witch Enchanter.

- Graveyard resources are powerful but conditional. Snapcaster Mage, Takenuma, Abandoned Mire, Overlord of the Balemurk, Metamorphosis Fanatic, Boggart Trawler, and possibly other visible legal actions can reuse or leverage graveyards, but Rest in Peace, Grafdigger's Cage, Surgical Extraction, and Kaya's Guile from the sideboard may also shut off parts of that plan; after bringing in graveyard hate, stop assuming graveyard value unless the engine exposes it.

- Exile is both a cost and a danger zone. Demonic Consultation and Tainted Pact can convert the library into a win with Jace, Wielder of Mysteries, but they can also strand key cards or lose if fired without payoff; Force of Negation, Solitude, and Subtlety convert pitch cards into tempo only when the protected exchange matters more than the lost resource.

- Information is a real resource. Thoughtseize, Inquisition of Kozilek, Grief, Duress after sideboarding, and revealed public zones should guide whether to hold counters, jam Teferi, Time Raveler, deploy Wishclaw Talisman, or wait on Demonic Consultation and Tainted Pact; never infer hidden cards beyond revealed information.

- Sideboard bullets convert narrow matchups into solvable exchanges. Rest in Peace, Grafdigger's Cage, Surgical Extraction, Kaya's Guile, Dovin's Veto, Duress, Disenchant, Pithing Needle, Dress Down, and Supreme Verdict should answer public problems without diluting the compact Jace, Wielder of Mysteries finish.

## Mana Guide
- Keep hands need Esper access plus action. A strong keep has at least two mana sources or one land plus legal fixing from Brainstorm, Omen of the Sea, Lorien Revealed, Eagles of the North, Troll of Khazad-dum, Boggart Trawler, Sink into Stupor, or Witch Enchanter, while also presenting early interaction or velocity; mulligan hands that cannot cast black discard/removal, blue selection/permission, or white removal before public pressure matters.

- Sequence colors as blue-black first unless the matchup demands immediate white removal. Blue supports Brainstorm, Omen of the Sea, Jace, Wielder of Mysteries, Teferi, Time Raveler, counters, and selection; black supports Thoughtseize, Inquisition of Kozilek, Fatal Push, Demonic Tutor, Demonic Consultation, Tainted Pact, Toxic Deluge, and Snuff Out; white supports Swords to Plowshares, Solitude, Static Prison, Oath of Kaya, Skyclave Apparition, The Wandering Emperor, Parallax Wave, and sideboard Supreme Verdict.

- Fetchlands should find typed sources that unlock the current hand, not abstract perfect mana. Use Windswept Heath, Arid Mesa, Bloodstained Mire, Polluted Delta, Marsh Flats, Misty Rainforest, Flooded Strand, Prismatic Vista, Scalding Tarn, and Verdant Catacombs to assemble Underground Sea, Tundra, Scrubland, Hallowed Fountain, Godless Shrine, Watery Grave, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, Snow-Covered Swamp, Snow-Covered Plains, or Island according to visible needs and life pressure.

- Tapped and conditional lands require planning before priority windows. Deserted Beach, Glacial Fortress, Shipwreck Marsh, Bleachbone Verge, Floodfarm Verge, Gloomlake Verge, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, Creeping Tar Pit, and Starting Town may affect same-turn interaction; Card text check required for Starting Town and exact Verge behavior, so follow engine legality and prefer untapped sources when holding Swords to Plowshares, Fatal Push, Spell Snare, Stern Scolding, Force Spike, Mental Misstep, or Daze.

- Utility lands are spells when tempo allows. Otawara, Soaring City, Eiganjo, Seat of the Empire, Takenuma, Abandoned Mire, Creeping Tar Pit, Sink into Stupor, Witch Enchanter, Boggart Trawler, Eagles of the North, and Troll of Khazad-dum should be treated as modal resources only when legal action text exposes the relevant mode; choose land functionality when missing colors or land drops, and choose spell functionality when the board or stack demands it.

- Play lands before draw effects when the drawn card is unlikely to change land choice and holding mana matters. Delay the land drop before Brainstorm, Omen of the Sea, Lorien Revealed, Demonic Tutor, Tainted Pact setup, or visible surveil/scry-style actions when the decision may reveal whether to fetch, preserve shuffle, play tapped, or keep Daze available.

- Preserve mana for interaction on commitment turns. Before casting Jace, Wielder of Mysteries, activating Wishclaw Talisman, resolving Demonic Consultation or Tainted Pact, or tapping out for Aminatou, the Fateshifter, Teferi, Time Raveler, Palace Jailer, Parallax Wave, or Parallax Tide, check whether the remaining mana and pitch resources still cover the opponent's visible stack, combat, and removal windows.

## Mulligan Guide
- Strong keep: Keep two-to-three-source hands with blue-black access, one early play, and either interaction or velocity, such as Polluted Delta plus Island with Thoughtseize, Brainstorm, Fatal Push, Mana Leak, and Jace, Wielder of Mysteries. Prefer hands that can trade on turn one or two while naturally developing toward Demonic Consultation, Tainted Pact, Demonic Tutor, Wishclaw Talisman, or commander value.

- Strong keep: Keep protected compact-combo hands when they have mana, time, and disruption, such as Underground Sea, Tundra, Inquisition of Kozilek, Force Spike, Teferi, Time Raveler, Jace, Wielder of Mysteries, and Tainted Pact. Do not keep a combo hand that cannot cast its interaction or that must fire Demonic Consultation or Tainted Pact before Jace, Wielder of Mysteries is present or safely imminent.

- Medium keep: Keep slower hands with Omen of the Sea, Lorien Revealed, Brainstorm, Baleful Strix, Snapcaster Mage, or Overlord of the Floodpits only when the lands cast the first spell on time and the opponent is not already presenting a fast public clock. Treat tapped lands such as Raffine's Tower, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, Creeping Tar Pit, and conditional lands as tempo costs, not free fixing.

- Risky keep: A one-land hand is acceptable only with an untapped blue source, Brainstorm or Omen of the Sea, a cheap interaction spell, and a clear second-land plan from a fetchland or legal land-mode card. Ship one-land hands that rely on Lorien Revealed, Eagles of the North, Troll of Khazad-dum, Boggart Trawler, Sink into Stupor, Witch Enchanter, or Starting Town unless the engine exposes a mana-fixing action and the matchup gives time; Card text check required for uncertain modal functions.

- Automatic ship: Mulligan hands with no lands, one color only without selection, all expensive cards, no early castable play, or only reactive spells that miss the visible matchup. Ship hands that contain Demonic Consultation or Tainted Pact without Jace, Wielder of Mysteries, a tutor path, or enough interaction to survive until the payoff.

- Matchup-dependent keep: Keep Fatal Push, Swords to Plowshares, Long Goodbye, Stern Scolding, Mental Misstep, Spell Snare, Baleful Strix, and Orcish Bowmasters higher against fast creature or cheap-spell starts; keep Daze, Force Spike, Memory Lapse, Mana Leak, No More Lies, Force of Negation, Thoughtseize, and Inquisition of Kozilek higher against spell-combo, planeswalker, or commander-tempo starts.

- Play/draw adjustment: On the play, reward Force Spike, Daze, Thoughtseize, Inquisition of Kozilek, Psychic Frog, and early Teferi, Time Raveler because tempo converts into protection. On the draw, demand cleaner mana and more one-mana answers; speculative tapland-plus-cantrip hands are worse when the opponent gets the first threat.

- Trap hand: Do not keep a hand because it has Jace, Wielder of Mysteries plus Demonic Consultation if it lacks blue mana, black mana, protection, or enough land drops. Do not keep Brainstorm hands without a shuffle source or other correction when the rest of the hand is stranded by color or curve.

## Turn Arc
- Turn 1: Lead with untapped mana for Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, Mental Misstep, Spell Snare, Stern Scolding, Force Spike, Brainstorm, or Omen of the Sea according to legal actions and opponent pressure. Prefer discard when the opponent's plan is unknown and the hand needs information before committing Wishclaw Talisman, Teferi, Time Raveler, or a combo line.

- Turn 1 deviation: Fetch conservatively when life total matters, but take shock or dual access when failing to cast the first spell would lose tempo. Hold Brainstorm when there is no shuffle or urgent need; cast it early only to hit land, find a specific answer, or protect a key card from discard when that line is visible and legal.

- Turn 2: Stabilize with Baleful Strix, Psychic Frog, Orcish Bowmasters, Omen of the Sea, Snapcaster Mage only with a meaningful target, or cheap interaction plus a land drop. Keep mana open for Daze, Force Spike, Mana Leak, Lose Focus, Memory Lapse, No More Lies, Long Goodbye, Fatal Push, Swords to Plowshares, and Sheoldred's Edict when the opponent can make a tempo-critical play.

- Turn 2 deviation: Cast Wishclaw Talisman only when the tutor target can be used before the opponent gets a dangerous window, when Teferi, Time Raveler or discard reduces risk, or when waiting is worse than giving access later. Do not spend turn two on pure selection if a public creature, commander, or engine permanent already requires removal.

- Turn 3: Prioritize Teferi, Time Raveler, Aminatou, the Fateshifter setup, Skyclave Apparition, Oath of Kaya, Static Prison, Demonic Tutor, or protected permission turns according to visible board texture. Use Teferi, Time Raveler to force safer Jace, Wielder of Mysteries, Demonic Consultation, or Tainted Pact timing when the engine exposes legal actions.

- Turn 3 deviation: Deploy Aminatou, the Fateshifter only when she has a useful visible permanent, protects life total, or pressures a resource exchange; do not tap out for commander value into an unanswered lethal board. Card text check required before treating Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, or Wan Shi Tong, Librarian as exact turn-three engines.

- Turns 4-5: Shift from trading to locking control or assembling the finish. Cast Jace, Wielder of Mysteries only with enough protection, mana, or stack control; use Demonic Tutor, Tainted Pact, Demonic Consultation, Snapcaster Mage, The Wandering Emperor, Palace Jailer, Parallax Wave, Parallax Tide, Solitude, Subtlety, Toxic Deluge, and Damn to convert parity into inevitability.

- Turns 4-5 deviation: Sweep with Toxic Deluge, Damn, or sideboard Supreme Verdict when spot removal no longer preserves life or planeswalkers. Prefer Palace Jailer, The Wandering Emperor, Creeping Tar Pit, Psychic Frog, and Orcish Bowmasters as pressure when the opponent is low on resources and a combo commitment would walk into visible interaction.

- Late game: Win with protected Jace, Wielder of Mysteries plus Demonic Consultation or Tainted Pact when legal actions, known information, and stack protection support the line. If the combo is unsafe, use Aminatou, the Fateshifter with Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, or Overlord of the Mistmoors for visible value; Card text check required for exact Overlord effects.

- Late-game deviation: Preserve Force of Negation, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Tale's End, Stifle, Tishana's Tidebinder, and Wash Away for spells or abilities that stop the win, not low-impact bait. Use Creeping Tar Pit, creature attacks, and commander value to close when the library-combo line is disrupted or the opponent has public hate such as sideboard Rest in Peace, Grafdigger's Cage, Pithing Needle, Dress Down, Surgical Extraction, or Dovin's Veto.

## Card Roles
- Commander role: Aminatou, the Fateshifter is a value engine and combo-shielding planeswalker, not an automatic tap-out play. Cast her when the battlefield contains a legal blink target such as Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, or Overlord of the Mistmoors, or when her presence protects a future Jace, Wielder of Mysteries turn. Do not expose Aminatou, the Fateshifter into pressure if the legal activation does not immediately improve cards, life, board, or protection.

- Compact finish role: Jace, Wielder of Mysteries is the primary payoff, while Demonic Consultation and Tainted Pact are the compact library-conversion tools. Commit to Jace, Wielder of Mysteries only when blue mana, stack protection, life total, and public board pressure make the win attempt better than waiting. Use Demonic Consultation and Tainted Pact as selection only when the legal action text and visible state show that the risk is acceptable; do not fire either card blindly before the payoff unless losing without action is more likely.

- Tutor role: Demonic Tutor finds the missing half of the finish, an emergency sweeper, a protection spell, or a stabilizing answer according to public pressure. Wishclaw Talisman is powerful but dangerous because the opponent can receive access later; deploy or activate it when the chosen card can be used before the opponent's next meaningful window, when Teferi, Time Raveler or discard has reduced the danger, or when no slower line survives.

- Discard role: Thoughtseize and Inquisition of Kozilek are early information tools, combo-protection tools, and tempo disruption. Cast them before committing Wishclaw Talisman, Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, or Teferi, Time Raveler when the opponent has unknown interaction. Grief is a higher-resource discard effect; use it when the hand can absorb the card cost or when stripping a visible-critical card is worth tempo loss.

- Permission role: Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Tale's End, Stifle, and Tishana's Tidebinder protect tempo and the combo window. Spend soft permission early on cards that change the race, answer Jace, Wielder of Mysteries, establish an engine, or punish a commander curve-out. Preserve Force of Negation, Tale's End, Stifle, and Tishana's Tidebinder for high-impact spells, activated abilities, triggered abilities, or stack fights when visible legal actions show they matter.

- Cheap removal role: Fatal Push, Swords to Plowshares, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Snuff Out, and Solitude buy the turns needed to become the control deck. Match the answer to the threat type: use edict effects when targeting is weak or a single large creature matters, exile effects when death triggers or recursion matter, and Snuff Out or Solitude when spending mana would lose the turn. Avoid unnecessary life payments from Snuff Out or Toxic Deluge when a normal mana answer is legal and sufficient.

- Sweep and reset role: Damn and Toxic Deluge reset creature boards when spot removal cannot protect life total, Aminatou, the Fateshifter, or Jace, Wielder of Mysteries. Use Damn as targeted removal or a reset only according to the legal mode exposed by the engine. Set Toxic Deluge payments from visible lethal math and post-resolution survival, not from a desire to clear every creature at any cost.

- Planeswalker and tempo role: Teferi, Time Raveler is a bridge between control and combo because it can force safer main-phase commitment and punish instant-speed interaction if its legal abilities are available. The Wandering Emperor stabilizes combat, pressures planeswalkers, and creates a closing path; hold it for combat or end-step windows when the engine offers a higher-value timing than tapping out on your own turn.

- Creature pressure role: Psychic Frog, Orcish Bowmasters, Baleful Strix, Snapcaster Mage, Palace Jailer, Skyclave Apparition, Phelia, Exuberant Shepherd, and Creeping Tar Pit form the non-combo closing package. Baleful Strix blocks and replaces itself, making it a premium Aminatou, the Fateshifter blink target. Psychic Frog and Orcish Bowmasters should attack or threaten damage when the opponent is constrained; do not let them become passive blockers if the combo is disrupted and pressure is the cleanest path.

- Recursion and reuse role: Snapcaster Mage turns Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, Brainstorm, permission, or Demonic Consultation into a second decision point. Use Snapcaster Mage only when the graveyard target is legal and the timing matters; do not flash it in as a body if a later recast would protect a combo attempt or answer a known threat. Takenuma, Abandoned Mire may support recursion only through legal engine text.

- Card selection role: Brainstorm, Omen of the Sea, Lorien Revealed, Overlord of the Floodpits, Wan Shi Tong, Librarian, and Quantum Riddler provide velocity or selection, but Card text check required for Overlord of the Floodpits, Wan Shi Tong, Librarian, and Quantum Riddler before exact lines are assumed. Use Brainstorm with fetchlands or urgent hidden-card protection; avoid locking bad cards on top without a shuffle. Omen of the Sea is acceptable early when mana is unused, but it should not delay removal against public pressure.

- Blink and permanent-value role: Oath of Kaya, Skyclave Apparition, Palace Jailer, Baleful Strix, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, and Overlord of the Mistmoors are the main visible blink payoffs for Aminatou, the Fateshifter and Phelia, Exuberant Shepherd. Blink lines should produce immediate material value, removal, cards, tempo, or life stabilization. Card text check required before treating Phelia, Exuberant Shepherd or the Overlord cards as deterministic engines.

- Big-stabilizer role: Overlord of the Balemurk, Overlord of the Floodpits, Overlord of the Mistmoors, Subtlety, Solitude, Eagles of the North, Troll of Khazad-dum, Boggart Trawler, Metamorphosis Fanatic, Sink into Stupor, and Witch Enchanter are late-game or modal-resource cards whose exact use depends on legal action text. Card text check required for Boggart Trawler, Metamorphosis Fanatic, Sink into Stupor, Witch Enchanter, and the Overlord cards before treating them as lands, spells, removal, recursion, or threats.

- Prison and tempo-permanent role: Parallax Wave and Parallax Tide are commitment cards that can swing board or mana texture but should not be fired without a clear visible payoff. Use them to protect a combo window, remove lethal attackers, delay a critical mana turn, or enable pressure; do not spend them as generic value if the opponent can rebuild while the deck fails to close.

- Unknown-text role: Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Quantum Riddler, Wan Shi Tong, Librarian, Boggart Trawler, Witch Enchanter, Metamorphosis Fanatic, Sink into Stupor, Overlord of the Balemurk, Overlord of the Floodpits, and Overlord of the Mistmoors require card text checks before tactical certainty. At runtime, choose actions involving these cards only from visible legal labels, observed costs, and public outcomes; do not infer hidden modes, triggers, or mana functions.

- Mana-base role: Underground Sea, Tundra, Scrubland, Watery Grave, Hallowed Fountain, Godless Shrine, Command Tower, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, Bleachbone Verge, Floodfarm Verge, Gloomlake Verge, Deserted Beach, Glacial Fortress, Shipwreck Marsh, Snow-Covered Swamp, Snow-Covered Plains, and Island provide color structure. Fetchlands Windswept Heath, Arid Mesa, Bloodstained Mire, Polluted Delta, Marsh Flats, Misty Rainforest, Flooded Strand, Prismatic Vista, Scalding Tarn, and Verdant Catacombs should prioritize untapped blue-black early unless white removal is immediately needed. Otawara, Soaring City, Eiganjo, Seat of the Empire, Creeping Tar Pit, and Takenuma, Abandoned Mire are lands first unless the engine exposes a higher-impact channel, activation, or recursion action.

### Card Hover Notes

#### Aminatou, the Fateshifter
- Deck role: main deck, 1 commander, core command-zone engine and combo-control value piece.
- Role type: engine piece; card selection; role glue.
- Deck-specific job: Use +1 to draw, then put a card from hand on top to sculpt toward Jace, Wielder of Mysteries plus Demonic Consultation or Tainted Pact; use -1 to blink another target permanent you own for immediate value.
- Timing: Cast when she can survive or immediately blink Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, Overlord of the Mistmoors, Omen of the Sea, Cryogen Relic, or Static Prison.
- Inputs / outputs: Costs {W}{U}{B}; outputs a planeswalker activation each turn, topdeck control, blink triggers, and a possible -6 control-swap endgame.
- Mode map: +1 is card selection and topdeck setup; -1 is blink value on another target permanent you own; -6 chooses left or right and swaps each player's nonland permanents other than Aminatou in that direction.
- Partners / packages: Jace, Wielder of Mysteries; Demonic Consultation; Tainted Pact; Brainstorm; Omen of the Sea; Baleful Strix; Oath of Kaya; Palace Jailer; Skyclave Apparition; the three Overlords.
- Role peers: Teferi, Time Raveler and The Wandering Emperor are planeswalker peers; Phelia, Exuberant Shepherd is the closest blink peer.
- Failure modes: Do not -1 a permanent whose temporary absence opens lethal combat; do not cast Aminatou into pressure when +1 is only marginal smoothing.
- Matchup / visibility hooks: Strong in attrition and control mirrors; weaker when the opponent has attackers already aimed at planeswalkers.

#### Thoughtseize
- Deck role: main deck, 1 copy, core early disruption and combo-protection spell.
- Role type: interaction-discard.
- Deck-specific job: Reveal target player's hand, choose any nonland card, and trade 2 life for information plus the most important threat, counterspell, removal spell, or combo piece.
- Timing: Best before Demonic Tutor, Wishclaw Talisman, Teferi, Time Raveler, Jace, Wielder of Mysteries, Demonic Consultation, or Tainted Pact; against fast pressure, cast early only if the 2 life will not make removal math worse.
- Inputs / outputs: Costs {B} and 2 life; outputs full hand information and one discarded nonland card.
- Partners / packages: Inquisition of Kozilek, Grief, and sideboard Duress give exact-hand disruption; Surgical Extraction can follow after a key discarded card reaches the graveyard.
- Role peers: Inquisition of Kozilek is cheaper on life but limited to mana value 3 or less; Grief is the pitch-discard peer.
- Failure modes: Taking a medium card over the only answer to Jace, Wielder of Mysteries or the fastest clock wastes the life payment.
- Matchup / visibility hooks: Excellent against control, combo, and unknown openers; trim caution rises against burn-like starts where life is a hard resource.

#### Windswept Heath
- Deck role: main deck, 1 copy, mana resource and shuffle source.
- Role type: mana/fixing/ramp; card selection support.
- Deck-specific job: Search for a Forest or Plains card; in this registered deck the relevant Plains hits are Tundra, Scrubland, Hallowed Fountain, Godless Shrine, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, and Snow-Covered Plains.
- Timing: Crack when it fixes a needed spell, turns on Brainstorm cleanup, or secures white for Swords to Plowshares, Solitude, Static Prison, or Teferi, Time Raveler; delay if holding the shuffle for Brainstorm or Aminatou top-card repair is worth more.
- Inputs / outputs: Taps, pays 1 life, and sacrifices itself; outputs a Plains-typed land onto the battlefield, then shuffles.
- Partners / packages: Brainstorm, Jace, Wielder of Mysteries setup, Tainted Pact singleton planning, Eagles of the North Plainscycling.
- Role peers: Flooded Strand and Marsh Flats are closest white-fetch peers; Arid Mesa also finds Plains in this deck.
- Failure modes: It cannot find Underground Sea, Watery Grave, Island, Undercity Sewers, Snow-Covered Swamp, or Command Tower.
- Matchup / visibility hooks: Fetch untapped white against creature pressure; conserve life against burn or when Snuff Out and Toxic Deluge are likely.

#### Underground Sea
- Deck role: main deck, 1 copy, premium mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides {U} or {B} while also being both Island and Swamp for Polluted Delta, Bloodstained Mire, Misty Rainforest, Scalding Tarn, Verdant Catacombs, Troll of Khazad-dûm Swampcycling, Lórien Revealed Islandcycling, Daze alternate cost, and Snuff Out alternate cost.
- Timing: Prioritize early when the hand contains Thoughtseize, Inquisition of Kozilek, Fatal Push, Brainstorm, Mental Misstep, Spell Snare, Force Spike, Daze, Demonic Consultation, Tainted Pact, or Jace, Wielder of Mysteries.
- Inputs / outputs: Taps for either blue or black with no life payment after it is on the battlefield.
- Partners / packages: Daze, Snuff Out, Tainted Pact, Demonic Consultation, Brainstorm, Jace, Wielder of Mysteries.
- Role peers: Watery Grave is the shockland peer; Undercity Sewers is the tapped surveil peer.
- Failure modes: It does not supply white, so relying on it alone can strand Swords to Plowshares, Solitude, Static Prison, or Teferi, Time Raveler.
- Matchup / visibility hooks: Best turn-one source against unknown, control, combo, and tempo starts.

#### Arid Mesa
- Deck role: main deck, 1 copy, mana resource and shuffle source.
- Role type: mana/fixing/ramp; card selection support.
- Deck-specific job: Search for a Mountain or Plains card; this deck has no registered Mountain, so use it as a Plains fetch for Tundra, Scrubland, Hallowed Fountain, Godless Shrine, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, or Snow-Covered Plains.
- Timing: Crack for untapped white when Swords to Plowshares, Static Prison, Solitude pitch setup, or Teferi, Time Raveler matters; hold as Brainstorm shuffle when colors are already stable.
- Inputs / outputs: Taps, pays 1 life, sacrifices itself, puts a Plains card onto the battlefield, then shuffles.
- Partners / packages: Brainstorm, Omen of the Sea top decisions, Eagles of the North Plainscycling, Aminatou +1 top-card repair.
- Role peers: Windswept Heath, Flooded Strand, and Marsh Flats are stronger because they cover more Esper targets.
- Failure modes: Do not claim red access from Arid Mesa here; the registered deck has no Mountain card.
- Matchup / visibility hooks: Fetch shocklands cautiously against aggressive or burn pressure.

#### Teferi, Time Raveler
- Deck role: main deck, 1 copy, core planeswalker bridge between control and combo.
- Role type: protection/evasion; engine piece; interaction-removal.
- Deck-specific job: Stops the opponent from casting spells outside sorcery timing, making Jace, Wielder of Mysteries plus Demonic Consultation or Tainted Pact safer; -3 bounces up to one target artifact, creature, or enchantment and draws a card.
- Timing: Cast before a combo turn when the opponent has open mana; use -3 immediately if a hate permanent, attacker, or blocker matters more than keeping Teferi high loyalty.
- Inputs / outputs: Costs {1}{W}{U}; outputs casting restriction, temporary sorcery-flash permission via +1, and bounce plus card draw via -3.
- Mode map: Static ability is stack protection; +1 lets you cast sorceries as though they had flash until your next turn; -3 returns up to one target artifact, creature, or enchantment to owner's hand and draws.
- Partners / packages: Jace, Wielder of Mysteries; Demonic Consultation; Tainted Pact; Demonic Tutor; Wishclaw Talisman; Damn as a sorcery with +1 timing.
- Role peers: Dovin's Veto and Force of Negation protect stack fights; Otawara, Soaring City and Sink into Stupor provide bounce.
- Failure modes: Teferi cannot bounce planeswalkers or lands; do not -3 a low-impact permanent if the static shield is needed.
- Matchup / visibility hooks: Premium against control and combo; tempo-negative if cast into a board that kills him immediately.

#### Tainted Pact
- Deck role: main deck, 1 copy, core combo enabler and dangerous instant-speed selection.
- Role type: combo enabler; card selection.
- Deck-specific job: With Jace, Wielder of Mysteries on the battlefield, it can exile through the library until drawing from an empty library wins; outside that line, use only when the game requires a specific card and the exile risk is acceptable.
- Timing: Cast after Jace is present or when a protected setup demands a card now; remember the deck has two Island copies, so full-library lines must respect the same-name stop condition.
- Inputs / outputs: Costs {1}{B}; consumes library cards into exile and outputs one chosen card to hand unless two exiled cards share a name first.
- Partners / packages: Jace, Wielder of Mysteries; Demonic Consultation; Demonic Tutor; Wishclaw Talisman; Teferi, Time Raveler; Brainstorm for setup.
- Role peers: Demonic Consultation is the faster library-exile peer; Demonic Tutor is the safe search peer.
- Failure modes: Exiling key protection or hitting duplicate Island before the win is supported can lose the game.
- Matchup / visibility hooks: Strong when opponent shields are stripped; risky into open blue mana or visible pressure that requires board action first.

#### Bleachbone Verge
- Deck role: main deck, 1 copy, conditional mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {B} freely and taps for {W} only if you control a Plains or a Swamp, helping cast Thoughtseize, Fatal Push, Inquisition of Kozilek, Swords to Plowshares, Solitude, Static Prison, Oath of Kaya, and Damn.
- Timing: Good early with a typed Plains or Swamp already present; weaker as the only white plan in an opener without Underground Sea, Scrubland, Godless Shrine, Hallowed Fountain, Tundra, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, Snow-Covered Swamp, or Snow-Covered Plains.
- Inputs / outputs: Produces black unconditionally; produces white conditionally.
- Partners / packages: Fetchlands that find Plains or Swamp cards; black discard and white removal.
- Role peers: Floodfarm Verge and Gloomlake Verge are the other conditional Verge lands with different colors.
- Failure modes: Does not make blue and may fail to make white before a typed land is online.
- Matchup / visibility hooks: Better in hands with typed fetch targets; poor when turn-one blue interaction is mandatory.

#### Bloodstained Mire
- Deck role: main deck, 1 copy, mana resource and shuffle source.
- Role type: mana/fixing/ramp; card selection support.
- Deck-specific job: Search for a Swamp or Mountain card; this deck has no registered Mountain, so key Swamp hits are Underground Sea, Scrubland, Godless Shrine, Watery Grave, Raffine's Tower, Shadowy Backstreet, Undercity Sewers, Snow-Covered Swamp, and Troll of Khazad-dûm targets.
- Timing: Fetch black early for Thoughtseize, Inquisition of Kozilek, Fatal Push, Demonic Consultation, Tainted Pact, or Snuff Out support; hold for Brainstorm shuffle if colors are stable.
- Inputs / outputs: Taps, pays 1 life, sacrifices itself, puts a Swamp card onto the battlefield, then shuffles.
- Partners / packages: Brainstorm; Snuff Out; Troll of Khazad-dûm; Tainted Pact singleton management.
- Role peers: Polluted Delta and Marsh Flats cover Swamp plus another Esper type.
- Failure modes: Do not treat it as red fixing; there is no Mountain card in the registered list.
- Matchup / visibility hooks: Prioritize untapped black against combo/control; life matters against burn and creature pressure.

#### Boggart Trawler
- Deck role: main deck, 1 copy, modal graveyard hate creature or black land slot.
- Role type: hate piece; mana/fixing/ramp; modal utility.
- Deck-specific job: Cast Boggart Trawler as a 3/1 that exiles target player's graveyard when a graveyard is a real resource; play Boggart Bog when black mana and a land drop matter more.
- Timing: Use the land side early when missing black or land count; save the creature side for Snapcaster Mage mirrors, reanimation, escape, delve, or graveyard recursion windows.
- Inputs / outputs: Creature side costs {2}{B} and outputs a 3/1 plus graveyard exile; land side may cost 3 life to enter untapped and taps for {B}.
- Mode map: Normal cast creature side: Boggart Trawler is graveyard hate on a creature; land side: Boggart Bog is a black-producing land that enters tapped unless you pay 3 life.
- Partners / packages: Rest in Peace, Surgical Extraction, Kaya's Guile, Grafdigger's Cage; black spells Thoughtseize, Fatal Push, Demonic Consultation, Tainted Pact.
- Role peers: Rest in Peace is broader hate; Takenuma, Abandoned Mire is the graveyard-value land peer with the opposite role.
- Failure modes: Full Oracle metadata is missing beyond face text; do not infer extra abilities. Paying 3 life for Boggart Bog is costly against fast pressure.
- Matchup / visibility hooks: Strong against graveyard-centric public zones; weak as a 3/1 when no graveyard matters.

#### Swords to Plowshares
- Deck role: main deck, 1 copy, core cheap creature exile.
- Role type: interaction-removal; lifegain/stabilization.
- Deck-specific job: Exile target creature for {W}, accepting that its controller gains life equal to its power to answer commanders, recursive threats, huge attackers, or creatures that Fatal Push and Long Goodbye miss.
- Timing: Use early against threats that snowball or kill Jace, Wielder of Mysteries/Aminatou; save when a larger creature or commander is clearly the matchup's key threat.
- Inputs / outputs: Consumes {W} and a card; outputs exile removal and life for the creature's controller.
- Partners / packages: Snapcaster Mage can flash it back; Teferi, Time Raveler can protect the follow-up combo turn after clearing a creature.
- Role peers: Solitude is the free/creature-body exile peer; Static Prison and Skyclave Apparition exile nonland permanents with duration costs.
- Failure modes: Giving life can delay Creeping Tar Pit and creature-pressure kills; it cannot target noncreature permanents.
- Matchup / visibility hooks: Excellent against single-threat and commander decks; lower priority against spell combo unless the creature is the engine.

#### Solitude
- Deck role: main deck, 1 copy, premium pitch removal and lifelink stabilizer.
- Role type: interaction-removal; lifegain/stabilization; threat/clock.
- Deck-specific job: Flash in to exile up to one other target creature, or evoke by exiling a white card from hand when mana is unavailable and survival or combo protection matters.
- Timing: Evoke for emergency removal, especially when leaving mana for Counterspell-like effects matters; hard-cast when the 3/2 flash lifelink body stabilizes life and blocks.
- Inputs / outputs: Costs {3}{W}{W} or exiles a white card for evoke; outputs creature exile, opponent life equal to power, and potentially a lifelink body.
- Mode map: Hard-cast produces a lasting 3/2 lifelink body; evoke is a tempo exchange that sacrifices Solitude after its enters trigger.
- Partners / packages: Aminatou, the Fateshifter and Phelia, Exuberant Shepherd can blink hard-cast Solitude; white pitch cards include Swords to Plowshares, Get Lost, Static Prison, Oath of Kaya, Parallax Wave, Teferi, Time Raveler, The Wandering Emperor, and sideboard white cards.
- Role peers: Swords to Plowshares is cheaper; Subtlety is the blue pitch tempo peer.
- Failure modes: Do not evoke away the only white card needed for a protected Jace turn unless the current creature must die.
- Matchup / visibility hooks: High against aggro, commanders, and creature-combo; resource-intensive against control.

#### Snuff Out
- Deck role: main deck, 1 copy, free black removal tempo slot.
- Role type: interaction-removal.
- Deck-specific job: Destroy target nonblack creature that cannot be regenerated, often for 4 life instead of mana if you control a Swamp.
- Timing: Use the alternate cost when tapping mana would lose a counterspell, discard spell, or combo turn; pay mana or hold when life total is under direct pressure.
- Inputs / outputs: Costs {3}{B} or 4 life with a Swamp; outputs destruction of a nonblack creature.
- Partners / packages: Swamp sources Underground Sea, Scrubland, Godless Shrine, Watery Grave, Raffine's Tower, Shadowy Backstreet, Undercity Sewers, Snow-Covered Swamp, Boggart Bog; life buffers Oath of Kaya, Solitude, The Wandering Emperor.
- Role peers: Fatal Push and Long Goodbye are cheaper but narrower; Swords to Plowshares and Solitude exile instead.
- Failure modes: Cannot target black creatures, planeswalkers, artifacts, enchantments, or spells on the stack; unnecessary 4-life payments are dangerous against burn and evasive clocks.
- Matchup / visibility hooks: Strong against nonblack tempo threats; weak against black commanders or creature-light control.

#### Damn
- Deck role: main deck, 1 copy, flexible targeted removal or overloaded sweeper.
- Role type: interaction-removal; interaction-sweeper; modal utility.
- Deck-specific job: Cast for {B}{B} to destroy target creature that cannot be regenerated, or overload for {2}{W}{W} to destroy each creature and ignore targeting.
- Timing: Use the cheap mode when one creature matters; overload when multiple creatures threaten life, planeswalkers, or the combo setup and your board is expendable.
- Inputs / outputs: Consumes either double black or four mana including double white; outputs destruction of one creature or each creature on the battlefield.
- Mode map: Normal cast targets one creature; overload changes "target" to "each" and sweeps each creature on the battlefield.
- Partners / packages: Toxic Deluge and sideboard Supreme Verdict are sweeper peers; Teferi, Time Raveler +1 can enable sorcery-speed flexibility.
- Role peers: Toxic Deluge answers indestructible-sized toughness via -X/-X; Supreme Verdict cannot be countered after sideboarding.
- Failure modes: Sorcery speed makes it poor against surprise combat; overload kills your Baleful Strix, Psychic Frog, Orcish Bowmasters, Phelia, Palace Jailer, and other creatures.
- Matchup / visibility hooks: Bring sweep mode thinking against go-wide boards; use single-target mode against midrange threats when life is too low for Toxic Deluge.

#### Snow-Covered Swamp
- Deck role: main deck, 1 copy, basic black mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides a fetchable basic Swamp for Bloodstained Mire, Polluted Delta, Marsh Flats, Verdant Catacombs, Prismatic Vista, and Troll of Khazad-dûm Swampcycling while enabling Snuff Out alternate cost.
- Timing: Fetch when life total makes shocklands bad, when Field-of-Ruin-style effects are expected, or when black is needed without exposing a dual.
- Inputs / outputs: Taps for {B}; being a Swamp matters for Snuff Out and Swamp-search effects.
- Partners / packages: Thoughtseize, Inquisition of Kozilek, Fatal Push, Demonic Consultation, Tainted Pact, Toxic Deluge, Snuff Out.
- Role peers: Underground Sea and Watery Grave provide blue too; Scrubland and Godless Shrine provide white too.
- Failure modes: Does not cast blue counters or white removal.
- Matchup / visibility hooks: Valuable against burn because it avoids shock damage while preserving black interaction.

#### Snow-Covered Plains
- Deck role: main deck, 1 copy, basic white mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides a fetchable basic Plains for Windswept Heath, Arid Mesa, Marsh Flats, Flooded Strand, Prismatic Vista, and Eagles of the North Plainscycling.
- Timing: Fetch when white removal is needed and life total argues against Hallowed Fountain or Godless Shrine; keep in mind it does not support blue counters or black discard.
- Inputs / outputs: Taps for {W}; being a Plains turns on Bleachbone Verge and Floodfarm Verge.
- Partners / packages: Swords to Plowshares, Solitude, Static Prison, Oath of Kaya, Skyclave Apparition, The Wandering Emperor, Damn overload.
- Role peers: Tundra, Hallowed Fountain, Scrubland, and Godless Shrine provide additional colors.
- Failure modes: Can strand Jace, Wielder of Mysteries, Demonic Consultation, and black removal if fetched too early without other colors.
- Matchup / visibility hooks: Strong against creature decks where white removal must be online immediately.

#### Snapcaster Mage
- Deck role: main deck, 1 copy, graveyard reuse creature and flash role player.
- Role type: recursion; role glue; threat/clock.
- Deck-specific job: Give target instant or sorcery card in your graveyard flashback until end of turn with flashback cost equal to its mana cost, then provide a 2/1 body.
- Timing: Flash in when the recast spell matters immediately: Thoughtseize or Inquisition before combo, Swords to Plowshares/Fatal Push before lethal, Brainstorm with shuffle, or permission during a stack fight.
- Inputs / outputs: Costs {1}{U}; consumes graveyard spell access and mana for the flashed-back spell; exiles that spell after flashback.
- Partners / packages: Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, Brainstorm, Demonic Consultation, Tainted Pact, Force Spike, Mana Leak, Lose Focus, Memory Lapse, No More Lies.
- Role peers: Takenuma, Abandoned Mire and Overlord of the Balemurk return permanents; Metamorphosis Fanatic reanimates a creature.
- Failure modes: Rest in Peace and Grafdigger's Cage interfere with graveyard use; do not cast as a blank 2/1 if a later flashback protects the win.
- Matchup / visibility hooks: Excellent in attrition and stack fights; worse after bringing in broad graveyard hate.

#### Eagles of the North
- Deck role: main deck, 1 copy, Plainscycling mana fixer and late flying body.
- Role type: mana/fixing/ramp; threat/clock; modal utility.
- Deck-specific job: Plainscycle for {1} to find Tundra, Scrubland, Hallowed Fountain, Godless Shrine, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, or Snow-Covered Plains; hard-cast as a 3/3 flyer that pumps your team and grants first strike for a closing or stabilizing combat.
- Timing: Cycle early when white or a land drop is missing; hard-cast only when six mana is available and the combat trigger changes attacks or blocks.
- Inputs / outputs: Plainscycling discards Eagles and searches/reveals/puts a Plains card into hand, then shuffles; creature mode costs {5}{W}.
- Mode map: Plainscycling is mana fixing and does not draw; creature side is a flying body plus one-turn team +1/+0 and first strike on entry.
- Partners / packages: Fetchable Plains cards listed above; creature boards from Fire Nation Occupation, The Wandering Emperor, Overlord of the Mistmoors.
- Role peers: Lórien Revealed and Troll of Khazad-dûm are typecycling peers.
- Failure modes: Do not keep slow hands assuming six-mana creature mode stabilizes early.
- Matchup / visibility hooks: Fixing matters in mana-light openers; body matters after control is established.

#### Quantum Riddler
- Deck role: main deck, 1 copy, high-end blue threat and card-advantage flyer.
- Role type: threat/clock; card selection; engine payoff.
- Deck-specific job: A 4/6 flying body that draws a card on entry and doubles up draws while you have one or fewer cards in hand; warp for {1}{U} can access it earlier if the rules engine exposes that timing.
- Timing: Cast when the board is stable enough for a five-mana flyer or when low-hand-state extra draws will matter; use warp only when temporary access advances stabilization or combo setup.
- Inputs / outputs: Costs {3}{U}{U}, or warp {1}{U}; outputs a card on entry, flying pressure, and extra card draw at low hand size.
- Mode map: Normal cast produces the permanent directly; warp is an alternate access mode whose exact exile/return timing should follow engine legal actions.
- Partners / packages: Brainstorm, Omen of the Sea, Overlord of the Floodpits, Wan Shi Tong, Librarian, Aminatou +1.
- Role peers: Overlord of the Floodpits is the closest blue card-flow threat; Jace, Wielder of Mysteries is the combo payoff.
- Failure modes: Do not tap out for it while lethal pressure or a combo-protection window requires interaction.
- Matchup / visibility hooks: Better in attrition; trim candidate against fast creature pressure.

#### Long Goodbye
- Deck role: main deck, 1 copy, cheap uncounterable small-permanent removal.
- Role type: interaction-removal.
- Deck-specific job: Destroy target creature or planeswalker with mana value 3 or less; the spell cannot be countered, including by ward.
- Timing: Use on early commanders, small value creatures, or low-cost planeswalkers when Fatal Push lacks revolt or when ward/counter protection matters.
- Inputs / outputs: Costs {1}{B}; outputs destruction of a small creature or planeswalker.
- Partners / packages: Fatal Push, Swords to Plowshares, Nowhere to Run, Get Lost, Sheoldred's Edict.
- Role peers: Fatal Push is cheaper but creature-only; Get Lost hits larger creatures/enchantments/planeswalkers but gives Map tokens.
- Failure modes: Cannot hit mana value 4 or greater, artifacts that are not creatures, enchantments, lands, or spells on the stack.
- Matchup / visibility hooks: Strong against tempo and small planeswalker decks; weak against big mana finishers.

#### Polluted Delta
- Deck role: main deck, 1 copy, premium blue-black fetchland and shuffle source.
- Role type: mana/fixing/ramp; card selection support.
- Deck-specific job: Search for Island or Swamp cards, covering Underground Sea, Tundra, Hallowed Fountain, Watery Grave, Raffine's Tower, Meticulous Archive, Undercity Sewers, Scrubland, Godless Shrine, Shadowy Backstreet, Snow-Covered Swamp, and Island.
- Timing: Best early fetch for blue-black interaction; hold for Brainstorm shuffle when mana is already stable.
- Inputs / outputs: Taps, pays 1 life, sacrifices itself, puts an Island or Swamp card onto the battlefield, then shuffles.
- Partners / packages: Brainstorm, Daze, Snuff Out, Lórien Revealed, Troll of Khazad-dûm.
- Role peers: Flooded Strand emphasizes white-blue; Marsh Flats emphasizes white-black.
- Failure modes: Fetching tapped Raffine's Tower, Meticulous Archive, or Undercity Sewers can cost immediate interaction.
- Matchup / visibility hooks: Strongest opener for unknown matchups needing both discard and blue permission.

#### Fire Nation Occupation
- Deck role: main deck, 1 copy, token engine and opponent-turn spell payoff.
- Role type: engine piece; mechanic payoff; threat/clock.
- Deck-specific job: Creates a 2/2 red Soldier with firebending 1 on entry, then creates another such token whenever you cast a spell during an opponent's turn.
- Timing: Deploy when you can expect to cast instant-speed interaction on the opponent's turn or when a 2/2 body blocks immediately; avoid if tapping out prevents needed permission.
- Inputs / outputs: Costs {2}{B}; outputs creature tokens and attack-trigger red mana from firebending 1 during combat.
- Partners / packages: Force Spike, Mental Misstep, Spell Snare, Stern Scolding, Daze, Mana Leak, Lose Focus, Memory Lapse, No More Lies, Swords to Plowshares, Fatal Push, Orcish Bowmasters, Omen of the Sea, The Wandering Emperor.
- Role peers: The Wandering Emperor and Overlord of the Mistmoors also create bodies; Orcish Bowmasters creates an Army via amass.
- Failure modes: Firebending mana is red and lasts only until end of combat; it does not fix normal main-phase Esper costs.
- Matchup / visibility hooks: Good when games revolve around passing with interaction; slow against immediate lethal boards.

#### Palace Jailer
- Deck role: main deck, 1 copy, monarch engine and creature exile stabilizer.
- Role type: engine piece; interaction-removal; threat/clock.
- Deck-specific job: Becomes the monarch and exiles target creature an opponent controls until an opponent becomes the monarch.
- Timing: Cast when you can protect monarch status through blockers, removal, or planeswalker pressure; avoid when the opponent can easily hit you and reclaim the exiled creature.
- Inputs / outputs: Costs {2}{W}{W}; outputs a 2/2 body, monarch card flow, and conditional creature exile.
- Partners / packages: Aminatou, the Fateshifter and Phelia, Exuberant Shepherd can blink it; Baleful Strix, Orcish Bowmasters, Solitude, The Wandering Emperor, Parallax Wave help defend monarch.
- Role peers: Skyclave Apparition and Static Prison exile nonland permanents; Swords to Plowshares and Solitude exile creatures.
- Failure modes: Losing monarch to opponent combat returns the creature; do not cast into evasive attackers without a defense plan.
- Matchup / visibility hooks: Strong versus midrange and creature decks once stabilized; risky against flyers and unblockable pressure.

#### Floodfarm Verge
- Deck role: main deck, 1 copy, conditional white-blue mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {W} freely and taps for {U} only if you control a Plains or an Island, supporting Swords to Plowshares, Static Prison, Teferi, Time Raveler, Brainstorm, and counters.
- Timing: Strong with Tundra, Hallowed Fountain, Raffine's Tower, Meticulous Archive, Island, Underground Sea, Watery Grave, or Undercity Sewers already online; weaker as your only blue source in an opener.
- Inputs / outputs: Produces white unconditionally; produces blue conditionally.
- Partners / packages: Plains/Island fetch targets and early white removal plus blue permission.
- Role peers: Glacial Fortress and Deserted Beach are white-blue land peers with different entry conditions.
- Failure modes: Does not produce black and may fail to produce blue before a typed land exists.
- Matchup / visibility hooks: Fine against creature decks needing white immediately; awkward against combo if blue is delayed.

#### Overlord of the Mistmoors
- Deck role: main deck, 1 copy, large token engine and late stabilizer.
- Role type: engine payoff; threat/clock; mechanic enabler.
- Deck-specific job: Create two 2/1 white Insect creature tokens with flying whenever it enters or attacks; impending 4 for {2}{W}{W} lets it enter as a noncreature enchantment with time counters before becoming a 6/6.
- Timing: Use impending when four mana is available and you need flyers now but can wait for the 6/6; hard-cast at seven when the body matters immediately.
- Inputs / outputs: Costs {5}{W}{W} or impending {2}{W}{W}; outputs flying tokens, later or immediate 6/6 pressure, and blink/attack triggers.
- Mode map: Normal cast is immediate enchantment creature; impending enters with four time counters and is not a creature until the last is removed, removing one at each end step.
- Partners / packages: Aminatou, Phelia, Fire Nation Occupation, The Wandering Emperor, Palace Jailer defense.
- Role peers: Overlord of the Floodpits draws/discards; Overlord of the Balemurk mills/recurs.
- Failure modes: Impending body delay can be too slow under lethal pressure; tokens are vulnerable to sweepers.
- Matchup / visibility hooks: Excellent against flyers-light midrange; slow against combo.

#### Force of Negation
- Deck role: main deck, 1 copy, core free stack protection.
- Role type: interaction-stack; protection/evasion.
- Deck-specific job: Counter target noncreature spell and exile it if countered; on an opponent's turn, you may exile a blue card from hand instead of paying mana.
- Timing: Preserve for opposing counters, planeswalkers, sweepers, combo spells, graveyard hate, or hate pieces that stop Jace, Wielder of Mysteries lines; pitch only when the tempo matters more than the blue card.
- Inputs / outputs: Costs {1}{U}{U} or exiles a blue card on not-your-turn; outputs noncreature spell counter plus exile.
- Partners / packages: Blue pitch cards include Brainstorm, Jace, Teferi, Omen of the Sea, counters, Subtlety, Lórien Revealed, Quantum Riddler, Overlord of the Floodpits, Sink into Stupor, Wan Shi Tong.
- Role peers: Dovin's Veto is uncounterable sideboard protection; No More Lies taxes and exiles.
- Failure modes: Cannot counter creature spells; cannot be pitched on your own turn.
- Matchup / visibility hooks: Premium against control and combo; lower value against creature-dense aggro.

#### Get Lost
- Deck role: main deck, 1 copy, flexible white removal.
- Role type: interaction-removal.
- Deck-specific job: Destroy target creature, enchantment, or planeswalker at instant speed; the controller creates two Map tokens.
- Timing: Use when the target class matters more than the Map-token drawback, especially against resolved planeswalkers, enchantments, or large creatures.
- Inputs / outputs: Costs {1}{W}; outputs destruction and gives the target's controller two artifact Map tokens that can later explore a creature at sorcery speed.
- Partners / packages: Swords to Plowshares, Long Goodbye, Skyclave Apparition, Static Prison, Disenchant after sideboard.
- Role peers: Disenchant hits artifact or enchantment permanents without Maps; Long Goodbye hits mana value 3-or-less creatures and planeswalkers uncounterably.
- Failure modes: Giving Maps can improve the opponent's creatures and artifact count; cannot hit a noncreature artifact unless that permanent is also an enchantment.
- Matchup / visibility hooks: Strong against enchantment/planeswalker engines; be cautious against aggressive boards with spare creatures to explore.

#### Gloomlake Verge
- Deck role: main deck, 1 copy, conditional blue-black mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {U} freely and taps for {B} only if you control an Island or a Swamp, supporting blue permission while turning on black discard/removal once typed lands are present.
- Timing: Good early blue source for Brainstorm, Mental Misstep, Force Spike, Spell Snare, or Stern Scolding; black mode needs Island/Swamp setup.
- Inputs / outputs: Produces blue unconditionally; produces black conditionally.
- Partners / packages: Island/Swamp typed lands Underground Sea, Watery Grave, Undercity Sewers, Tundra, Hallowed Fountain, Raffine's Tower, Meticulous Archive, Scrubland, Godless Shrine, Shadowy Backstreet, Island, Snow-Covered Swamp.
- Role peers: Underground Sea and Watery Grave are more reliable blue-black sources.
- Failure modes: Does not make white; black can be unavailable if your first lands are Command Tower, Starting Town, Creeping Tar Pit, or Deserted Beach.
- Matchup / visibility hooks: Good against stack-heavy starts; sequence carefully for turn-one discard.

#### Overlord of the Floodpits
- Deck role: main deck, 1 copy, blue card-flow threat and blink payoff.
- Role type: engine piece; card selection; threat/clock.
- Deck-specific job: Flying 5/3 that draws two then discards a card whenever it enters or attacks; impending 4 for {1}{U}{U} lets the draw-discard trigger happen earlier as a noncreature enchantment.
- Timing: Impend on turn three when you can afford a slower body but need selection; hard-cast when a flying attacker or blocker matters now.
- Inputs / outputs: Costs {3}{U}{U} or impending {1}{U}{U}; outputs draw two/discard one and later or immediate flying pressure.
- Mode map: Normal cast creates an enchantment creature; impending enters with four time counters and is not a creature until they are removed at end steps.
- Partners / packages: Aminatou, Phelia, Metamorphosis Fanatic, Takenuma, Snapcaster Mage, Overlord of the Balemurk.
- Role peers: Quantum Riddler and Lórien Revealed are blue card-flow peers.
- Failure modes: Discarding combo protection or the only answer can lose the control role; delayed creature mode may not stabilize combat.
- Matchup / visibility hooks: Strong in attrition; slow against fast aggro unless the entry selection finds immediate removal.

#### Overlord of the Balemurk
- Deck role: main deck, 1 copy, graveyard value threat and recursion engine.
- Role type: recursion; engine piece; threat/clock.
- Deck-specific job: Mill four, then may return a non-Avatar creature card or planeswalker card from your graveyard to your hand when it enters or attacks; impending 5 for {1}{B} enables early graveyard setup.
- Timing: Impend early when graveyard value matters and you can wait; cast normally when the 5/5 body and recursion trigger stabilize or pressure.
- Inputs / outputs: Costs {3}{B}{B} or impending {1}{B}; consumes library into graveyard and outputs a creature or planeswalker card except Avatar creatures.
- Mode map: Normal cast is immediate 5/5 enchantment creature; impending enters as a noncreature enchantment with five time counters, removing one at each end step.
- Partners / packages: Snapcaster Mage, Takenuma, Metamorphosis Fanatic, Baleful Strix, Palace Jailer, Solitude, Subtlety, Skyclave Apparition, Jace, Aminatou, Teferi.
- Role peers: Takenuma returns creature/planeswalker to hand; Metamorphosis Fanatic returns a creature to battlefield.
- Failure modes: Rest in Peace and opposing graveyard hate blank the recursion; it cannot return Overlord of the Mistmoors or Overlord of the Floodpits because they are Avatar creatures.
- Matchup / visibility hooks: Strong in midrange; risky into graveyard hate or fast combo.

#### Hallowed Fountain
- Deck role: main deck, 1 copy, typed white-blue mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Plains Island dual that taps for {W} or {U}, fetchable by Windswept Heath, Arid Mesa, Polluted Delta, Misty Rainforest, Flooded Strand, Prismatic Vista only if basic? no, Prismatic Vista cannot; Scalding Tarn, and Eagles/Lórien typecycling as appropriate.
- Timing: Pay 2 life when immediate white or blue interaction matters; let it enter tapped when life total and tempo allow.
- Inputs / outputs: Enters untapped if you pay 2 life; taps for white or blue and turns on Verge/check land conditions.
- Partners / packages: Swords to Plowshares, Teferi, Time Raveler, Brainstorm, Jace, permission.
- Role peers: Tundra has no shock cost; Meticulous Archive is tapped with surveil.
- Failure modes: Does not produce black, so it can strand discard, Fatal Push, Demonic Consultation, and Tainted Pact.
- Matchup / visibility hooks: Valuable versus creature pressure needing white plus blue; shock cautiously against burn.

#### Island
- Deck role: main deck, 2 copies, basic blue mana resources with singleton-combo implications.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides basic {U} for Brainstorm, Daze, Force Spike, Spell Snare, Stern Scolding, Jace, Wielder of Mysteries, and many counters; also the only duplicated non-sideboard name relevant to Tainted Pact.
- Timing: Fetch or play when blue is essential and life total argues against shocklands; track both copies before attempting deep Tainted Pact lines.
- Inputs / outputs: Taps for {U}; being an Island enables Daze alternate cost and Islandcycling searches.
- Partners / packages: Daze, Lórien Revealed, Flooded Strand, Polluted Delta, Misty Rainforest, Scalding Tarn.
- Role peers: Underground Sea, Tundra, Hallowed Fountain, Watery Grave, Meticulous Archive, Undercity Sewers add colors but may cost life or enter tapped.
- Failure modes: Two registered Islands can stop Tainted Pact if both are exiled before a chosen card is put into hand.
- Matchup / visibility hooks: Important against tempo and burn where untapped blue without life loss matters.

#### Jace, Wielder of Mysteries
- Deck role: main deck, 1 copy, primary combo finisher.
- Role type: combo finisher; card selection.
- Deck-specific job: Wins if you would draw while your library has no cards in it; +1 mills target player two and draws a card, which is lethal with empty library.
- Timing: Commit only with protection, Teferi, Time Raveler coverage, discard information, or low opponent resources; do not run Jace into a board that kills him before Demonic Consultation or Tainted Pact resolves.
- Inputs / outputs: Costs {1}{U}{U}{U}; outputs alternate win condition, self or opponent mill plus draw, and a -8 draw-seven win check.
- Mode map: Static ability replaces empty-library draw with a win; +1 targets a player, mills two, then draws; -8 draws seven, then checks empty library.
- Partners / packages: Demonic Consultation, Tainted Pact, Demonic Tutor, Wishclaw Talisman, Teferi, Force of Negation, Daze, No More Lies, Thoughtseize, Inquisition.
- Role peers: No direct peer; closest win support is Teferi protecting the combo and Creeping Tar Pit as non-combo closer.
- Failure modes: Triple blue is demanding; casting without immediate protection can lose the primary payoff.
- Matchup / visibility hooks: Best against slower decks; against aggro, stabilize first.

#### Deserted Beach
- Deck role: main deck, 1 copy, white-blue check-style mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {W} or {U}, but enters tapped unless you control two or more other lands.
- Timing: Strong as third land or later; poor as the only early interaction source when you need turn-one Brainstorm, Swords to Plowshares, Mental Misstep, Force Spike, or Spell Snare.
- Inputs / outputs: Provides white or blue after resolving its entry condition.
- Partners / packages: Teferi, Time Raveler, Jace, Wielder of Mysteries, Swords to Plowshares, counterspells.
- Role peers: Glacial Fortress depends on Plains/Island; Floodfarm Verge has conditional blue production.
- Failure modes: Does not make black; early tapped entry can lose tempo.
- Matchup / visibility hooks: Fine in slower matchups; suspect against fast starts on the draw.

#### Mental Misstep
- Deck role: main deck, 1 copy, zero/one-mana stack interaction.
- Role type: interaction-stack; protection/evasion.
- Deck-specific job: Counter target spell with mana value 1, paid by {U} or 2 life via Phyrexian mana.
- Timing: Use on opposing one-mana discard, removal, cantrips that enable combo, fast threats, or counter-war pieces; conserve life if the one-mana spell is not decisive.
- Inputs / outputs: Costs {U} or 2 life; outputs a counter for a spell on the stack with mana value 1.
- Partners / packages: Jace protection suite with Force Spike, Spell Snare, Stern Scolding, Daze, No More Lies.
- Role peers: Force Spike hits any spell if they cannot pay {1}; Spell Snare hits mana value 2.
- Failure modes: Cannot counter activated abilities, triggered abilities, or spells with mana value other than 1.
- Matchup / visibility hooks: Excellent against low-curve tempo, combo, and discard; weak versus expensive midrange threats.

#### Lorien Revealed
- Deck role: main deck, 1 copy, blue card draw spell and Island-search fixer.
- Role type: card selection; mana/fixing/ramp; modal utility.
- Deck-specific job: Hard-cast to draw three cards; Islandcycle for {1} by discarding it, searching for an Island card, revealing it, putting it into hand, then shuffling.
- Timing: Islandcycle early when land-light or missing blue/black/white via Island-typed duals; hard-cast when five mana and safety allow a raw three-card refill.
- Inputs / outputs: Sorcery costs {3}{U}{U}; cycling mode costs {1} and the card itself but does not draw.
- Mode map: Hard-cast draw-three sorcery increases cards drawn this turn; Islandcycling means discard Lorien Revealed, pay {1}, search registered Island cards Underground Sea, Tundra, Hallowed Fountain, Watery Grave, Raffine's Tower, Meticulous Archive, Undercity Sewers, or Island, reveal the chosen card, put it into hand, then shuffle.
- Partners / packages: Jace, Brainstorm, Aminatou, Daze, Overlord of the Floodpits.
- Role peers: Eagles of the North and Troll of Khazad-dûm are typecycling peers; Quantum Riddler is a threat-draw peer.
- Failure modes: Do not count Islandcycling as drawing a card.
- Matchup / visibility hooks: Cycle against pressure; hard-cast in attrition/control windows.

#### Lose Focus
- Deck role: main deck, 1 copy, scalable soft permission.
- Role type: interaction-stack.
- Deck-specific job: Counter target spell unless its controller pays {2}; replicate {U} copies the spell for each replicate payment and can tax multiple spells/targets or stack copies on one important spell.
- Timing: Use early when opponents are tapped low; replicate when extra blue mana turns it into a reliable counter during a key stack fight.
- Inputs / outputs: Costs {1}{U} plus optional {U} per replicate; outputs one or more spell-tax counters on spells on the stack.
- Mode map: Base cast taxes one target spell; replicate creates copies and you may choose new targets for the copies.
- Partners / packages: Daze, Force Spike, Mana Leak, No More Lies, Memory Lapse, Teferi.
- Role peers: Mana Leak taxes for {3}; No More Lies taxes for {3} and exiles if countered.
- Failure modes: Bad when opponent can pay; cannot counter abilities or resolved permanents.
- Matchup / visibility hooks: Strong in tempo windows and counter wars over Jace; weaker late without replicate mana.

#### Mana Leak
- Deck role: main deck, 1 copy, efficient broad soft counter.
- Role type: interaction-stack.
- Deck-specific job: Counter target spell unless its controller pays {3}, covering creatures, planeswalkers, removal, sweepers, combo pieces, and opposing counters while mana is constrained.
- Timing: Spend on spells that change the race or threaten Jace/Aminatou; loses value as the opponent accumulates spare mana.
- Inputs / outputs: Costs {1}{U}; outputs a tax counter for a spell on the stack.
- Partners / packages: Force Spike, Daze, Lose Focus, No More Lies, Memory Lapse.
- Role peers: No More Lies is stricter mana but exiles; Memory Lapse delays instead of countering to graveyard.
- Failure modes: Cannot answer resolved permanents or abilities; late-game opponents may pay {3}.
- Matchup / visibility hooks: Strong turns two through five against most archetypes; protect combo windows rather than counter bait.

#### Omen of the Sea
- Deck role: main deck, 1 copy, flash selection enchantment and blink target.
- Role type: card selection; engine piece.
- Deck-specific job: Flash in to scry 2 then draw a card; later pay {2}{U} and sacrifice it to scry 2, or blink it with Aminatou for another entry trigger.
- Timing: Cast end step when holding interaction was unnecessary, or main phase when digging for land/removal is urgent; sacrifice only when spare mana exists.
- Inputs / outputs: Costs {1}{U}; outputs scry 2 plus draw, then a future {2}{U} scry 2 by sacrificing.
- Mode map: Cast/ETB is immediate scry-draw; activated ability consumes {2}{U} and Omen to scry 2.
- Partners / packages: Aminatou, Phelia, Brainstorm, fetchlands, Jace setup.
- Role peers: Brainstorm is cheaper instant draw; Cryogen Relic draws on entry/leave.
- Failure modes: Do not spend turn-two mana on Omen if a visible threat requires Fatal Push, Swords to Plowshares, Long Goodbye, or a counter.
- Matchup / visibility hooks: Better in control/attrition; use defensively to find answers against aggro.

#### Marsh Flats
- Deck role: main deck, 1 copy, white-black fetchland and shuffle source.
- Role type: mana/fixing/ramp; card selection support.
- Deck-specific job: Search for Plains or Swamp cards, covering Tundra, Scrubland, Hallowed Fountain, Godless Shrine, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, Underground Sea, Watery Grave, Undercity Sewers, Snow-Covered Plains, and Snow-Covered Swamp.
- Timing: Fetch the color pair demanded by hand: black discard/removal, white removal, or blue via Tundra/Hallowed Fountain/Underground Sea/Watery Grave/Raffine's Tower/Meticulous Archive/Undercity Sewers.
- Inputs / outputs: Taps, pays 1 life, sacrifices itself, puts a Plains or Swamp onto battlefield, then shuffles.
- Partners / packages: Brainstorm, Tainted Pact, Snuff Out, Eagles of the North, Troll of Khazad-dûm.
- Role peers: Polluted Delta is better for guaranteed blue-black; Flooded Strand is better for white-blue.
- Failure modes: Tapped surveil/triome targets can miss immediate interaction windows.
- Matchup / visibility hooks: Very flexible in unknown matchups; preserve life when fetch-shock is not required.

#### Memory Lapse
- Deck role: main deck, 1 copy, tempo counter and draw-step denial.
- Role type: interaction-stack.
- Deck-specific job: Counter target spell and put it on top of its owner's library instead of the graveyard, buying a turn and denying the next draw.
- Timing: Strong when one turn is enough to resolve Jace, Teferi, a sweeper, or lethal pressure; weaker if the opponent can immediately recast due to mana or shuffle it away.
- Inputs / outputs: Costs {1}{U}; outputs a counter for a spell on the stack and topdeck tempo.
- Partners / packages: Teferi, Time Raveler; Jace combo; discard after opponent redraws; Orcish Bowmasters if opponent later draws extra.
- Role peers: Mana Leak and No More Lies are broader hard-if-unpaid counters; Force Spike/Daze are cheaper tax counters.
- Failure modes: Does not permanently answer the card and can be poor against cheap spells with spare mana next turn.
- Matchup / visibility hooks: Excellent against expensive payoff spells; less useful against low-curve swarm decks.

#### Metamorphosis Fanatic
- Deck role: main deck, 1 copy, graveyard reanimation stabilizer and miracle threat.
- Role type: recursion; lifegain/stabilization; threat/clock.
- Deck-specific job: Return up to one target creature card from your graveyard to the battlefield with a lifelink counter when it enters; miracle {1}{B} can make it a cheap swing if first drawn that turn.
- Timing: Cast after Solitude, Subtlety, Baleful Strix, Palace Jailer, Skyclave Apparition, Psychic Frog, or Orcish Bowmasters has died and returning it changes the board; miracle only when the timing is legal and the graveyard target is worthwhile.
- Inputs / outputs: Costs {4}{B}{B} or miracle {1}{B}; outputs 4/4 lifelink plus reanimated creature with lifelink counter.
- Mode map: Normal cast is expensive recursion; miracle is alternate cast timing when drawn as first card that turn.
- Partners / packages: Overlord of the Balemurk, Takenuma, Psychic Frog discard, Solitude, Subtlety.
- Role peers: Takenuma returns to hand; Overlord of the Balemurk returns to hand; Snapcaster Mage reuses spells.
- Failure modes: Weak with no graveyard target; Rest in Peace and Grafdigger's Cage can shut off the line.
- Matchup / visibility hooks: High-impact against attrition and creature races; too slow against fast combo.

#### Meticulous Archive
- Deck role: main deck, 1 copy, tapped white-blue surveil land.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Plains Island that taps for {W} or {U}, enters tapped, and surveils 1 to set up draws, graveyard resources, or unwanted-card filtering.
- Timing: Play when you can afford a tapped land; fetch when white-blue fixing and surveil are worth the tempo cost.
- Inputs / outputs: Enters tapped, surveils 1, then later taps for white or blue; being Plains Island matters for fetch/typecycling/Verge conditions.
- Partners / packages: Brainstorm top-card repair, Snapcaster Mage, Overlord of the Balemurk, Metamorphosis Fanatic, Takenuma.
- Role peers: Hallowed Fountain is untapped at life cost; Tundra has no entry cost; Raffine's Tower adds black but enters tapped.
- Failure modes: Cannot produce black and cannot hold immediate one-mana interaction on entry.
- Matchup / visibility hooks: Good in slower matchups; risky in tempo/aggro openers.

#### Misty Rainforest
- Deck role: main deck, 1 copy, blue fetchland and shuffle source.
- Role type: mana/fixing/ramp; card selection support.
- Deck-specific job: Search for Forest or Island cards; this deck has no registered Forest, so use it for Island cards Underground Sea, Tundra, Hallowed Fountain, Watery Grave, Raffine's Tower, Meticulous Archive, Undercity Sewers, or Island.
- Timing: Fetch blue early for Brainstorm, Daze, counters, Omen, or Jace setup; hold as shuffle support when colors are already set.
- Inputs / outputs: Taps, pays 1 life, sacrifices itself, puts an Island card onto the battlefield, then shuffles.
- Partners / packages: Brainstorm, Daze, Lórien Revealed, Tainted Pact.
- Role peers: Polluted Delta and Flooded Strand find broader Esper pairs.
- Failure modes: Does not fetch Plains-only or Swamp-only targets unless they are also Island; no Forest exists here.
- Matchup / visibility hooks: Use untapped Island-type duals against control/combo; avoid unnecessary shock damage against aggro.

#### Momentum Breaker
- Deck role: main deck, 1 copy, sacrifice/discard stabilizer and speed-life engine.
- Role type: interaction-removal; lifegain/stabilization; engine piece.
- Deck-specific job: Starts your engines, then on entry each opponent sacrifices a creature or Vehicle of their choice; each opponent who cannot discards a card. Later sacrifice it for {2} to gain life equal to your speed.
- Timing: Cast when opponent has one meaningful creature/Vehicle or no creature and a relevant hand; save life-gain activation until speed is high enough or life total is threatened.
- Inputs / outputs: Costs {1}{B}; outputs opponent-choice sacrifice or discard, starts speed at 1 if absent, and later consumes {2} plus the enchantment for life.
- Mode map: Entry trigger is opponent-choice sacrifice/discard; activated ability is life gain equal to speed by sacrificing Momentum Breaker.
- Partners / packages: Thoughtseize/Inquisition/Grief reduce opponent options; Oath of Kaya, Solitude, The Wandering Emperor complement life stabilization.
- Role peers: Sheoldred's Edict is instant and mode-based; Kaya's Guile after sideboard adds edict/life/graveyard options.
- Failure modes: Opponent chooses the sacrificed creature; poor into expendable tokens.
- Matchup / visibility hooks: Better against single-threat creature starts; life mode improves burn/aggro races after speed has increased.

#### No More Lies
- Deck role: main deck, 1 copy, white-blue tax counter with exile clause.
- Role type: interaction-stack.
- Deck-specific job: Counter target spell unless its controller pays {3}; if countered this way, exile it instead of putting it in the graveyard.
- Timing: Use on graveyard-relevant spells, flashback/recursion enablers, combo pieces, or threats when the opponent cannot pay {3}.
- Inputs / outputs: Costs {W}{U}; outputs a tax counter for a spell on the stack and exile if successful.
- Partners / packages: Teferi, Jace, Force of Negation, Mana Leak, Memory Lapse.
- Role peers: Mana Leak has easier cost; Force of Negation counters noncreature spells and exiles.
- Failure modes: Requires both white and blue; cannot stop a spell when opponent can pay {3}.
- Matchup / visibility hooks: Strong early against graveyard decks and combo; weaker late against big mana.

#### Nowhere to Run
- Deck role: main deck, 1 copy, flash debuff removal and anti-hexproof/ward support.
- Role type: interaction-removal; role glue.
- Deck-specific job: Flash in to give target creature an opponent controls -3/-3 until end of turn, while making opponents' creatures targetable as though they did not have hexproof and preventing their ward abilities from triggering.
- Timing: Use in combat or response windows to kill a small creature, shrink an attacker/blocker, or unlock future targeted removal against hexproof/ward creatures.
- Inputs / outputs: Costs {1}{B}; outputs -3/-3 to one opposing creature and ongoing targeting/ward suppression for opponents' creatures.
- Partners / packages: Fatal Push, Swords to Plowshares, Long Goodbye, Get Lost, Static Prison, Skyclave Apparition.
- Role peers: Long Goodbye is uncounterable small removal; Dress Down after sideboard removes creature abilities for a turn.
- Failure modes: Does not affect noncreature permanents or your opponent's noncreature hexproof/ward sources; -3/-3 may not kill large creatures.
- Matchup / visibility hooks: Strong against ward/hexproof creature decks and small aggro; low value against creature-light control.

#### Oath of Kaya
- Deck role: main deck, 1 copy, life-swing removal enchantment and planeswalker shield.
- Role type: interaction-removal; lifegain/stabilization; engine piece.
- Deck-specific job: Deals 3 damage to any target and you gain 3 life on entry; punishes an opponent attacking your planeswalker with one or more creatures by dealing 2 to that player and gaining 2.
- Timing: Cast to kill a small creature/planeswalker, stabilize life, or set up Aminatou blink value; prioritize before creature damage snowballs.
- Inputs / outputs: Costs {1}{W}{B}; outputs 3 damage, 3 life, and ongoing planeswalker-attack deterrence.
- Partners / packages: Aminatou, Phelia, Teferi, Jace, The Wandering Emperor.
- Role peers: Get Lost handles larger targets but gives Maps; Static Prison exiles nonland permanents temporarily.
- Failure modes: Three damage may not kill larger threats; legendary status can matter if another Oath of Kaya somehow appears, but this list has one.
- Matchup / visibility hooks: Strong against aggro, planeswalker attacks, and burn races; less important against stack combo.

#### Glacial Fortress
- Deck role: main deck, 1 copy, white-blue check land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {W} or {U}; enters tapped unless you control a Plains or Island, which many typed duals and basics provide.
- Timing: Strong after Tundra, Hallowed Fountain, Meticulous Archive, Raffine's Tower, Island, Snow-Covered Plains, Underground Sea, Watery Grave, or Undercity Sewers; risky as the first land.
- Inputs / outputs: Provides white or blue if not tempo-delayed by entry condition.
- Partners / packages: Swords to Plowshares, Teferi, Jace, counter suite.
- Role peers: Deserted Beach checks land count; Floodfarm Verge has conditional blue.
- Failure modes: Does not make black and can enter tapped without typed support.
- Matchup / visibility hooks: Keepable with typed support; poor as only turn-one interaction source.

#### Orcish Bowmasters
- Deck role: main deck, 1 copy, flash punisher and small-board control threat.
- Role type: threat/clock; interaction-removal; engine payoff.
- Deck-specific job: On entry and whenever opponent draws beyond their first draw each draw step, deals 1 damage to any target, then amasses Orcs 1.
- Timing: Flash in to kill a 1-toughness creature, pressure planeswalkers, punish Brainstorm-like draw, or create blockers; hold if opponent is likely to draw extra cards soon.
- Inputs / outputs: Costs {1}{B}; outputs ping damage and a growing Orc Army token.
- Partners / packages: Memory Lapse topdeck tempo, Palace Jailer monarch defense, The Wandering Emperor, Fire Nation Occupation token pressure.
- Role peers: Baleful Strix is defensive card draw; Psychic Frog is card-draw pressure.
- Failure modes: Do not expose it as only a 1/1 if the opponent can ignore the trigger and attack through it.
- Matchup / visibility hooks: Excellent against cantrip/draw decks, 1-toughness utility creatures, and planeswalkers; modest against big creature decks without extra draws.

#### Otawara, Soaring City
- Deck role: main deck, 1 copy, blue legendary land and uncounterable-style channel bounce.
- Role type: mana/fixing/ramp; interaction-removal; modal utility.
- Deck-specific job: Taps for {U}, or channel for {3}{U} by discarding it to return target artifact, creature, enchantment, or planeswalker to owner's hand; channel costs {1} less for each legendary creature you control.
- Timing: Play as land when blue mana is needed; channel at the latest useful window to answer a resolved permanent, protect a combo turn, or break combat.
- Inputs / outputs: Land mode produces blue; channel consumes card and mana, not a spell, and outputs bounce.
- Mode map: Mana land mode versus channel bounce of target artifact, creature, enchantment, or planeswalker.
- Partners / packages: Phelia and Wan Shi Tong are legendary creatures for cost reduction; Teferi and Sink into Stupor are bounce peers.
- Role peers: Sink into Stupor can bounce target spell or nonland permanent an opponent controls; Teferi bounces artifact/creature/enchantment.
- Failure modes: Channeling loses a land drop/resource; cannot bounce lands.
- Matchup / visibility hooks: Strong against resolved hate or commanders; use land mode against mana-light openers.

#### Grief
- Deck role: main deck, 1 copy, pitch discard creature and disruptive threat.
- Role type: interaction-discard; threat/clock.
- Deck-specific job: Target opponent reveals their hand and you choose a nonland card to discard; evoke by exiling a black card from hand when tempo and information matter more than card count.
- Timing: Use before protected combo or to break a fast opposing plan; evoke when the hand can afford the black card or when a must-take card is visible/likely.
- Inputs / outputs: Costs {2}{B}{B} or exiles a black card for evoke; outputs hand information, discard, and possibly a 3/2 menace body.
- Mode map: Hard-cast leaves a menace creature; evoke is a short-lived discard effect.
- Partners / packages: Thoughtseize, Inquisition, Duress, Reanimation from Metamorphosis Fanatic after evoke/death.
- Role peers: Thoughtseize is cheaper and broader by mana; Inquisition is lower cost but capped.
- Failure modes: Pitching Demonic Consultation, Tainted Pact, Fatal Push, or black mana support can damage the plan.
- Matchup / visibility hooks: Premium against combo/control; card-disadvantage risk against attrition if not followed by pressure or combo.

#### Godless Shrine
- Deck role: main deck, 1 copy, typed white-black mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Plains Swamp that taps for {W} or {B}; fetchable and turns on Verge/check lands while supporting discard/removal and white interaction.
- Timing: Pay 2 life when immediate black or white interaction matters; enter tapped when life and tempo allow.
- Inputs / outputs: Enters untapped for 2 life or tapped for free; produces white or black.
- Partners / packages: Thoughtseize, Fatal Push, Swords to Plowshares, Solitude, Oath of Kaya, Damn.
- Role peers: Scrubland has no shock cost; Shadowy Backstreet enters tapped with surveil.
- Failure modes: Does not produce blue; early use can strand counters and Jace.
- Matchup / visibility hooks: Strong against creature starts needing white/black removal; shock cautiously against burn.

#### Force Spike
- Deck role: main deck, 1 copy, one-mana tempo counter.
- Role type: interaction-stack.
- Deck-specific job: Counter target spell unless its controller pays {1}, punishing tap-out plays and protecting early tempo.
- Timing: Best on turns one through three or when opponent taps low for a key spell; loses value once they can pay.
- Inputs / outputs: Costs {U}; outputs a tax counter for a spell on the stack.
- Partners / packages: Daze, Spell Snare, Mental Misstep, Stern Scolding, Mana Leak.
- Role peers: Daze is free with Island bounce; Mana Leak taxes for {3}.
- Failure modes: Do not hold forever if a meaningful early target appears; cannot counter abilities or resolved permanents.
- Matchup / visibility hooks: Great on the play and against curve-out commanders; weak late versus big mana.

#### Flooded Strand
- Deck role: main deck, 1 copy, white-blue fetchland and shuffle source.
- Role type: mana/fixing/ramp; card selection support.
- Deck-specific job: Search for Plains or Island cards, including Tundra, Hallowed Fountain, Raffine's Tower, Meticulous Archive, Snow-Covered Plains, Underground Sea, Watery Grave, Undercity Sewers, Scrubland, Godless Shrine, Shadowy Backstreet, and Island.
- Timing: Use for untapped white or blue interaction early; hold as Brainstorm shuffle when possible.
- Inputs / outputs: Taps, pays 1 life, sacrifices itself, puts a Plains or Island card onto battlefield, then shuffles.
- Partners / packages: Brainstorm, Daze, Lórien Revealed, Eagles of the North.
- Role peers: Polluted Delta covers Island/Swamp; Marsh Flats covers Plains/Swamp.
- Failure modes: Fetching tapped triome/surveil lands can miss immediate priority windows.
- Matchup / visibility hooks: Excellent against unknown starts because it covers Teferi colors and blue interaction.

#### Parallax Wave
- Deck role: main deck, 1 copy, temporary creature-exile prison and combat reset.
- Role type: interaction-removal; engine piece.
- Deck-specific job: Enters with five fade counters; remove counters to exile target creature until Parallax Wave leaves the battlefield.
- Timing: Use counters to prevent lethal, clear blockers for a closing attack, protect planeswalkers, or set up a combo turn; avoid spending all counters without a plan for the return trigger.
- Inputs / outputs: Costs {2}{W}{W}; consumes fade counters and eventually sacrifices itself through fading; outputs temporary creature exile.
- Mode map: Fading upkeep removes counters or sacrifices it; activated ability removes fade counter to exile target creature; leave trigger returns all cards exiled with it to their owners' battlefield.
- Partners / packages: Aminatou and Phelia can interact with the permanent; Palace Jailer, Static Prison, Swords to Plowshares are exile peers.
- Role peers: Parallax Tide is the land-exile peer.
- Failure modes: Exiled creatures return when it leaves; do not rely on it as permanent removal unless the line is engine-confirmed.
- Matchup / visibility hooks: Strong against creature boards and single large attackers; low value against creature-light combo.

#### Phelia, Exuberant Shepherd
- Deck role: main deck, 1 copy, flash blink creature and pressure tool.
- Role type: engine piece; threat/clock.
- Deck-specific job: When Phelia attacks, exile up to one other target nonland permanent, then return it at the next end step under its owner's control; if it entered under your control, put a +1/+1 counter on Phelia.
- Timing: Flash in as a blocker or end-step threat, then attack only when blinking a permanent is beneficial and Phelia survives or the attack is worth it.
- Inputs / outputs: Costs {1}{W}; outputs a 2/2 legendary body, temporary blink, and +1/+1 counters from your returned permanents.
- Partners / packages: Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, Overlord of the Mistmoors, Omen of the Sea.
- Role peers: Aminatou is the command-zone blink peer.
- Failure modes: The permanent returns under owner's control, so blinking an opponent's permanent is temporary relief, not theft.
- Matchup / visibility hooks: Strong in attrition and against removal-light decks; weak if attacking is unsafe.

#### Fatal Push
- Deck role: main deck, 1 copy, core one-mana creature removal.
- Role type: interaction-removal.
- Deck-specific job: Destroy target creature with mana value 2 or less, or mana value 4 or less if revolt is active because a permanent you controlled left the battlefield this turn.
- Timing: Use early to stop fast pressure; trigger revolt with fetchlands, evoked Solitude/Subtlety/Grief, sacrificed Omen, Static Prison sacrifice, or other legal permanent-leaves events when larger targets matter.
- Inputs / outputs: Costs {B}; consumes revolt setup if needed; outputs creature destruction.
- Partners / packages: Revolt setup comes from Arid Mesa, Bloodstained Mire, Flooded Strand, Marsh Flats, Misty Rainforest, Polluted Delta, Prismatic Vista, Scalding Tarn, Verdant Catacombs, Windswept Heath, Omen of the Sea sacrificing itself, evoked Grief/Solitude/Subtlety, Static Prison's sacrifice trigger, and Parallax Wave leaving through fading.
- Role peers: Long Goodbye hits mana value 3-or-less creatures and planeswalkers uncounterably; Swords to Plowshares exiles any creature.
- Failure modes: Cannot hit planeswalkers, noncreatures, or high-mana creatures without revolt.
- Matchup / visibility hooks: Premium against aggro and tempo; trim against creature-light control.

#### Prismatic Vista
- Deck role: main deck, 1 copy, basic-land fetch and shuffle source.
- Role type: mana/fixing/ramp; card selection support.
- Deck-specific job: Search for a basic land card, putting Island, Snow-Covered Plains, or Snow-Covered Swamp onto the battlefield.
- Timing: Use for pain-free basic fixing when a single color is enough; hold for Brainstorm shuffle if immediate mana is not needed.
- Inputs / outputs: Taps, pays 1 life, sacrifices itself, puts a basic land onto battlefield, then shuffles.
- Partners / packages: Brainstorm, Daze via Island, Snuff Out via Snow-Covered Swamp.
- Role peers: Fetchlands that find duals are more flexible; Prismatic Vista is best for life-conserving basics.
- Failure modes: Cannot find dual lands, Raffine's Tower, or typed surveil lands.
- Matchup / visibility hooks: Strong against burn and land-hate; weaker for complex Esper hands needing two colors from one land.

#### Psychic Frog
- Deck role: main deck, 1 copy, two-mana pressure/card-draw threat.
- Role type: threat/clock; card selection; mechanic enabler.
- Deck-specific job: Draw a card whenever it deals combat damage to a player or planeswalker; discard cards to grow it; exile three graveyard cards to gain flying until end of turn.
- Timing: Deploy early when it can connect or block; use flying when it makes damage connect, especially to draw into combo/protection or pressure planeswalkers.
- Inputs / outputs: Costs {U}{B}; consumes cards in hand for +1/+1 counters and graveyard cards for flying; outputs combat damage and card draw.
- Mode map: Discard ability grows Psychic Frog; graveyard-exile ability grants flying until end of turn.
- Partners / packages: Overlord of the Floodpits and Brainstorm provide cards; graveyard resources conflict with Snapcaster, Takenuma, Overlord of the Balemurk, Metamorphosis Fanatic.
- Role peers: Orcish Bowmasters and Baleful Strix are two-mana creature peers with different card-flow roles.
- Failure modes: Do not exile graveyard cards needed for Snapcaster or recursion unless connection matters.
- Matchup / visibility hooks: Strong when opponent lacks blockers/removal; useful planeswalker pressure after control is established.

#### Eiganjo, Seat of the Empire
- Deck role: main deck, 1 copy, white legendary land and combat channel removal.
- Role type: mana/fixing/ramp; interaction-removal; modal utility.
- Deck-specific job: Taps for {W}, or channel for {2}{W} by discarding it to deal 4 damage to target attacking or blocking creature; channel costs {1} less per legendary creature you control.
- Timing: Play as land when white is needed; channel during combat when killing an attacker/blocker matters more than keeping the land.
- Inputs / outputs: Land mode outputs white; channel consumes the card and mana to deal 4 damage to a combat creature.
- Mode map: Mana land mode versus channel damage to target attacking or blocking creature.
- Partners / packages: Aminatou, Phelia, Wan Shi Tong reduce channel cost as legendary creatures; The Wandering Emperor is another combat interaction spell.
- Role peers: Otawara and Takenuma are channel land peers.
- Failure modes: Cannot hit noncombat creatures, planeswalkers, or players; damage may not kill high-toughness creatures.
- Matchup / visibility hooks: Excellent hidden interaction in creature combat; use as land against control/combo if no combat target is likely.

#### Raffine's Tower
- Deck role: main deck, 1 copy, tapped Esper triome and cycling land.
- Role type: mana/fixing/ramp; card selection; modal utility.
- Deck-specific job: Plains Island Swamp that taps for {W}, {U}, or {B}; enters tapped and can cycle for {3} to draw a card.
- Timing: Play or fetch when tapped fixing is acceptable; cycle late when mana is abundant and another card is worth more than a land.
- Inputs / outputs: Land mode fixes all Esper colors tapped; cycling costs {3}, discards Raffine's Tower, and draws a card.
- Mode map: Land mode is typed tri-color fixing; cycling is card replacement and does not put a land onto the battlefield.
- Partners / packages: Fetchlands, Verge/check lands, Brainstorm, Daze/Snuff Out via Island/Swamp types.
- Role peers: Command Tower fixes all colors untapped but lacks types; surveil lands are tapped two-color selection lands.
- Failure modes: Tapped entry can lose early interaction windows; cycling is expensive.
- Matchup / visibility hooks: Strong in slow hands; risky against fast pressure on the draw.

#### Scalding Tarn
- Deck role: main deck, 1 copy, blue fetchland and shuffle source.
- Role type: mana/fixing/ramp; card selection support.
- Deck-specific job: Search for Island or Mountain cards; this deck has no registered Mountain, so Island targets are Underground Sea, Tundra, Hallowed Fountain, Watery Grave, Raffine's Tower, Meticulous Archive, Undercity Sewers, or Island.
- Timing: Fetch blue early or hold for Brainstorm shuffle; choose typed dual based on whether black discard/removal or white interaction is needed.
- Inputs / outputs: Taps, pays 1 life, sacrifices itself, puts an Island card onto battlefield, then shuffles.
- Partners / packages: Brainstorm, Daze, Lórien Revealed, Jace.
- Role peers: Misty Rainforest is similar here; Polluted Delta is stronger for black.
- Failure modes: Does not provide red access because no Mountain card is registered.
- Matchup / visibility hooks: Good for blue-centric openers; manage life against aggro.

#### Scrubland
- Deck role: main deck, 1 copy, typed white-black mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Plains Swamp dual that taps for {W} or {B} without life payment, supporting discard, Fatal Push, Swords to Plowshares, Oath of Kaya, Damn, and Snuff Out.
- Timing: Fetch when white-black is needed and blue is already covered or less urgent.
- Inputs / outputs: Taps for white or black and turns on Plains/Swamp conditions.
- Partners / packages: Bleachbone Verge, Glacial Fortress, Snuff Out, Eagles/Troll typecycling.
- Role peers: Godless Shrine is shock peer; Shadowy Backstreet is tapped surveil peer.
- Failure modes: Cannot cast blue spells, which are central to Jace and permission.
- Matchup / visibility hooks: Excellent against creature decks needing black/white answers; pair with blue source quickly.

#### Shadowy Backstreet
- Deck role: main deck, 1 copy, tapped white-black surveil land.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Plains Swamp that taps for {W} or {B}, enters tapped, and surveils 1 to filter draws or stock graveyard resources.
- Timing: Play when tapped mana is acceptable; fetch when white-black fixing plus surveil is better than immediate untapped interaction.
- Inputs / outputs: Enters tapped, surveils 1, then produces white or black.
- Partners / packages: Snapcaster Mage, Overlord of the Balemurk, Metamorphosis Fanatic, Takenuma, Brainstorm cleanup.
- Role peers: Scrubland/Godless Shrine provide faster white-black; Meticulous Archive and Undercity Sewers are other surveil lands.
- Failure modes: No blue mana and tapped entry can strand counters.
- Matchup / visibility hooks: Good in attrition; poor in hands needing turn-one interaction.

#### Sheoldred's Edict
- Deck role: main deck, 1 copy, instant edict with target-type modes.
- Role type: interaction-removal; modal utility.
- Deck-specific job: Choose one: each opponent sacrifices a nontoken creature of their choice, a creature token of their choice, or a planeswalker of their choice.
- Timing: Use when targeting is bad, the opponent has one important threat of the chosen class, or a planeswalker must die through protection.
- Inputs / outputs: Costs {1}{B}; outputs opponent-choice sacrifice in the selected category.
- Mode map: Nontoken creature mode for commanders/large threats; token creature mode for token engines; planeswalker mode for planeswalkers.
- Partners / packages: Thoughtseize/Inquisition remove expendable options; Toxic Deluge and Damn clean wide boards where edict is weak.
- Role peers: Momentum Breaker is opponent-choice creature/Vehicle sacrifice on an enchantment; Kaya's Guile sideboard has edict mode.
- Failure modes: Bad into multiple expendable permanents of the chosen class; does not target, so you do not choose the sacrificed object.
- Matchup / visibility hooks: Strong against hexproof/protection single threats; weaker against go-wide boards.

#### Sink into Stupor
- Deck role: main deck, 1 copy, modal blue bounce spell or blue land.
- Role type: interaction-removal; mana/fixing/ramp; modal utility.
- Deck-specific job: Cast Sink into Stupor for {1}{U}{U} to return target spell or nonland permanent an opponent controls to owner's hand, or play Soporific Springs as a blue-producing land.
- Timing: Use spell side to protect a combo turn, answer a resolved hate permanent temporarily, or bounce a stack spell; use land side when hitting blue mana/land count is more important.
- Inputs / outputs: Spell side costs {1}{U}{U}; land side may cost 3 life to enter untapped and taps for {U}.
- Mode map: Normal cast spell side: Sink into Stupor bounces target spell or opposing nonland permanent; land side: Soporific Springs is a land entering tapped unless you pay 3 life.
- Partners / packages: Teferi, Otawara, Memory Lapse, Jace combo protection.
- Role peers: Otawara is land-channel bounce; Teferi bounces artifact/creature/enchantment and draws.
- Failure modes: Full Oracle metadata is missing beyond face text; do not infer extra text. Bounce is temporary, not removal.
- Matchup / visibility hooks: Useful against resolved hate or expensive stack spells; land side matters in mana-light hands.

#### Skyclave Apparition
- Deck role: main deck, 1 copy, white permanent exile creature and blink payoff.
- Role type: interaction-removal; engine piece.
- Deck-specific job: Exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less; when Apparition leaves, that card's owner creates an X/X blue Illusion where X is that card's mana value.
- Timing: Cast when a low-cost permanent must be removed and the future Illusion is acceptable; blink with Aminatou only if resetting the target is worth giving an Illusion.
- Inputs / outputs: Costs {1}{W}{W}; outputs 2/2 body and temporary/permanent-shift exile with delayed token drawback.
- Partners / packages: Aminatou, Phelia, Teferi, Static Prison, Get Lost.
- Role peers: Static Prison hits any opposing nonland while energy lasts; Get Lost hits creature/enchantment/planeswalker and gives Maps.
- Failure modes: Cannot target lands, tokens, or mana value 5+ permanents; leaving battlefield creates an Illusion.
- Matchup / visibility hooks: Strong against cheap hate pieces, commanders, and value permanents; weaker against large threats.

#### Cryogen Relic
- Deck role: main deck, 1 copy, cantrip artifact and tap-down utility.
- Role type: engine piece; card selection; interaction-removal.
- Deck-specific job: Draw a card when it enters or leaves the battlefield; pay {1}{U} and sacrifice it to put a stun counter on up to one target tapped creature.
- Timing: Cast when a two-mana cantrip artifact is acceptable; sacrifice when a tapped attacker must stay tapped through its next untap or when leaving triggers another draw.
- Inputs / outputs: Costs {1}{U}; outputs entry draw, later stun counter, sacrifice, and leave draw.
- Mode map: Static triggers draw on entry/leave; activated ability consumes {1}{U} and Cryogen Relic to stun up to one tapped creature.
- Partners / packages: Aminatou and Phelia can blink it for entry/leave sequencing; Fatal Push revolt can use the sacrifice.
- Role peers: Omen of the Sea is flash selection; Baleful Strix is creature cantrip.
- Failure modes: Stun ability only targets tapped creatures and does not destroy them.
- Matchup / visibility hooks: Useful against attack-based threats; modest against spell combo.

#### Demonic Tutor
- Deck role: main deck, 1 copy, safest universal tutor.
- Role type: tutor/search; combo tutor.
- Deck-specific job: Search for any card, usually missing Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, protection, or emergency removal/sweeper.
- Timing: Cast when the chosen card can be used before the opponent punishes the tempo; in emergencies find Toxic Deluge, Swords to Plowshares, Solitude, Force of Negation, Teferi, or Damn instead of combo.
- Inputs / outputs: Costs {1}{B}; outputs any library card to hand and shuffle.
- Partners / packages: Jace, Demonic Consultation, Tainted Pact, Wishclaw Talisman, Teferi, Force of Negation, Toxic Deluge, Swords to Plowshares.
- Role peers: Wishclaw Talisman also finds any card but gives opponent control afterward; Tainted Pact/Demonic Consultation are riskier selection/combo tools.
- Failure modes: Sorcery speed exposes the plan if protection is absent; tutoring the combo into lethal board pressure is a mistake.
- Matchup / visibility hooks: Against aggro, tutor stabilizers; against control/combo, tutor protection or the missing finish piece.

#### Demonic Consultation
- Deck role: main deck, 1 copy, primary instant library-exile combo enabler.
- Role type: combo enabler; card selection.
- Deck-specific job: Choose a card name, exile top six cards, then reveal until chosen card appears, put it in hand, and exile the rest; with Jace, Wielder of Mysteries on battlefield, naming a card not in library can empty the library for a win draw.
- Timing: Use as combo execution only when Jace is protected or already winning; emergency tutor use is high risk and should be reserved for otherwise-losing states.
- Inputs / outputs: Costs {B}; consumes large library portions into exile and may output the named card.
- Partners / packages: Jace, Demonic Tutor, Wishclaw Talisman, Teferi, Thoughtseize, Inquisition, Grief, Force of Negation.
- Role peers: Tainted Pact is the controlled but duplicate-sensitive peer.
- Failure modes: Naming incorrectly or casting without payoff can exile win conditions and lose; it does not itself draw a card.
- Matchup / visibility hooks: Strong against tapped-out opponents; dangerous into open interaction or graveyard/exile hate that changes the window.

#### Daze
- Deck role: main deck, 1 copy, free tempo counter.
- Role type: interaction-stack.
- Deck-specific job: Counter target spell unless its controller pays {1}; may return an Island you control to hand instead of paying mana.
- Timing: Use when the opponent taps low for a decisive early spell or to protect a combo turn while tapped out; avoid bouncing an Island if it strands future Jace or interaction.
- Inputs / outputs: Costs {1}{U} or returns an Island; outputs spell tax.
- Partners / packages: Island, Underground Sea, Tundra, Hallowed Fountain, Watery Grave, Raffine's Tower, Meticulous Archive, Undercity Sewers.
- Role peers: Force Spike is the one-mana peer; Mana Leak/Lose Focus scale later.
- Failure modes: Returning a land can delay four-mana Jace, Teferi, or double-spell turns.
- Matchup / visibility hooks: Excellent on the play and in counter wars; weak late when opponents can pay.

#### Creeping Tar Pit
- Deck role: main deck, 1 copy, tapped blue-black land and unblockable closer.
- Role type: mana/fixing/ramp; threat/clock; modal utility.
- Deck-specific job: Taps for {U} or {B}; later pays {1}{U}{B} to become a 3/2 blue and black Elemental creature land that cannot be blocked until end of turn.
- Timing: Play early only when tapped tempo is acceptable; animate when attacking a planeswalker or low-life opponent is worth tapping three mana and risking land removal.
- Inputs / outputs: Land mode provides blue/black; activation consumes three mana and temporary combat access.
- Mode map: Mana land mode versus creature-land activation for unblockable attack.
- Partners / packages: Removal/counter suite clears safe attack windows; Jace plan if creature pressure is secondary.
- Role peers: Psychic Frog and Orcish Bowmasters are low-cost pressure peers; Tar Pit is harder to answer at sorcery speed.
- Failure modes: Do not animate when that mana is needed for interaction or when removal would destroy a crucial land.
- Matchup / visibility hooks: Strong versus control and planeswalkers; tapped entry hurts against aggro.

#### Command Tower
- Deck role: main deck, 1 copy, untapped Esper mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for one mana of any color in Aminatou's color identity: {W}, {U}, or {B}.
- Timing: Excellent early source for any one-color interaction; pair with typed lands because it does not enable Daze, Snuff Out, check lands, or typecycling.
- Inputs / outputs: Produces one Esper color with no life cost.
- Partners / packages: Thoughtseize, Brainstorm, Swords to Plowshares, Fatal Push, counterspells, Teferi, Aminatou.
- Role peers: Starting Town also fixes any color with life payment; Raffine's Tower fixes all colors but enters tapped and has types.
- Failure modes: No land types; cannot be fetched by typed fetchlands and does not turn on Plains/Island/Swamp conditions.
- Matchup / visibility hooks: Great in any opener needing flexible untapped mana.

#### Spell Snare
- Deck role: main deck, 1 copy, narrow efficient stack interaction.
- Role type: interaction-stack.
- Deck-specific job: Counter target spell with mana value 2, a critical band for opposing commanders, hate, removal, counters, and engines.
- Timing: Hold when the opponent's matchup has important two-mana plays; fire on cards that change tempo or stop combo protection.
- Inputs / outputs: Costs {U}; outputs a hard counter for a mana-value-2 spell on the stack.
- Partners / packages: Mental Misstep covers mana value 1; Stern Scolding covers small creature spells; Force Spike/Daze tax broader spells.
- Role peers: No direct broad peer at one mana; Mana Leak is flexible but costs more and can be paid.
- Failure modes: Dead against spells outside mana value 2 and cannot hit abilities or resolved permanents.
- Matchup / visibility hooks: Strong against tempo/control curves; weak against big mana and expensive commanders.

#### Static Prison
- Deck role: main deck, 1 copy, cheap energy-based nonland exile.
- Role type: interaction-removal; engine piece.
- Deck-specific job: Exile target nonland permanent an opponent controls until Static Prison leaves; you get two energy counters and must pay {E} at the beginning of your first main phase or sacrifice it.
- Timing: Use on a must-answer nonland permanent when one or two turns of exile changes the game or when you can keep paying energy briefly.
- Inputs / outputs: Costs {W}; outputs temporary nonland exile and {E}{E}; consumes {E} each first main phase to remain.
- Partners / packages: Aminatou can blink it for new entry/energy sequencing; Get Lost, Skyclave Apparition, Teferi, Disenchant are related answers.
- Role peers: Skyclave Apparition covers mana value 4 or less; Get Lost destroys selected types with Maps.
- Failure modes: If you cannot pay energy, it is sacrificed and the exiled permanent returns; no other energy support is listed.
- Matchup / visibility hooks: Excellent tempo answer to cheap hate or threats; not a permanent solution in long games.

#### Stern Scolding
- Deck role: main deck, 1 copy, one-mana small-creature counter.
- Role type: interaction-stack.
- Deck-specific job: Counter target creature spell with power or toughness 2 or less, stopping many early commanders, utility creatures, and tempo threats before they resolve.
- Timing: Hold for creature spells that removal would answer inefficiently or that have dangerous enters/trigger text.
- Inputs / outputs: Costs {U}; outputs a counter for a qualifying creature spell on the stack.
- Partners / packages: Spell Snare, Mental Misstep, Force Spike, Fatal Push.
- Role peers: Spell Snare may hit mana value 2 noncreatures too; Long Goodbye answers small resolved creatures/planeswalkers.
- Failure modes: Cannot counter noncreature spells or creatures with both power and toughness above 2.
- Matchup / visibility hooks: Strong against creature-tempo and utility commanders; dead against spell combo with no creatures.

#### Subtlety
- Deck role: main deck, 1 copy, blue pitch tempo creature.
- Role type: interaction-stack; threat/clock; protection/evasion.
- Deck-specific job: Flash flying 3/3 that chooses up to one target creature spell or planeswalker spell; its owner puts it on top or bottom of their library. Evoke by exiling a blue card.
- Timing: Use against must-stop creature/planeswalker spells when countering is unavailable or tempo is enough; hard-cast when the flying body matters.
- Inputs / outputs: Costs {2}{U}{U} or exiles a blue card for evoke; outputs spell tempo and possibly a 3/3 flyer.
- Mode map: Hard-cast leaves a body; evoke gives temporary entry effect and sacrifices Subtlety.
- Partners / packages: Aminatou/Phelia can blink hard-cast Subtlety; blue pitch cards include Brainstorm, counters, Jace, Omen, Lórien Revealed, Overlord of the Floodpits.
- Role peers: Solitude is white pitch creature removal; Force of Negation is blue pitch noncreature counter.
- Failure modes: Owner chooses top or bottom, so it is not a hard counter; cannot target noncreature nonplaneswalker spells.
- Matchup / visibility hooks: Excellent against commander/planeswalker curves; lower value versus instant/sorcery combo.

#### Brainstorm
- Deck role: main deck, 1 copy, premium instant card selection.
- Role type: card selection.
- Deck-specific job: Draw three cards, then put two cards from hand on top in any order, hiding key cards or fixing hand quality with shuffle effects.
- Timing: Best with fetchlands or urgent need for land/removal/protection; avoid casual casts that leave bad cards locked on top.
- Inputs / outputs: Costs {U}; outputs three-card look plus two-card putback, no net card gain without shuffle/value context.
- Partners / packages: Fetchlands Windswept Heath, Arid Mesa, Bloodstained Mire, Polluted Delta, Marsh Flats, Misty Rainforest, Flooded Strand, Prismatic Vista, Scalding Tarn, Verdant Catacombs; Aminatou +1; Jace combo.
- Role peers: Omen of the Sea is slower flash selection; Lórien Revealed is raw draw when hard-cast.
- Failure modes: Casting before a known shuffle or without immediate need can trap dead cards.
- Matchup / visibility hooks: Use early to hit land against pressure; save to protect combo pieces from discard against control.

#### The Wandering Emperor
- Deck role: main deck, 1 copy, flash planeswalker combat stabilizer.
- Role type: interaction-removal; lifegain/stabilization; threat/clock.
- Deck-specific job: Flash planeswalker whose loyalty abilities can be activated at instant speed on the turn she enters; -2 exiles target tapped creature and gains 2 life, -1 makes a 2/2 vigilance Samurai, +1 pumps and grants first strike.
- Timing: Prefer combat/end-step windows where instant-speed loyalty changes attacks or blocks; main-phase only when a token/pressure line is clearly needed.
- Inputs / outputs: Costs {2}{W}{W}; outputs removal/life, a vigilance body, or combat stats.
- Mode map: +1 targets up to one creature for +1/+1 counter and first strike; -1 creates Samurai; -2 exiles target tapped creature and gains 2.
- Partners / packages: Teferi, Aminatou protection, Palace Jailer monarch defense, Oath of Kaya planeswalker shield.
- Role peers: Solitude and Swords exile creatures; Palace Jailer and Overlord of the Mistmoors create board presence.
- Failure modes: -2 only targets tapped creatures; do not expose her to a board that immediately kills her.
- Matchup / visibility hooks: Excellent versus creature decks; pressure planeswalkers/control when safe.

#### Takenuma, Abandoned Mire
- Deck role: main deck, 1 copy, black legendary land and channel recursion.
- Role type: mana/fixing/ramp; recursion; modal utility.
- Deck-specific job: Taps for {B}, or channel for {3}{B} by discarding it to mill three, then return a creature or planeswalker card from your graveyard to hand; costs {1} less per legendary creature you control.
- Timing: Use as land early; channel late when returning Jace, Aminatou, Teferi, Solitude, Subtlety, Palace Jailer, Psychic Frog, or another high-impact permanent matters more than land count.
- Inputs / outputs: Land mode produces black; channel consumes the land card, mills three, and returns one creature/planeswalker.
- Mode map: Mana land mode versus graveyard recursion channel.
- Partners / packages: Overlord of the Balemurk, Metamorphosis Fanatic, Snapcaster Mage, Phelia and Wan Shi Tong as legendary creatures for cost reduction.
- Role peers: Overlord of the Balemurk returns similar card types to hand; Metamorphosis Fanatic reanimates creatures.
- Failure modes: Rest in Peace blanks the graveyard plan; channeling can mill important spells into exile replacement effects if hate is active.
- Matchup / visibility hooks: Strong in attrition; use as land against fast combo/aggro.

#### Tale's End
- Deck role: main deck, 1 copy, legendary/ability stack answer.
- Role type: interaction-stack.
- Deck-specific job: Counter target activated ability, triggered ability, or legendary spell.
- Timing: Hold for commander spells, planeswalkers that are legendary spells, key triggered abilities, fetch-like nonmana abilities, or abilities that stop the combo.
- Inputs / outputs: Costs {1}{U}; outputs counter to a qualifying spell or ability on the stack.
- Partners / packages: Stifle covers activated/triggered abilities; Tishana's Tidebinder counters abilities and can blank certain permanents.
- Role peers: Stifle is cheaper for abilities only; Wash Away is efficient against spells not cast from hand.
- Failure modes: Cannot counter ordinary nonlegendary spells and cannot target mana abilities.
- Matchup / visibility hooks: Strong in Commander because commanders are legendary spells; important versus trigger/activated combo.

#### Baleful Strix
- Deck role: main deck, 1 copy, defensive cantrip creature and blink target.
- Role type: lifegain/stabilization; card selection; engine piece.
- Deck-specific job: Flying deathtouch 1/1 that draws a card on entry, blocks large attackers, pressures planeswalkers in the air, and gives Aminatou/Phelia a clean value target.
- Timing: Cast early against creatures or when replacing itself keeps mana development stable; attack only when blocking is unnecessary.
- Inputs / outputs: Costs {U}{B}; outputs a card, artifact creature body, flying/deathtouch deterrence.
- Partners / packages: Aminatou, Phelia, Metamorphosis Fanatic, Overlord of the Balemurk, Palace Jailer defense.
- Role peers: Omen of the Sea draws/selects without body; Orcish Bowmasters is the flash two-drop pressure peer.
- Failure modes: Dies to small removal and sweepers; do not blink it if losing the blocker opens lethal combat.
- Matchup / visibility hooks: Excellent against creature decks and midrange; less important against creature-light combo.

#### Troll of Khazad-dum
- Deck role: main deck, 1 copy, Swampcycling fixer and late evasive-ish threat.
- Role type: mana/fixing/ramp; threat/clock; modal utility.
- Deck-specific job: Swampcycle for {1} to find Underground Sea, Scrubland, Godless Shrine, Watery Grave, Raffine's Tower, Shadowy Backstreet, Undercity Sewers, or Snow-Covered Swamp; hard-cast as a 6/5 that can be blocked only by three or more creatures.
- Timing: Cycle early when black or land count is missing; hard-cast late only when pressure matters and removal shields are available.
- Inputs / outputs: Cycling discards Troll, searches/reveals/puts a Swamp into hand, then shuffles; creature mode costs {5}{B}.
- Mode map: Swampcycling is search/fixing, not draw; creature side is a large attacker with blocking restriction.
- Partners / packages: Reanimation from Metamorphosis Fanatic; graveyard return from Takenuma/Overlord of the Balemurk.
- Role peers: Eagles of the North and Lórien Revealed are typecycling peers.
- Failure modes: Six-mana creature mode is slow; cycling puts it in graveyard, which can be exiled by your Rest in Peace.
- Matchup / visibility hooks: Fixing is useful in any opener; body matters in grindy games.

#### Tundra
- Deck role: main deck, 1 copy, premium typed white-blue mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Plains Island dual that taps for {W} or {U} with no life payment, enabling early white removal and blue permission.
- Timing: Fetch early when black is not immediately needed or when hand needs Teferi/Jace colors.
- Inputs / outputs: Taps for white or blue and turns on Plains/Island conditions, Daze, and Island/Plains type searches.
- Partners / packages: Swords to Plowshares, Brainstorm, Teferi, Jace, Daze, Eagles of the North, Lórien Revealed.
- Role peers: Hallowed Fountain is shock peer; Meticulous Archive is tapped surveil peer.
- Failure modes: Does not cast black discard, Fatal Push, Demonic Consultation, or Tainted Pact.
- Matchup / visibility hooks: Excellent against tempo when blue/white interaction matters; pair with black quickly versus combo.

#### Undercity Sewers
- Deck role: main deck, 1 copy, tapped blue-black surveil land.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Island Swamp that taps for {U} or {B}, enters tapped, and surveils 1 to improve draws or stock graveyard resources.
- Timing: Play when tapped entry is acceptable; fetch when blue-black plus surveil is needed more than immediate interaction.
- Inputs / outputs: Enters tapped, surveils 1, then taps for blue or black; enables Daze/Snuff Out and type conditions.
- Partners / packages: Brainstorm, Snapcaster Mage, Overlord of the Balemurk, Takenuma, Metamorphosis Fanatic.
- Role peers: Underground Sea is untapped; Watery Grave is untapped at life cost.
- Failure modes: Tapped entry can lose turn-one discard/counter windows.
- Matchup / visibility hooks: Strong in slow attrition; risky versus fast creature or combo starts.

#### Toxic Deluge
- Deck role: main deck, 1 copy, scalable black sweeper.
- Role type: interaction-sweeper.
- Deck-specific job: As an additional cost, pay X life; each creature gets -X/-X until end of turn, answering indestructible/regeneration-style boards through toughness reduction.
- Timing: Use when one-for-one removal cannot protect life, planeswalkers, or Jace; set X to the smallest number that stabilizes.
- Inputs / outputs: Costs {2}{B} plus X life; outputs -X/-X to each creature for the turn.
- Partners / packages: Oath of Kaya, Solitude, The Wandering Emperor, Kaya's Guile can rebuild life; Damn and Supreme Verdict are sweeper peers.
- Role peers: Damn destroys; Supreme Verdict destroys and cannot be countered after sideboard.
- Failure modes: Life payment can put you into lethal range; it also kills your Baleful Strix, Psychic Frog, Orcish Bowmasters, and tokens.
- Matchup / visibility hooks: Essential versus go-wide and large creature boards; poor against spell combo and burn at low life.

#### Verdant Catacombs
- Deck role: main deck, 1 copy, black fetchland and shuffle source.
- Role type: mana/fixing/ramp; card selection support.
- Deck-specific job: Search for Swamp or Forest cards; this deck has no registered Forest, so Swamp targets are Underground Sea, Scrubland, Godless Shrine, Watery Grave, Raffine's Tower, Shadowy Backstreet, Undercity Sewers, or Snow-Covered Swamp.
- Timing: Fetch black early for discard/removal/combo; hold for Brainstorm shuffle if black is already stable.
- Inputs / outputs: Taps, pays 1 life, sacrifices itself, puts a Swamp card onto battlefield, then shuffles.
- Partners / packages: Brainstorm, Snuff Out, Troll of Khazad-dûm.
- Role peers: Bloodstained Mire behaves similarly here; Polluted Delta adds Island coverage.
- Failure modes: No Forest exists; do not treat it as green access.
- Matchup / visibility hooks: Strong for black-heavy hands; fetch painless basics under life pressure.

#### Wan Shi Tong, Librarian
- Deck role: main deck, 1 copy, flash scalable flyer and anti-search payoff.
- Role type: threat/clock; card selection; engine payoff.
- Deck-specific job: Flash flying vigilance X creature that enters with X +1/+1 counters and draws half X cards rounded down; grows and draws whenever an opponent searches their library.
- Timing: Cast at end step or in combat when X produces a meaningful body/card count; hold against fetch-heavy opponents if punishing a search is likely.
- Inputs / outputs: Costs {X}{U}{U}; consumes large blue mana investment; outputs flying vigilance power and card draw.
- Partners / packages: Opponent fetchlands/tutors; your control plan with counters/removal protecting a large flyer.
- Role peers: Quantum Riddler and Overlord of the Floodpits are blue flyer/card-flow peers.
- Failure modes: Small X can be too low-impact; double-blue cost competes with Jace and counters.
- Matchup / visibility hooks: Strong against search-heavy decks and slow games; weak when you need cheap interaction immediately.

#### Wash Away
- Deck role: main deck, 1 copy, one-mana anti-nonhand spell counter with cleave option.
- Role type: interaction-stack; modal utility.
- Deck-specific job: For {U}, counter target spell that was not cast from its owner's hand; with cleave {1}{U}{U}, counter target spell without that restriction.
- Timing: Use cheap mode against commanders, flashback, cascade/library/graveyard-cast spells, or other nonhand casts; cleave when any spell must be countered and three mana is available.
- Inputs / outputs: Costs {U} restricted, or {1}{U}{U} cleaved; outputs a spell counter on the stack.
- Mode map: Normal text counters target spell not cast from hand; cleave removes the bracketed restriction and counters target spell.
- Partners / packages: Commander format, Grafdigger's Cage/Rest in Peace graveyard policing, Jace protection.
- Role peers: Dovin's Veto is sideboard noncreature protection; Force of Negation hits noncreature spells.
- Failure modes: One-mana mode cannot counter ordinary hand-cast spells.
- Matchup / visibility hooks: Premium versus commanders and graveyard/library casting; flexible but expensive with cleave.

#### Shipwreck Marsh
- Deck role: main deck, 1 copy, blue-black slow/check mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Taps for {U} or {B}; enters tapped unless you control two or more other lands.
- Timing: Strong as third land or later; weak as first/second land when early discard, Fatal Push, Brainstorm, or counters are needed.
- Inputs / outputs: Produces blue or black after its entry condition.
- Partners / packages: Jace, Demonic Consultation, Tainted Pact, discard, permission.
- Role peers: Deserted Beach is white-blue version; Underground Sea and Watery Grave are typed blue-black peers.
- Failure modes: Does not make white and can enter tapped early.
- Matchup / visibility hooks: Better in slower games; suspect in one-land/tapland openers.

#### Watery Grave
- Deck role: main deck, 1 copy, typed blue-black shockland.
- Role type: mana/fixing/ramp.
- Deck-specific job: Island Swamp that taps for {U} or {B}; fetchable and supports Daze, Snuff Out, blue permission, black discard/removal, and combo spells.
- Timing: Pay 2 life when immediate blue-black interaction matters; enter tapped when life/tempo allow.
- Inputs / outputs: Untapped for 2 life or tapped; produces blue or black.
- Partners / packages: Thoughtseize, Fatal Push, Brainstorm, Demonic Consultation, Tainted Pact, Jace, Daze, Snuff Out.
- Role peers: Underground Sea has no shock cost; Undercity Sewers is tapped with surveil.
- Failure modes: Does not make white; shock damage stacks with Thoughtseize, Snuff Out, Toxic Deluge.
- Matchup / visibility hooks: Excellent against combo/control; manage life against aggro/burn.

#### Stifle
- Deck role: main deck, 1 copy, one-mana activated/triggered ability counter.
- Role type: interaction-stack.
- Deck-specific job: Counter target activated or triggered ability; mana abilities cannot be targeted.
- Timing: Use on fetchland activations, planeswalker/commander abilities, enters triggers, sacrifice triggers, or abilities that stop your combo; hold if a higher-impact ability is likely.
- Inputs / outputs: Costs {U}; outputs ability counter on the stack.
- Partners / packages: Tale's End and Tishana's Tidebinder overlap on abilities; Wasteless tempo with Daze/Force Spike.
- Role peers: Tale's End also counters legendary spells; Tishana's Tidebinder leaves a body and can blank certain permanents.
- Failure modes: Cannot counter spells or mana abilities.
- Matchup / visibility hooks: Strong against activated/triggered combo and fetch-dependent tempo; weak against plain creature combat.

#### Inquisition of Kozilek
- Deck role: main deck, 1 copy, efficient early discard.
- Role type: interaction-discard.
- Deck-specific job: Target player reveals their hand; you choose a nonland card with mana value 3 or less and that player discards it.
- Timing: Cast early to identify the opponent's plan or before committing Demonic Tutor, Wishclaw Talisman, Teferi, Jace, Demonic Consultation, or Tainted Pact.
- Inputs / outputs: Costs {B}; outputs hand information and one eligible discarded card with no life loss.
- Partners / packages: Thoughtseize, Grief, Duress, Surgical Extraction.
- Role peers: Thoughtseize can take higher mana values but costs 2 life; Duress after sideboard hits noncreature nonland only.
- Failure modes: Cannot take lands or cards with mana value 4+.
- Matchup / visibility hooks: Excellent against low-curve control/combo/tempo; worse against expensive big-mana payoffs.

#### Witch Enchanter
- Deck role: main deck, 1 copy, modal artifact/enchantment answer or white land.
- Role type: interaction-removal; mana/fixing/ramp; modal utility.
- Deck-specific job: Cast Witch Enchanter for {3}{W} to destroy target artifact or enchantment an opponent controls, or play Witch-Blessed Meadow as a white land.
- Timing: Use land side when hitting white/land count matters; save creature side for resolved hate, equipment, artifact mana, or enchantments that block Jace/combo/control.
- Inputs / outputs: Creature side costs {3}{W} and outputs a 2/2 plus destroy trigger; land side may cost 3 life to enter untapped and taps for {W}.
- Mode map: Witch Enchanter is a removal creature; Witch-Blessed Meadow is a Plains-like white source without listed land subtype in reference.
- Partners / packages: Disenchant, Get Lost, Skyclave Apparition, Static Prison, Teferi.
- Role peers: Disenchant is cheaper instant sideboard answer; Skyclave Apparition hits broader low-cost nonland permanents.
- Failure modes: Full Oracle metadata is missing beyond face text; do not infer extra abilities. Creature side cannot hit planeswalkers or creatures unless artifact/enchantment.
- Matchup / visibility hooks: Valuable versus artifact/enchantment engines; land side against mana-light starts.

#### Starting Town
- Deck role: main deck, 1 copy, flexible early utility land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enters untapped on turns one through three, taps for {C}, or taps and pays 1 life for one mana of any color.
- Timing: Strong early as a temporary perfect fixer; later it may enter tapped, so sequence before turn four if it is needed for tempo.
- Inputs / outputs: Produces colorless for free or any color at 1 life; no basic land types.
- Partners / packages: Casts early Thoughtseize, Brainstorm, Swords to Plowshares, Fatal Push, Spell Snare, or two-color spells with other lands.
- Role peers: Command Tower fixes without life but only commander colors; pain mode on Starting Town is broader color identity in practice here.
- Failure modes: Colorless mana does not pay colored costs; life payment matters with Thoughtseize, Snuff Out, Toxic Deluge, and shocks.
- Matchup / visibility hooks: Great in early mixed-color hands; less attractive under burn pressure.

#### Tishana's Tidebinder
- Deck role: main deck, 1 copy, flash ability counter and permanent blanker.
- Role type: interaction-stack; threat/clock.
- Deck-specific job: Counter up to one target activated or triggered ability; if an artifact, creature, or planeswalker ability is countered this way, that permanent loses all abilities while Tidebinder remains.
- Timing: Hold for high-impact triggers/activated abilities, especially commanders, planeswalkers, artifact engines, or creature combo pieces.
- Inputs / outputs: Costs {2}{U}; outputs a 3/2 body, ability counter, and possible ongoing ability removal.
- Partners / packages: Stifle, Tale's End, Dress Down, counter suite protecting Jace.
- Role peers: Stifle is cheaper but no body/blanking; Tale's End also counters legendary spells.
- Failure modes: Cannot target mana abilities; if Tidebinder leaves, the affected permanent regains abilities.
- Matchup / visibility hooks: Strong against activated/triggered engines; modest against spell-only decks.

#### Parallax Tide
- Deck role: main deck, 1 copy, temporary land-exile tempo enchantment.
- Role type: interaction-removal; engine piece.
- Deck-specific job: Enters with five fade counters; remove a fade counter to exile target land until Parallax Tide leaves the battlefield.
- Timing: Use to deny a critical color, stop a big-mana turn, protect a Jace combo window, or cut off interaction mana; avoid if spending four mana does not change the next turn.
- Inputs / outputs: Costs {2}{U}{U}; consumes fade counters and eventually sacrifices itself; outputs temporary land exile.
- Mode map: Fading removes counters at upkeep or sacrifices it; activated ability exiles target land; leave trigger returns all lands exiled with it.
- Partners / packages: Stifle/Tale's End may interact with abilities if legal; Aminatou/Phelia blink lines require engine-confirmed benefit.
- Role peers: Parallax Wave is the creature-exile peer.
- Failure modes: Lands return when it leaves; tapping out can be fatal against board pressure.
- Matchup / visibility hooks: Strong versus big mana/control shields; weak against fast creatures already on board.

#### Wishclaw Talisman
- Deck role: main deck, 1 copy, high-risk universal tutor artifact.
- Role type: tutor/search; combo tutor.
- Deck-specific job: Enters with three wish counters; for {1}, tap, remove a wish counter to search any card into hand, then an opponent gains control. Activate only during your turn.
- Timing: Activate when the found card wins or stabilizes before opponent benefits, or when Teferi/discard has made the pass-back safe.
- Inputs / outputs: Costs {1}{B} to cast and {1}+tap+counter to activate; outputs any library card to hand and transfers control.
- Partners / packages: Jace, Demonic Consultation, Tainted Pact, Teferi, Thoughtseize, Inquisition, Grief, Force of Negation.
- Role peers: Demonic Tutor is safer; Tainted Pact/Demonic Consultation are riskier instant finders.
- Failure modes: Giving opponent the artifact can lose to their own tutor target if you do not win or lock the game immediately.
- Matchup / visibility hooks: Better in combo/control when protected; dangerous against aggro if the tutor turn does not affect board.

#### Rest in Peace
- Deck role: sideboard, 1 copy, broad graveyard hate bullet.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: Exile all graveyards on entry, then exile any card or token that would go to a graveyard from anywhere.
- Timing: Bring and cast when opponent graveyard use outweighs your Snapcaster Mage, Takenuma, Overlord of the Balemurk, Metamorphosis Fanatic, and Surgical Extraction flexibility.
- Inputs / outputs: Costs {1}{W}; outputs sweeping graveyard exile and replacement effect.
- Partners / packages: Grafdigger's Cage, Surgical Extraction, Kaya's Guile; non-graveyard win plan Jace, Teferi, Aminatou, Creeping Tar Pit.
- Role peers: Grafdigger's Cage prevents selected graveyard/library casting and creature entry; Kaya's Guile can exile opponents' graveyards only.
- Failure modes: Shuts off your own graveyard value and makes Snapcaster mostly a body.
- Matchup / visibility hooks: Strong against reanimation, escape, delve, flashback, dredge-like engines, and recursive creature decks.

#### Dovin's Veto
- Deck role: sideboard, 1 copy, uncounterable noncreature stack protection.
- Role type: interaction-stack; sideboard bullet; protection/evasion.
- Deck-specific job: Counter target noncreature spell and cannot be countered, making it premium protection for Jace, Wielder of Mysteries combo turns.
- Timing: Bring against control, combo, planeswalkers, sweepers, and noncreature hate; hold for decisive noncreature spells rather than low-impact bait.
- Inputs / outputs: Costs {W}{U}; outputs hard counter for a noncreature spell on the stack.
- Partners / packages: Teferi, Jace, Demonic Consultation, Tainted Pact, Force of Negation, Thoughtseize, Duress.
- Role peers: Force of Negation counters noncreature spells with pitch option; No More Lies taxes and exiles if unpaid.
- Failure modes: Cannot counter creature spells or abilities.
- Matchup / visibility hooks: Excellent against spell-combo/control; poor against creature-heavy aggro.

#### Pithing Needle
- Deck role: sideboard, 1 copy, activated-ability hate bullet.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: As it enters, choose a card name; activated abilities of sources with that name cannot be activated unless they are mana abilities.
- Timing: Bring when the opponent's commander, planeswalker, utility land, artifact, creature, or combo permanent is known and activation-reliant.
- Inputs / outputs: Costs {1}; outputs named-source activated ability lock except mana abilities.
- Partners / packages: Thoughtseize, Inquisition, Grief, Duress reveal names; Stifle/Tale's End/Tishana's Tidebinder answer abilities on stack.
- Role peers: Tishana's Tidebinder can blank an artifact/creature/planeswalker after countering its ability; Stifle is one-shot.
- Failure modes: Naming blindly can miss; does not stop triggered/static abilities or mana abilities.
- Matchup / visibility hooks: Strong against activated commanders, planeswalkers, equipment engines, and utility lands.

#### Grafdigger's Cage
- Deck role: sideboard, 1 copy, graveyard/library access hate artifact.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: Stops creature cards in graveyards and libraries from entering battlefield, and stops players from casting spells from graveyards or libraries.
- Timing: Bring when opponent relies on reanimation, creature-from-library, flashback-like casting, or library-cast engines; deploy early before the engine starts.
- Inputs / outputs: Costs {1}; outputs static prevention.
- Partners / packages: Rest in Peace, Surgical Extraction, Kaya's Guile; conflicts with Snapcaster Mage flashback.
- Role peers: Rest in Peace is broader graveyard exile; Surgical Extraction attacks a named graveyard card.
- Failure modes: Does not exile graveyards and does not stop cards from hand, battlefield, or ordinary graveyard abilities that are not casting/creature entry.
- Matchup / visibility hooks: Strong versus reanimation and library-cast strategies; weak against fair creature decks.

#### Duress
- Deck role: sideboard, 1 copy, noncreature hand-disruption bullet.
- Role type: interaction-discard; sideboard bullet.
- Deck-specific job: Target opponent reveals hand; you choose a noncreature, nonland card and that player discards it.
- Timing: Bring against control, combo, planeswalkers, sweepers, and stack-heavy decks; cast before Demonic Tutor, Wishclaw Talisman, Teferi, Jace, Demonic Consultation, or Tainted Pact.
- Inputs / outputs: Costs {B}; outputs hand information and one eligible noncreature nonland discard.
- Partners / packages: Thoughtseize, Inquisition, Grief, Dovin's Veto, Surgical Extraction.
- Role peers: Thoughtseize takes creatures too but costs life; Inquisition has mana-value cap.
- Failure modes: Misses creatures and lands, so it is poor against creature-dense aggro.
- Matchup / visibility hooks: Premium in combo/control; side out or avoid versus low-spell creature pressure.

#### Disenchant
- Deck role: sideboard, 1 copy, artifact/enchantment removal bullet.
- Role type: interaction-removal; sideboard bullet.
- Deck-specific job: Destroy target artifact or enchantment at instant speed.
- Timing: Bring for graveyard hate, prison pieces, equipment, artifact engines, enchantment engines, or permanents that block Jace/combo.
- Inputs / outputs: Costs {1}{W}; outputs destruction of an artifact or enchantment.
- Partners / packages: Get Lost, Skyclave Apparition, Static Prison, Witch Enchanter, Dovin's Veto.
- Role peers: Witch Enchanter is main-deck creature version; Get Lost hits enchantments plus creatures/planeswalkers but gives Maps.
- Failure modes: Cannot hit planeswalkers, creatures that are not artifacts/enchantments, or spells on the stack.
- Matchup / visibility hooks: Strong against artifact/enchantment engines and hate; dead against creature-only or spell-only opponents.

#### Kaya's Guile
- Deck role: sideboard, 1 copy, modal stabilizer and graveyard/edict bullet.
- Role type: modal utility; hate piece; lifegain/stabilization; sideboard bullet.
- Deck-specific job: Choose two modes, or all four with entwine {3}: each opponent sacrifices a creature, exile all opponents' graveyards, create a 1/1 flying Spirit, and gain 4 life.
- Timing: Bring when two or more modes matter: creature pressure plus graveyard, burn plus edict, or go-wide chip plus stabilization.
- Inputs / outputs: Costs {1}{W}{B}, plus optional {3} entwine; outputs chosen effects.
- Mode map: Edict mode is opponent-choice creature sacrifice; graveyard mode exiles all opponents' graveyards; token mode creates flying Spirit; life mode gains 4; entwine chooses all.
- Partners / packages: Rest in Peace, Surgical Extraction, Supreme Verdict, Sheoldred's Edict.
- Role peers: Sheoldred's Edict is cheaper; Rest in Peace is broader graveyard lock.
- Failure modes: Opponent chooses sacrificed creature; graveyard exile after flashback/delve costs are paid usually will not undo the spell.
- Matchup / visibility hooks: Strong against graveyard aggro, burn, and creature midrange.

#### Supreme Verdict
- Deck role: sideboard, 1 copy, uncounterable creature sweeper bullet.
- Role type: interaction-sweeper; sideboard bullet.
- Deck-specific job: Destroy each creature on the battlefield; the spell cannot be countered.
- Timing: Bring when creature boards outscale spot removal; cast when the wipe protects life, planeswalkers, or a future Jace line more than your own creatures matter.
- Inputs / outputs: Costs {1}{W}{W}{U}; outputs uncounterable destruction of each creature on the battlefield.
- Partners / packages: Toxic Deluge, Damn, Kaya's Guile, The Wandering Emperor, Solitude.
- Role peers: Toxic Deluge scales with life and kills through indestructible via -X/-X; Damn overload costs {2}{W}{W}.
- Failure modes: Kills your Baleful Strix, Psychic Frog, Orcish Bowmasters, Phelia, Palace Jailer, tokens, Solitude, and Subtlety.
- Matchup / visibility hooks: Premium against creature swarms and tempo; poor against creature-light control/combo.

#### Surgical Extraction
- Deck role: sideboard, 1 copy, targeted graveyard-name hate.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: Choose target card in a graveyard other than a basic land card; search that card's owner's graveyard, hand, and library for any number of same-name cards and exile them, then that player shuffles.
- Timing: Use after discard, removal, counterspells, or Kaya's Guile lines put a decisive nonbasic card into a graveyard; do not fire blindly on low-impact cards.
- Inputs / outputs: Costs {B/P}, paid with {B} or 2 life; outputs graveyard target exile plus same-name extraction from public/private zones.
- Partners / packages: Thoughtseize, Inquisition, Grief, Duress, counterspells, removal.
- Role peers: Rest in Peace is broad; Grafdigger's Cage prevents casting/entry; Kaya's Guile exiles all opponents' graveyards.
- Failure modes: Cannot target basic land cards; life payment matters against pressure; singletons reduce value unless the card is a commander-independent engine or combo piece.
- Matchup / visibility hooks: Strong versus graveyard combo and redundant combo decks; weak against diversified fair decks.

#### Dress Down
- Deck role: sideboard, 1 copy, flash creature-text suppression cantrip.
- Role type: hate piece; card selection; sideboard bullet.
- Deck-specific job: Flash enchantment that draws on entry, makes each creature lose its abilities, then sacrifices at the beginning of the end step.
- Timing: Bring for creature-combo, protection-text creatures, combat-keyword turns, and enters/ability-dependent boards; cast in the window where losing abilities changes combat or legality.
- Inputs / outputs: Costs {1}{U}; outputs a card draw, temporary ability removal from each creature, and end-step sacrifice.
- Partners / packages: Swords to Plowshares, Fatal Push, Long Goodbye, Toxic Deluge, Supreme Verdict, Tishana's Tidebinder.
- Role peers: Tishana's Tidebinder targets one activated/triggered ability and can blank a permanent; Nowhere to Run handles opposing hexproof/ward creatures.
- Failure modes: Affects your creatures too, including Baleful Strix deathtouch/flying, Psychic Frog abilities, Solitude lifelink, and token keywords.
- Matchup / visibility hooks: Strong against creature combo and combat math; weak versus planeswalker/spell control.

## Interaction Priorities

- Removal priority: Kill creatures or permanents that immediately threaten Jace, Wielder of Mysteries, Aminatou, the Fateshifter, life total, or a protected combo turn before spending answers on medium attackers. Use Fatal Push, Swords to Plowshares, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Snuff Out, Solitude, Damn, Toxic Deluge, The Wandering Emperor, Skyclave Apparition, Oath of Kaya, and Parallax Wave according to visible legal targets and costs.

- Targeting priority: Use clean targeted removal on single must-answer threats when targeting is legal, and save Sheoldred's Edict for hexproof, ward-taxed, protected, indestructible, or singular-board threats when the opponent controls few expendable permanents. Do not waste edict pressure into visible token clutter unless the sacrifice outcome is still acceptable.

- Exile priority: Prefer Swords to Plowshares, Solitude, Static Prison, Skyclave Apparition, and Palace Jailer-style exile effects against recursive threats, graveyard-dependent threats, or creatures whose death triggers matter. Card text check required before assuming the exact duration or return condition of Static Prison or Palace Jailer in a specific rules-engine state.

- Counter priority: Spend Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Tale's End, Stifle, Subtlety, and Tishana's Tidebinder on spells or abilities that change the race, break the combo plan, answer Jace, Wielder of Mysteries, remove Teferi, Time Raveler, or generate more value than the deck can answer later. Let low-impact cantrips, redundant bodies, and slow value plays resolve when holding interaction protects the actual closing window.

- Discard priority: Use Thoughtseize, Inquisition of Kozilek, Grief, and sideboard Duress to take the opponent's fastest clock when behind, their best permission or instant-speed answer when preparing Demonic Consultation or Tainted Pact, and their card-advantage engine when the game is stable. Do not take a narrow removal spell over a visible threat or counter unless the hand shows that removal is the only card stopping Jace, Wielder of Mysteries or Aminatou, the Fateshifter value.

- Bounce and tempo priority: Use Otawara, Soaring City, Subtlety, Tishana's Tidebinder, Stifle, Tale's End, Parallax Tide, and Parallax Wave to buy the exact turn needed for stabilization or combo protection, not as generic tempo when the opponent can replay the same threat profitably. Card text check required for Sink into Stupor, Momentum Breaker, and Fire Nation Occupation before treating them as removal, bounce, or tempo interaction.

- Bait rule: Lead with Brainstorm, Omen of the Sea, Baleful Strix, Orcish Bowmasters, Psychic Frog, or a removal spell before committing Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Wishclaw Talisman, Parallax Wave, or Parallax Tide when the opponent visibly has open mana and a stack fight is likely. If Teferi, Time Raveler is legal and likely to resolve, it can become the safer first commitment before the compact combo.

- Ignore rule: Ignore creatures that cannot attack profitably, planeswalkers with no visible threatening activation, and value permanents that do not beat the combo clock when the hand contains a protected Demonic Consultation or Tainted Pact path. Against fast creature starts, reverse this rule and answer board pressure before spending mana on selection.

## Combat And Trading Rules

- Preserve engine creatures when their text or enters-the-battlefield value matters more than damage. Baleful Strix should usually block because it replaces itself and trades up, but keep it available for Aminatou, the Fateshifter blink only when life total is stable and the engine value is immediate.

- Attack when pressure is the closing plan, especially with Psychic Frog, Orcish Bowmasters, Palace Jailer, The Wandering Emperor tokens, Creeping Tar Pit, or incidental creatures after the opponent is low on cards. Do not sit behind blockers forever if permission and discard have already constrained the opponent and the combo is not assembled.

- Block conservatively above ten life and urgently below six life. Above ten, protect Jace, Wielder of Mysteries, Teferi, Time Raveler, Aminatou, the Fateshifter, and high-value bodies unless a trade prevents a snowballing threat. Below six, trade almost any nonessential creature to prevent lethal setups, burn-range compression, or forced Toxic Deluge life payments.

- Trade removal for tempo against aggro and preserve removal for quality against control or combo. Against creature pressure, use Fatal Push, Swords to Plowshares, Long Goodbye, Snuff Out, Solitude, Damn, and Toxic Deluge early enough that Brainstorm, Omen of the Sea, and Lorien Revealed do not become too slow. Against slower decks, hold removal for threats that attack the combo, commander, or card-advantage axis.

- Protect Jace, Wielder of Mysteries as a win condition, not as a normal planeswalker. If Jace is in play without an immediate Demonic Consultation or Tainted Pact kill, block and remove attackers that can kill it before spending resources on opponent life total.

- Preserve Aminatou, the Fateshifter when a legal activation can blink Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, or Overlord of the Mistmoors for immediate value. Do not protect Aminatou at the cost of dying on board or losing a protected combo window.

- Use The Wandering Emperor as combat interaction when the engine exposes a legal timing that changes blocks, removes an attacker, or creates a surprise stabilizer. Avoid main-phase use if waiting preserves a stronger combat choice and does not risk losing access to the action.

- Treat Parallax Wave as a combat reset only when it prevents lethal, clears blockers for a closing attack, protects key creatures, or creates a safe planeswalker/combo turn. Card text check required before assuming exact exile-return sequencing with Aminatou, the Fateshifter or Phelia, Exuberant Shepherd.

- Do not pay life casually with Snuff Out or Toxic Deluge when the opponent's visible board can convert that life loss into lethal next turn. Pay life aggressively only when spending mana would prevent a counterspell, discard spell, combo commitment, or survival line from happening this turn.

## Selection And Tutor Rules

- Sequence selection after survival actions when public pressure is urgent. Fatal Push, Swords to Plowshares, Long Goodbye, Snuff Out, Solitude, Damn, Toxic Deluge, Sheoldred's Edict, Static Prison, or Get Lost should usually happen before Brainstorm, Omen of the Sea, Lorien Revealed, or Aminatou, the Fateshifter selection if the visible board threatens lethal, planeswalker death, or a forced bad block.

- Use Brainstorm with a shuffle or top-card tool when possible. Prefer casting Brainstorm before a fetchland activation from Polluted Delta, Flooded Strand, Marsh Flats, Scalding Tarn, Verdant Catacombs, Windswept Heath, Arid Mesa, Bloodstained Mire, Misty Rainforest, or Prismatic Vista when the hand contains dead cards, redundant lands, or a combo piece that must be hidden from discard. Without a shuffle, Brainstorm is still legal velocity, but avoid locking weak cards on top when the next turns require interaction.

- Time land drops after selection when the decision can improve mana. If a legal Brainstorm, Omen of the Sea, Lorien Revealed landcycling action, Eagles of the North action, Troll of Khazad-dum action, Sink into Stupor modal land choice, Boggart Trawler modal land choice, or Witch Enchanter modal land choice can reveal or create a better land decision, use it before playing a land unless immediate untapped mana is needed for Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, Mental Misstep, Force Spike, Spell Snare, Stern Scolding, or Daze.

- Tutor for the missing half of the compact finish only when the window is defensible. Demonic Tutor and Wishclaw Talisman should find Jace, Wielder of Mysteries when Demonic Consultation or Tainted Pact is already available, find Demonic Consultation or Tainted Pact when Jace is available and protectable, or find Teferi, Time Raveler, Force of Negation, Dovin's Veto, discard, or removal when protection or survival is the real bottleneck.

- Treat Wishclaw Talisman as a commitment card, not a casual value artifact. Activate it only when the searched card can be used before the opponent meaningfully benefits, when Teferi, Time Raveler constrains interaction, when discard has cleared the way, or when the opponent's next tutor access is less dangerous than waiting.

- Use Demonic Consultation and Tainted Pact as combo execution only after Jace, Wielder of Mysteries is legal on the battlefield or another engine-exposed draw-from-empty-library win is already present. Do not exile the library speculatively for value, and remember that two Island are registered, so Tainted Pact full-library lines require visible rules-engine legality and careful stop choices.

- Bottom or shuffle away low-impact cards according to the current role. Against pressure, prioritize finding cheap removal, untapped lands, Baleful Strix, Oath of Kaya, Toxic Deluge, Solitude, or The Wandering Emperor; against control or combo, prioritize Thoughtseize, Inquisition of Kozilek, Grief, permission, Teferi, Time Raveler, Demonic Tutor, Wishclaw Talisman, Jace, Wielder of Mysteries, Demonic Consultation, and Tainted Pact.

- Rebuy only high-leverage spells with Snapcaster Mage. Favor discard before a combo turn, removal before lethal combat, permission during a stack fight, or Brainstorm when a fetchland can clean up the hand. Do not spend Snapcaster Mage on a low-impact cantrip if graveyard timing, mana, or board pressure makes the body irrelevant.

- Use Aminatou, the Fateshifter selection to improve known top cards and protect key hand texture. Her draw-putback pattern is strongest with shuffle effects, miracle-free hand sculpting, and hiding combo pieces; do not activate for marginal smoothing if a blink of Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, or an Overlord permanent is the higher-impact legal action. Card text check required for Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Wan Shi Tong, Librarian, and the Overlord cards before using them as deterministic selection engines.

## Priority And Stack Rules

- Hold priority discipline around the compact finish. Cast or resolve Jace, Wielder of Mysteries only when the opponent is tapped low, Teferi, Time Raveler is constraining responses, discard has checked the hand, or enough permission is available to beat visible interaction; then execute Demonic Consultation or Tainted Pact only through legal engine actions.

- Spend permission on spells or abilities that change the game, not on harmless bait. Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Tale's End, Stifle, Subtlety, and Tishana's Tidebinder should answer threats to the combo, lethal pressure, opposing card-advantage engines, stack interaction, commander-breaking abilities, or must-stop graveyard/tutor effects.

- Let low-impact spells resolve when holding interaction protects a better window. Cantrips, small creatures, redundant removal, and slow engines may be acceptable if the hand is preparing Teferi, Time Raveler plus Jace, Wielder of Mysteries, a protected tutor chain, or an end-step interaction line.

- Use instant-speed removal before damage when the visible attack or block math matters. Swords to Plowshares, Fatal Push, Long Goodbye, Snuff Out, Solitude, Sheoldred's Edict, Get Lost, The Wandering Emperor, Otawara, Soaring City, and Subtlety should be fired in the combat window that prevents the most damage, saves Jace, Wielder of Mysteries or Aminatou, the Fateshifter, or converts a block into a favorable trade.

- Use discard during main phase before committing protected actions. Thoughtseize, Inquisition of Kozilek, Grief, and Duress should precede Demonic Tutor, Wishclaw Talisman, Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Parallax Wave, or Parallax Tide when the opponent has unknown cards and mana that could represent permission or removal.

- Respect graveyard timing and hate conflicts. Snapcaster Mage, Takenuma, Abandoned Mire, Kaya's Guile, Surgical Extraction, Rest in Peace, and Grafdigger's Cage can conflict in role; use graveyard recursion before deploying graveyard shutdown when both are legal, unless the opponent's graveyard is the immediate public problem.

- Treat optional payments and pitch spells as resource commitments. Pay life for Snuff Out, pitch to Force of Negation, Solitude, Subtlety, or Grief, and return a land for Daze only when the tempo gained protects life total, wins a stack fight, or enables the combo turn; decline optional costs when they strand Jace, Wielder of Mysteries, counterspell mana, or removal mana.

- Activate channel and utility lands at the latest useful window. Use Otawara, Soaring City, Eiganjo, Seat of the Empire, Takenuma, Abandoned Mire, and Creeping Tar Pit only when their legal action clearly improves the current turn cycle, because spending a land effect can reduce colored mana, expose a tapped land, or remove a future uncounterable line.

- Pass with a reason whenever interaction is available. A pass is correct when the opponent's spell does not matter, when removal is better after targets or attacks are declared, when permission must cover a stronger card, or when acting would weaken a protected combo turn. A pass is suspicious when public pressure is lethal soon, Jace is exposed, or a known must-counter spell is on the stack.

## Sideboard Map

- Sideboard identity: use the 10-card policy sideboard to sharpen the control half without diluting the Demonic Consultation, Tainted Pact, and Jace, Wielder of Mysteries finish. Add hate that directly answers public graveyard, creature, stack, artifact, enchantment, activated-ability, or combat-text problems; reduce slower value cards, uncertain text cards, and narrow removal when the opponent’s revealed plan makes them low-impact.

- Rest in Peace: bring it against graveyard engines, recursive creatures, escape-style pressure, reanimation, dredge-like decks, and strategies where graveyard count is a visible resource. It is bad when Snapcaster Mage, Takenuma, Abandoned Mire, Kaya's Guile, Surgical Extraction, or graveyard-fueled main-deck lines matter more than shutting the opponent down; if deployed, treat Snapcaster Mage as mostly a body unless legal text still offers useful play. Rest in Peace changes the role toward tap-down control: win with Jace, Wielder of Mysteries, planeswalkers, commander value, Palace Jailer, Creeping Tar Pit, or stabilized creature pressure rather than recursion.

- Grafdigger's Cage: bring it against creature-from-library, creature-from-graveyard, flashback-like, reanimation, and commander-adjacent engines only when the public archetype or revealed cards show that axis. It is bad when the opponent is a fair spell deck, when Rest in Peace is already sufficient and Cage adds little, or when the deck needs Snapcaster Mage flexibility and Cage conflicts with legal graveyard casting. Grafdigger's Cage is a low-mana shield, so prefer it when early turns are about surviving before permission is online.

- Surgical Extraction: bring it when a single named graveyard card, combo piece, recursive threat, or already-countered spell is likely to decide the game. It is bad as blind graveyard hate, bad against diversified fair decks, and bad when life payment or card disadvantage worsens pressure. Use it after Thoughtseize, Inquisition of Kozilek, Grief, removal, counterspells, or Kaya's Guile put a relevant card into the graveyard; do not fire it just because a card is legal to target.

- Kaya's Guile: bring it against graveyard decks, sacrifice-sensitive creature boards, go-wide pressure, and matchups where life total, edict pressure, and incidental graveyard control all matter. It is bad when the opponent has few creatures, no graveyard reliance, or when holding up cheap permission is more important than a modal midgame spell. Role changes: Kaya's Guile supports stabilizing control and buys time for Jace, Wielder of Mysteries rather than accelerating the combo.

- Duress: bring it against combo, control, planeswalker-heavy shells, sweepers, and stack-interaction decks where clearing a path matters. It is bad against creature-dense pressure with few noncreature hits, especially when Thoughtseize, Inquisition of Kozilek, Grief, Fatal Push, Swords to Plowshares, and sweepers are already needed. Use Duress before Demonic Tutor, Wishclaw Talisman, Teferi, Time Raveler, Jace, Wielder of Mysteries, Demonic Consultation, or Tainted Pact when the opponent has untapped mana and unknown cards.

- Dovin's Veto: bring it against control, combo, noncreature engines, planeswalkers, sweepers, and stack fights over the compact finish. It is bad against low-curve creature decks where the danger is mostly battlefield damage and combat math. Role changes: Dovin's Veto makes the combo turn more credible, so treat it as protection for Jace, Wielder of Mysteries or Teferi, Time Raveler rather than as a routine answer to the first legal spell.

- Disenchant: bring it against artifact or enchantment engines, prison permanents, graveyard hate that blocks Snapcaster Mage or Tainted Pact support lines, equipment-like pressure, and public permanents that stop Jace, Wielder of Mysteries from resolving or winning. It is bad when the opponent has few targets or when Get Lost, Skyclave Apparition, Static Prison, Oath of Kaya, or Teferi, Time Raveler already cover the relevant permanent class. Keep mana open for Disenchant only when a visible target or likely hate card matters more than developing Aminatou, the Fateshifter.

- Pithing Needle: bring it against commanders, planeswalkers, activated combo pieces, utility lands, equipment-adjacent engines, and permanents whose activated abilities are publicly central. It is bad when the opponent’s threats are static, triggered, spell-based, or too diverse to name confidently. Name only from revealed or commander-known information; do not invent hidden permanents. If legal action text asks for a name and the public commander is the clear engine, naming that commander is often the safest low-information line.

- Dress Down: bring it against creature-combo decks, enters-the-battlefield value chains, combat-keyword threats, token pump boards, protection-text creatures, and commanders whose creature text matters at instant speed. It is bad against spell combo, planeswalker control, and boards where removing abilities does not change attacks, blocks, or the combo race. Role changes: Dress Down is a tempo and rules-text interruption card, so hold it for the turn where it changes combat, stops a trigger, or protects a removal spell from creature text.

- Supreme Verdict: bring it against creature swarms, resilient aggro, creature-tempo shells, and boards where Toxic Deluge, Damn, Solitude, Swords to Plowshares, Fatal Push, and The Wandering Emperor are not enough. It is bad against creature-light control or combo and can be awkward when Baleful Strix, Psychic Frog, Orcish Bowmasters, Skyclave Apparition, Phelia, Exuberant Shepherd, Palace Jailer, or commander pressure is your own best clock. Role changes: Supreme Verdict pushes the deck into full control; plan to win after stabilization with Jace, Wielder of Mysteries, Teferi, Time Raveler, Aminatou, the Fateshifter value, or Creeping Tar Pit.

Graveyard combo or recursive graveyard midrange
Side in: Rest in Peace; Grafdigger's Cage; Surgical Extraction; Kaya's Guile
Cut: Nowhere to Run; Parallax Tide; Palace Jailer; Quantum Riddler

Creature swarm and battlefield pressure
Side in: Supreme Verdict; Kaya's Guile; Dress Down
Cut: Parallax Tide; Wishclaw Talisman; Quantum Riddler

Spell combo or permission control
Side in: Duress; Dovin's Veto; Pithing Needle
Cut: Fatal Push; Long Goodbye; Damn

Artifact, enchantment, or activated-permanent engine
Side in: Disenchant; Pithing Needle; Dovin's Veto
Cut: Snuff Out; Stern Scolding; Quantum Riddler

- Add role cards: against graveyard decks, prioritize Rest in Peace, Grafdigger's Cage, Surgical Extraction, and Kaya's Guile according to speed. Use Rest in Peace for broad shutdown, Grafdigger's Cage for cheap prevention, Surgical Extraction for single-card dependency, and Kaya's Guile when creature pressure and graveyard pressure are both visible.

- Add role cards: against creature decks, prioritize Supreme Verdict, Kaya's Guile, Dress Down, and existing main-deck removal. Reduce main-deck emphasis on slow tap-pressure permanents, uncertain text cards, and Wishclaw Talisman when giving the opponent a tutor window is dangerous.

- Add role cards: against control and combo, prioritize Duress, Dovin's Veto, Pithing Needle, and sometimes Surgical Extraction after discard or counters. Reduce main-deck emphasis on narrow creature removal that lacks targets, but keep cheap removal if the opponent’s commander or early creature engine must die.

- Add role cards: against artifact or enchantment decks, prioritize Disenchant and Pithing Needle, then Dovin's Veto if the dangerous cards are noncreature spells. Reduce main-deck emphasis on edicts and creature-only answers when public permanents, not combat damage, are the axis.

- Preserve combo density unless hate is mandatory. Do not weaken Demonic Tutor, Demonic Consultation, Tainted Pact, Jace, Wielder of Mysteries, Teferi, Time Raveler, or the key protection suite merely to add medium sideboard cards; the sideboard should make the combo safer or buy time, not create a slower deck with no closing plan.

## Matchup Guidance

- Aggro: Stabilize before sculpting. Keep hands with Esper mana plus one cheap answer such as Fatal Push, Swords to Plowshares, Long Goodbye, Snuff Out, Solitude, Sheoldred's Edict, Damn, Toxic Deluge, Static Prison, Nowhere to Run, or Oath of Kaya; mulligan hands that only offer Brainstorm, Omen of the Sea, Lorien Revealed, or slow value. Add role cards: Supreme Verdict, Kaya's Guile, and Dress Down when public pressure is creature-based. Reduce main-deck emphasis: Parallax Tide, Wishclaw Talisman, uncertain-text cards such as Quantum Riddler, and slow tap-out value when life total is already under attack. Use Baleful Strix, Psychic Frog, Orcish Bowmasters, Phelia, Exuberant Shepherd, Skyclave Apparition, Palace Jailer, The Wandering Emperor, and Creeping Tar Pit as blockers or pressure only when the visible board supports the trade.

- Control: Protect the compact finish instead of fighting every spell. Prioritize discard and stack interaction around Teferi, Time Raveler, Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Demonic Tutor, and Wishclaw Talisman. Add role cards: Duress, Dovin's Veto, Pithing Needle, and sometimes Surgical Extraction after discard or a counter creates a known graveyard target. Reduce main-deck emphasis: Fatal Push, Long Goodbye, Damn, Toxic Deluge, and other creature-only interaction when the opponent has few public creatures. Do not activate Wishclaw Talisman into an opponent with mana and unknown cards unless the same turn wins, Teferi, Time Raveler constrains interaction, or the legal line is otherwise forced.

- Combo: Trade for time, then win with protection. Keep discard, fast counters, and a credible clock or tutor; hands with only removal and no pressure or selection are risky unless the opponent's combo is creature-board dependent. Add role cards: Duress, Dovin's Veto, Pithing Needle, Surgical Extraction, Rest in Peace, Grafdigger's Cage, or Kaya's Guile according to the public axis. Reduce main-deck emphasis: narrow removal if no creature target class is visible, but keep Swords to Plowshares, Solitude, Sheoldred's Edict, and The Wandering Emperor when a commander or single creature is the engine. Spend Force of Negation, Daze, Force Spike, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Stifle, Tale's End, and Tishana's Tidebinder on the first spell or ability that changes the race, not on low-impact setup.

- Tempo: Preserve mana efficiency and avoid falling behind while sculpting. Cheap interaction is more important than maximum card advantage, so sequence untapped lands for Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, Spell Snare, Stern Scolding, Mental Misstep, Force Spike, and Daze. Add role cards: Duress or Dovin's Veto when the opponent's tempo plan is stack-heavy, and Supreme Verdict or Dress Down when the tempo plan is creature-heavy. Reduce main-deck emphasis: slow engines that require tapping low, especially Parallax Tide, Palace Jailer, Overlord of the Mistmoors, Overlord of the Floodpits, and Overlord of the Balemurk unless their legal action text gives immediate stabilization. Card text check required before assigning deterministic tempo roles to Momentum Breaker, Fire Nation Occupation, Cryogen Relic, Starting Town, and Quantum Riddler.

- Midrange: Win the resource exchange while preserving a clean closer. Use Thoughtseize, Inquisition of Kozilek, Grief, Baleful Strix, Snapcaster Mage, Orcish Bowmasters, Omen of the Sea, Palace Jailer, Aminatou, the Fateshifter, and The Wandering Emperor to trade into a position where Jace, Wielder of Mysteries plus Demonic Consultation or Tainted Pact is protected. Add role cards: Kaya's Guile, Supreme Verdict, Duress, Dovin's Veto, or Pithing Needle depending on whether the public problem is graveyard, board, planeswalker, commander, or spell density. Reduce main-deck emphasis: life-payment interaction such as Snuff Out and Toxic Deluge when life is the limiting resource, but keep them when answering one visible threat prevents more damage than the life paid.

- Big mana: Attack the payoff window, not only the mana. Use discard and permission on accelerants only when the visible game state shows the payoff will otherwise arrive before your combo, or when the legal spell is itself an engine. Add role cards: Duress, Dovin's Veto, Pithing Needle, Disenchant, and sometimes Surgical Extraction if a known payoff or engine card reaches the graveyard. Reduce main-deck emphasis: Fatal Push, Long Goodbye, Stern Scolding, and creature-only answers if the opponent's public threats are lands, artifacts, enchantments, planeswalkers, or high-cost spells. Parallax Tide can matter as mana denial only when legal action text and public board state make the tempo loss concrete; do not assume exact lock text beyond engine output.

- Graveyard decks: Identify whether the graveyard is the engine, a backup resource, or just incidental value. Add role cards: Rest in Peace for broad shutdown, Grafdigger's Cage for cheap prevention, Surgical Extraction for known single-card dependency, and Kaya's Guile when graveyard pressure and creatures both matter. Reduce main-deck emphasis: graveyard-dependent Snapcaster Mage lines if Rest in Peace is active or likely, and slow value that does not affect the graveyard race. Use Surgical Extraction only on a public graveyard card whose removal changes the opponent's visible plan; do not guess hidden copies or hidden dependencies.

- Artifact/enchantment decks: Answer the permanent class that actually constrains the game. Add role cards: Disenchant, Pithing Needle, Dovin's Veto, and sometimes Dress Down if creature text is part of the engine. Reduce main-deck emphasis: Snuff Out, Fatal Push, Long Goodbye, Sheoldred's Edict, and Damn when public noncreature permanents are the danger. Main-deck answers such as Get Lost, Skyclave Apparition, Static Prison, Oath of Kaya, Teferi, Time Raveler, and Witch Enchanter can help only when the engine exposes legal actions and legal targets; Card text check required for Witch Enchanter if the action label is unclear.

- Go-wide decks: Prioritize sweepers and life stabilization over one-for-one perfection. Toxic Deluge, Damn, Supreme Verdict, The Wandering Emperor, Kaya's Guile, Dress Down, Oath of Kaya, Solitude, and Baleful Strix are the key stabilizers. Add role cards: Supreme Verdict, Kaya's Guile, and Dress Down. Reduce main-deck emphasis: Wishclaw Talisman, Parallax Tide, and slow selection when the opponent can add lethal power before the tutor turn pays off. Do not fire Toxic Deluge for cosmetic cleanup; use it when the visible board threatens lethal, invalidates blocks, or forces too many one-for-one answers.

- Single-threat decks: Preserve the right answer for the protected threat. Swords to Plowshares, Solitude, Sheoldred's Edict, Get Lost, Static Prison, Skyclave Apparition, The Wandering Emperor, Subtlety, Tale's End, Stifle, Tishana's Tidebinder, and counterspells all matter depending on whether the threat is a creature, commander, trigger, activated ability, or spell. Add role cards: Pithing Needle for activated commanders or engines, Dress Down for creature text, Dovin's Veto for noncreature protection, and Kaya's Guile for edict pressure. Reduce main-deck emphasis: sweepers when one threat is the whole public plan, unless the opponent also deploys support creatures.

- Burn: Treat life total as a resource with a hard floor, not a cushion. Avoid unnecessary Snuff Out and Toxic Deluge payments, fetch/shock decisions, and Thoughtseize damage when Inquisition of Kozilek or permission can cover the same public problem. Add role cards: Kaya's Guile, Dovin's Veto, Duress, and Supreme Verdict only if creatures are part of the burn clock. Reduce main-deck emphasis: slow self-damaging lines and Wishclaw Talisman windows. Oath of Kaya, The Wandering Emperor, Solitude, Baleful Strix, and Creeping Tar Pit can buy time, but the pilot should still close quickly with Jace, Wielder of Mysteries rather than trying to win a long life-total exchange.

- Removal-heavy decks: Make their answers inefficient and protect the card that matters. Favor discard, permission, planeswalkers, Omen of the Sea, Brainstorm, Lorien Revealed, Snapcaster Mage, Wan Shi Tong, Librarian, Creeping Tar Pit, Aminatou, the Fateshifter, and the compact combo over leaning on one creature. Add role cards: Duress and Dovin's Veto against removal plus planeswalkers or sweepers, Pithing Needle against activated engines, and Rest in Peace or Surgical Extraction only if graveyard recursion is public. Reduce main-deck emphasis: creature-only pressure when removal density is visible. Card text check required before relying on Wan Shi Tong, Librarian, Metamorphosis Fanatic, Boggart Trawler, Eagles of the North, or Troll of Khazad-dum for exact resilience roles.

## Specific Matchup Notes
- General/archetype-only note: exact opponents are absent, so revealed cards, commander identity, public board texture, and rules-engine legal actions override these assumptions. Start from Esper control-combo discipline: trade only for threats that change the clock or block the Jace, Wielder of Mysteries finish, then close with Demonic Consultation, Tainted Pact, Demonic Tutor, Wishclaw Talisman, Teferi, Time Raveler, or protected pressure.

- Fast creature pressure: priority targets are early creatures that invalidate Baleful Strix, Psychic Frog, Orcish Bowmasters, or Creeping Tar Pit as stabilizers. Add role cards: Supreme Verdict, Kaya's Guile, Dress Down, and sometimes Pithing Needle if the public threat is an activated commander or engine. Reduce main-deck emphasis: Parallax Tide, Wishclaw Talisman windows, slow Overlord of the Mistmoors, Overlord of the Floodpits, Overlord of the Balemurk, and selection that does not answer lethal pressure. Preserve Swords to Plowshares, Fatal Push, Long Goodbye, Sheoldred's Edict, Get Lost, Static Prison, Solitude, Snuff Out, Damn, Toxic Deluge, The Wandering Emperor, and Oath of Kaya for threats that matter now.

- Spell-combo or control: priority targets are enablers, protection spells, and the first card that makes the opponent's kill deterministic from public information. Add role cards: Duress, Dovin's Veto, Surgical Extraction when a known graveyard card is central, and Pithing Needle when a visible activated permanent or commander is the engine. Reduce main-deck emphasis: creature-only removal such as Fatal Push, Long Goodbye, Snuff Out, and Damn when public threats are mostly stack-based. Spend Force of Negation, Daze, Force Spike, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Tale's End, Stifle, Subtlety, and Tishana's Tidebinder on tempo-critical spells, triggers, and abilities rather than bait.

- Graveyard engine: priority targets are public cards that convert the graveyard into mana, creatures, cards, or an immediate kill. Add role cards: Rest in Peace, Grafdigger's Cage, Surgical Extraction, and Kaya's Guile. Reduce main-deck emphasis: Snapcaster Mage lines if Rest in Peace is active or about to be used, and slow value cards that do not affect the graveyard clock. Surgical Extraction should hit a card already visible in a graveyard only when removing that exact card changes the opponent's public plan.

- Artifact, enchantment, or planeswalker engine: priority targets are permanents that constrain casting, combat, graveyards, targeting, or the combo finish. Add role cards: Disenchant, Pithing Needle, Dovin's Veto, and Dress Down if creature text is the engine. Reduce main-deck emphasis: removal that cannot target the public permanent class. Use Teferi, Time Raveler, Get Lost, Skyclave Apparition, Static Prison, Oath of Kaya, Witch Enchanter, and counterspells only through legal engine actions and visible targets.

- Midrange attrition: priority targets are cards that generate repeated value faster than Aminatou, the Fateshifter, Omen of the Sea, Brainstorm, Palace Jailer, Snapcaster Mage, Wan Shi Tong, Librarian, and The Wandering Emperor can recover. Add role cards: Duress, Dovin's Veto, Kaya's Guile, Pithing Needle, or Supreme Verdict based on the public permanent mix. Reduce main-deck emphasis: life-payment spells when life is the limiting resource, but keep Snuff Out or Toxic Deluge when the life paid prevents more damage than it costs.

## Risk Summary
- Mana risk: Esper requirements are tight because Thoughtseize, Inquisition of Kozilek, Fatal Push, Demonic Consultation, Tainted Pact, Swords to Plowshares, Teferi, Time Raveler, counterspells, and Jace, Wielder of Mysteries pull in different directions. Fetchlands and typed lands must prioritize untapped blue-black early, white removal by turn two or three, and double-blue access before committing to Jace, Wielder of Mysteries.

- Matchup risk: the deck can misassign role by playing pure control against inevitability or racing against faster pressure. Psychic Frog, Orcish Bowmasters, Baleful Strix, Palace Jailer, Creeping Tar Pit, and Aminatou, the Fateshifter should become pressure when the opponent is giving time but not inevitability.

- Draw risk: Brainstorm, Omen of the Sea, Lorien Revealed, Overlord of the Floodpits, and Wan Shi Tong, Librarian can consume turns that should answer public pressure. Keep selection hands only when mana and time are visible, not because selection might find both.

- Over-sideboarding risk: Rest in Peace, Grafdigger's Cage, Surgical Extraction, Kaya's Guile, Duress, Dovin's Veto, Disenchant, Pithing Needle, Dress Down, and Supreme Verdict must solve public problems without diluting Demonic Consultation, Tainted Pact, Jace, Wielder of Mysteries, and protection density.

- Graveyard risk: Rest in Peace and Grafdigger's Cage can weaken Snapcaster Mage and any graveyard-dependent legal action. Use them when the opponent's graveyard plan is stronger than your graveyard value.

- Sweeper/removal risk: Toxic Deluge, Damn, Supreme Verdict, Snuff Out, Solitude, and The Wandering Emperor can be mistimed into low-impact exchanges. Fire sweepers when the visible board threatens lethal, invalidates blocks, or demands too many one-for-one answers.

- Closer risk: Demonic Consultation, Tainted Pact, Wishclaw Talisman, and Jace, Wielder of Mysteries create dangerous commitment windows. Do not commit through visible open interaction, unresolved pressure, or a Wishclaw Talisman pass-back unless waiting is worse.

- Interaction risk: Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Stifle, Tale's End, and Tishana's Tidebinder lose value when spent on bait. Preserve them for cards that change the clock, break the combo, or create an engine.

- Sequencing risk: card text check required for Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Boggart Trawler, Witch Enchanter, Metamorphosis Fanatic, Eagles of the North, Troll of Khazad-dum, and the Overlord cards before deterministic reliance on exact modes or triggers.

## Test Feedback Checklist
- Result cause: For each loss, name one primary cause and one secondary cause from mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, card selection problem, card quantity problem, or closing-power problem.
- Win contributor: For each win, name the exact card, package, or tactical policy that most contributed, such as Jace, Wielder of Mysteries plus Demonic Consultation, Tainted Pact, discard information, permission tempo, creature-board stabilization, sideboard hate, or Aminatou, the Fateshifter value.
- Deciding factor: Identify whether the game turned on the compact Jace, Wielder of Mysteries finish, creature-board stabilization, permission tempo, Thoughtseize or Inquisition of Kozilek information, sideboard hate, commander value, or failure to close after gaining control.
- Mulligan review: Record whether the opener had Esper mana, an early play, and a credible path to interaction or velocity; flag keeps that relied on Brainstorm, Omen of the Sea, Lorien Revealed, or Overlord of the Floodpits without enough time to use them.
- Mana review: Track whether fetchlands and typed lands found colors for Thoughtseize, Inquisition of Kozilek, Fatal Push, Swords to Plowshares, counterspells, and Jace, Wielder of Mysteries; note when Daze, Snuff Out, Solitude, Force of Negation, or Subtlety stressed the same resource base.
- Velocity review: Ask whether Brainstorm, Omen of the Sea, Lorien Revealed, Snapcaster Mage, Overlord of the Floodpits, and Wan Shi Tong, Librarian found action fast enough, or whether selection consumed turns that should have answered public pressure.
- Engine review: Review every Aminatou, the Fateshifter activation and ask whether blinking Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, Overlord of the Balemurk, Overlord of the Floodpits, or Overlord of the Mistmoors produced immediate value.
- Removal review: Check whether Fatal Push, Long Goodbye, Get Lost, Nowhere to Run, Static Prison, Sheoldred's Edict, Damn, Toxic Deluge, The Wandering Emperor, Snuff Out, and Solitude matched the public threat type and clock.
- Stack review: Record whether Force Spike, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force of Negation, Mental Misstep, Spell Snare, Stern Scolding, Wash Away, Stifle, Tale's End, and Tishana's Tidebinder were spent on tempo-critical cards or low-impact bait.
- Sideboard review: Ask whether Rest in Peace, Grafdigger's Cage, Surgical Extraction, Kaya's Guile, Duress, Dovin's Veto, Disenchant, Pithing Needle, Dress Down, and Supreme Verdict answered public problems without diluting Demonic Consultation, Tainted Pact, and Jace, Wielder of Mysteries.
- Closing review: Note whether Demonic Tutor, Wishclaw Talisman, Demonic Consultation, Tainted Pact, Teferi, Time Raveler, and Jace, Wielder of Mysteries were sequenced with enough protection, and whether Wishclaw Talisman gave the opponent a dangerous window.
- Role review: Decide whether the deck correctly shifted between control, tempo, combo, and attrition; flag games where Psychic Frog, Orcish Bowmasters, Baleful Strix, Palace Jailer, or Creeping Tar Pit should have pressured instead of merely blocking.
- Mistake review: Identify any pass with legal interaction available, any cantrip before an urgent removal spell, any unnecessary life payment, any delayed land drop, and any commitment to Demonic Consultation or Tainted Pact through visible open interaction.
- Stranded-card review: Record cards stuck because of mana, timing, target absence, graveyard conflict, or board texture, especially Parallax Wave, Parallax Tide, Metamorphosis Fanatic, Boggart Trawler, Eagles of the North, Troll of Khazad-dum, Sink into Stupor, and Witch Enchanter.
- Text-uncertainty review: Keep tuning conclusions conditional for Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, and Starting Town until Card text check required is resolved by actual rules-engine behavior.

## First Tuning Questions
- Mana tuning: Are Bleachbone Verge, Floodfarm Verge, Gloomlake Verge, Deserted Beach, Glacial Fortress, Shipwreck Marsh, Creeping Tar Pit, and tapped typed lands costing too many early interaction windows, or are fetchlands plus Underground Sea, Tundra, Scrubland, Watery Grave, Hallowed Fountain, Godless Shrine, Raffine's Tower, Meticulous Archive, Shadowy Backstreet, and Undercity Sewers producing stable Esper access?
- Combo density: Does the deck find Jace, Wielder of Mysteries, Demonic Consultation, Tainted Pact, Demonic Tutor, and Wishclaw Talisman often enough, or are games being controlled without a reliable finish?
- Protection density: Are Force of Negation, Daze, Mana Leak, Memory Lapse, No More Lies, Lose Focus, Force Spike, Spell Snare, Stern Scolding, Wash Away, Tale's End, Stifle, Tishana's Tidebinder, and Teferi, Time Raveler enough to protect the finish against open mana?
- Aggro plan: Are Fatal Push, Swords to Plowshares, Long Goodbye, Snuff Out, Solitude, Sheoldred's Edict, Damn, Toxic Deluge, Oath of Kaya, Static Prison, The Wandering Emperor, Baleful Strix, Orcish Bowmasters, Psychic Frog, and Supreme Verdict enough to survive fast creature starts without overloading life payments?
- Control plan: Are Thoughtseize, Inquisition of Kozilek, Grief, Duress, Dovin's Veto, and the permission suite producing enough information and tempo, or does the deck need more threats that close before the opponent recovers?
- Velocity balance: Are Brainstorm, Omen of the Sea, Lorien Revealed, Overlord of the Floodpits, Snapcaster Mage, Wan Shi Tong, Librarian, and Aminatou, the Fateshifter improving card quality, or delaying necessary interaction?
- Commander package: Do Aminatou, the Fateshifter blink lines with Baleful Strix, Oath of Kaya, Skyclave Apparition, Palace Jailer, Solitude, Subtlety, and the Overlord cards win material games, or are they too slow against the field?
- Sideboard slots: Which of Rest in Peace, Grafdigger's Cage, Surgical Extraction, Kaya's Guile, Duress, Dovin's Veto, Disenchant, Pithing Needle, Dress Down, and Supreme Verdict changed actual outcomes, and which were stranded or redundant?
- Role conflict: Are Parallax Wave, Parallax Tide, Phelia, Exuberant Shepherd, Palace Jailer, and The Wandering Emperor supporting stabilization, or pulling the deck away from the compact combo-control plan?
- Closing power: When Jace, Wielder of Mysteries is unavailable or unsafe, are Psychic Frog, Orcish Bowmasters, Palace Jailer, Creeping Tar Pit, Overlord of the Mistmoors, Overlord of the Balemurk, and Overlord of the Floodpits sufficient to end games?
- Uncertain-card tuning: Do not tune around Quantum Riddler, Fire Nation Occupation, Cryogen Relic, Momentum Breaker, Starting Town, Boggart Trawler, Witch Enchanter, Eagles of the North, Troll of Khazad-dum, or Metamorphosis Fanatic until logs show exact legal actions and impact.

## Veles Tactical Policy

### Policy: Opening Keep Gate
Priority: High
Decision families: mulligan
Cards: Thoughtseize; Inquisition of Kozilek; Fatal Push; Swords to Plowshares; Brainstorm; Omen of the Sea; Jace, Wielder of Mysteries; Demonic Consultation; Tainted Pact
Phase windows: opening hand, mulligan decisions.
Runtime cues: prompt:mulligan, visible opening hand, commander available.
Use when: deciding whether a hand has Esper mana, an early play, and either interaction or velocity before public pressure can snowball.
Avoid when: the hand has no stable land plan, only tapped mana against fast pressure, or only late cards with no legal early action.
Instructions: Keep hands with two or more mana sources, access to blue plus either black or white, and a one- or two-mana interaction/selection spell. Treat Brainstorm, Omen of the Sea, Lorien Revealed, and Overlord of the Floodpits as support, not as the whole keep rationale, when the opponent can pressure early.
Pilot skill floor: baseline.
No-API allowed: no
Light-model allowed: yes

### Policy: Early Esper Setup
Priority: Medium
Decision families: mana
Cards: Underground Sea; Tundra; Scrubland; Watery Grave; Hallowed Fountain; Godless Shrine; Raffine's Tower; Meticulous Archive; Shadowy Backstreet; Undercity Sewers; Polluted Delta; Flooded Strand; Marsh Flats; Prismatic Vista
Phase windows: turns one through three, land play and fetch decisions.
Runtime cues: action:play, action:activate, visible hand color requirements.
Use when: selecting the first land, fetch target, or typed land to unlock discard, removal, counterspells, and Jace, Wielder of Mysteries.
Avoid when: the engine exposes a mandatory payment or exact spell action already selected; use payment-specific legal actions then.
Instructions: Prioritize untapped blue-black when discard or Demonic Consultation lines matter, untapped white when Swords to Plowshares or Fatal Push plus white follow-up is needed, and avoid spending life on shock lands when public pressure makes life total the limiting resource.
Pilot skill floor: baseline.
No-API allowed: no
Light-model allowed: yes

### Policy: Exact Legal Mana Payment
Priority: Low
Decision families: mana
Cards: none
Phase windows: any cost-payment prompt.
Runtime cues: action:pay
Use when: exactly one legal action text pays the full pending cost and no alternate legal payment action is displayed.
Avoid when: two or more legal payment actions spend different colored sources, life, exile cards, or tempo resources.
Instructions: Submit the displayed payment action exactly; do not invent source substitutions or reserve mana the rules engine has not offered.
Pilot skill floor: baseline.
No-API allowed: yes
Light-model allowed: yes

### Policy: Combo Commitment Gate
Priority: High
Decision families: priority; selection; interaction
Cards: Jace, Wielder of Mysteries; Demonic Consultation; Tainted Pact; Demonic Tutor; Wishclaw Talisman; Teferi, Time Raveler; Force of Negation; Daze; Mana Leak; No More Lies; Lose Focus
Phase windows: main phases, end steps, protected priority windows.
Runtime cues: action:cast Jace, Wielder of Mysteries, action:cast Demonic Consultation, action:cast Tainted Pact, action:activate Wishclaw Talisman.
Use when: deciding whether to start the compact library-exile finish or tutor for a combo piece.
Avoid when: opponent has visible open interaction, an unresolved stack threat, lethal pressure requiring removal first, or Wishclaw Talisman would give the opponent an immediate dangerous activation window.
Instructions: Commit only when Jace, Wielder of Mysteries is on board or can be protected, the engine exposes the follow-up legal actions, and waiting risks losing more than acting. Prefer Teferi, Time Raveler or discard/counter backup before Demonic Consultation or Tainted Pact when the opponent can interact.
Pilot skill floor: expert.
No-API allowed: no
Light-model allowed: yes

### Policy: Tainted Pact Combo Resolution
Priority: High
Decision families: selection
Cards: Tainted Pact; Jace, Wielder of Mysteries
Phase windows: resolving Tainted Pact with a self-library win condition visible.
Runtime cues: action:exile, action:continue, action:put into hand
Use when: Jace, Wielder of Mysteries is visible under your control and the current Tainted Pact prompt offers continue/exile choices from your library.
Avoid when: Jace, Wielder of Mysteries is not visible under your control, replacement effects are unresolved, or stopping on a revealed card is required to survive.
Instructions: Continue exiling while the visible win condition requires an empty or near-empty library; stop only if the legal prompt shows a card whose immediate use is necessary and the combo line is no longer the selected plan.
Pilot skill floor: expert.
No-API allowed: no
Light-model allowed: yes

### Policy: Permission Spend Gate
Priority: High
Decision families: interaction; priority
Cards: Force of Negation; Daze; Mana Leak; Memory Lapse; No More Lies; Lose Focus; Force Spike; Mental Misstep; Spell Snare; Stern Scolding; Wash Away; Tale's End; Stifle; Tishana's Tidebinder
Phase windows: opponent cast/activate triggers, stack response windows, combo-protection windows.
Runtime cues: action:cast, action:counter, action:activate
Use when: deciding whether to counter, tax, stifle, or bind a visible spell, ability, or trigger.
Avoid when: the visible object is low impact, can be answered by cheaper removal later, or spending the permission exposes Jace, Wielder of Mysteries or the next turn to a higher-impact threat.
Instructions: Spend permission on tempo-critical threats, opposing protection, hate pieces, lethal pressure, and interaction aimed at your combo. Preserve free permission for protected finish turns unless the current stack object changes the game immediately.
Pilot skill floor: advanced.
No-API allowed: no
Light-model allowed: yes

### Policy: Removal Match Gate
Priority: High
Decision families: interaction; priority
Cards: Fatal Push; Swords to Plowshares; Long Goodbye; Get Lost; Nowhere to Run; Static Prison; Sheoldred's Edict; Damn; Toxic Deluge; The Wandering Emperor; Snuff Out; Solitude
Phase windows: main phases, combat, end steps, lethal-prevention windows.
Runtime cues: action:cast Fatal Push, action:cast Swords to Plowshares, action:cast Toxic Deluge, action:cast Solitude
Use when: selecting removal against public creatures, commanders, planeswalkers, or pressure pieces.
Avoid when: a cheaper visible answer covers the same threat and the broader answer is needed for a known permanent type, or life payment from Snuff Out or Toxic Deluge moves you into lethal range.
Instructions: Match narrow removal to early threats, exile or edict recursive/indestructible-looking threats only when legal text supports it, and save sweepers for boards where one-for-one trading cannot stabilize.
Pilot skill floor: advanced.
No-API allowed: no
Light-model allowed: yes

### Policy: Exact Target Opponent Discard
Priority: Medium
Decision families: interaction; selection
Cards: Thoughtseize; Inquisition of Kozilek; Grief; Duress
Phase windows: discard resolution, revealed-hand prompt.
Runtime cues: action:target opponent
Use when: the legal action text names the opponent as the only selectable player for Thoughtseize, Inquisition of Kozilek, Grief, or Duress.
Avoid when: multiple target players or copied effects are legal.
Instructions: Choose the legal opponent target exactly, then use light-model reasoning for the revealed-card selection if more than one card can be taken.
Pilot skill floor: baseline.
No-API allowed: yes
Light-model allowed: yes

### Policy: Revealed-Hand Take Choice
Priority: High
Decision families: selection; interaction
Cards: Thoughtseize; Inquisition of Kozilek; Grief; Duress
Phase windows: discard choice after legal reveal.
Runtime cues: prompt:choose card, visible revealed hand.
Use when: choosing which legal revealed card to remove.
Avoid when: the rules engine shows only one legal card; exact action submission may be deterministic.
Instructions: Take the card that beats the current role: interaction against combo setup, pressure against low life or weak board, card advantage against attrition, and mana development only when the opponent is visibly constrained.
Pilot skill floor: advanced.
No-API allowed: no
Light-model allowed: yes

### Policy: Aminatou Value Activation Gate
Priority: Medium
Decision families: priority; selection
Cards: Aminatou, the Fateshifter; Baleful Strix; Oath of Kaya; Skyclave Apparition; Palace Jailer; Solitude; Subtlety; Overlord of the Balemurk; Overlord of the Floodpits; Overlord of the Mistmoors
Phase windows: main phases with planeswalker activation available.
Runtime cues: action:activate Aminatou, the Fateshifter, action:target
Use when: choosing whether to activate Aminatou, the Fateshifter and what permanent to blink or manipulate.
Avoid when: activating exposes Aminatou to immediate loss without material gain, removes a needed blocker before combat, or targets a permanent whose return timing is unclear.
Instructions: Prefer activations that immediately draw, remove, reset, or create a blocker. Route target choice through light-model unless the legal action names a single target permanent.
Pilot skill floor: advanced.
No-API allowed: no
Light-model allowed: yes

### Policy: Early Board Stabilizer Deployment
Priority: Medium
Decision families: priority; combat
Cards: Baleful Strix; Orcish Bowmasters; Psychic Frog; Oath of Kaya; Skyclave Apparition; Static Prison
Phase windows: early main phases, precombat stabilization turns.
Runtime cues: action:cast Baleful Strix, action:cast Orcish Bowmasters, action:cast Psychic Frog, action:cast Oath of Kaya
Use when: deciding whether to deploy the first creature or stabilizing permanent before holding up interaction.
Avoid when: holding up a visible counter/removal action is required to stop lethal or a known combo turn.
Instructions: Cast Baleful Strix or Psychic Frog when a blocker plus card flow changes combat, cast Orcish Bowmasters into visible draw pressure or small creatures, and deploy Oath of Kaya or prison-style removal when the public board demands immediate life/tempo stabilization.
Pilot skill floor: baseline.
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Pressure Conversion
Priority: Medium
Decision families: combat
Cards: Psychic Frog; Orcish Bowmasters; Baleful Strix; Palace Jailer; Creeping Tar Pit; The Wandering Emperor
Phase windows: declare attackers, declare blockers, planeswalker combat turns.
Runtime cues: prompt:declare attackers, prompt:declare blockers, action:attack, action:block
Use when: choosing attacks or blocks after the deck has stabilized or needs to race.
Avoid when: trading off the only blocker opens lethal, attacking loses monarch defense from Palace Jailer, or a creature is needed for a known follow-up line.
Instructions: Attack when pressure shortens the clock without sacrificing stabilization; block when preserving life and planeswalkers matters more than incremental damage. Treat Baleful Strix as a defensive card unless the opponent cannot punish the attack.
Pilot skill floor: advanced.
No-API allowed: no
Light-model allowed: yes

### Policy: Tutor Selection Gate
Priority: High
Decision families: selection; priority
Cards: Demonic Tutor; Wishclaw Talisman; Demonic Consultation; Tainted Pact; Jace, Wielder of Mysteries; Force of Negation; Teferi, Time Raveler; Toxic Deluge; Swords to Plowshares
Phase windows: tutor resolution, main phase setup, emergency search lines.
Runtime cues: action:search, prompt:choose card, action:activate Wishclaw Talisman
Use when: selecting a card from library or choosing whether to activate a tutor effect.
Avoid when: Wishclaw Talisman passes control before the found card can be used safely, or a public threat requires immediate board action before tutoring.
Instructions: Find Jace, Wielder of Mysteries or a library-exile spell when protected combo is available; find removal, sweeper, or permission when survival or protection is the bottleneck.
Pilot skill floor: expert.
No-API allowed: no
Light-model allowed: yes

### Policy: Cantrip And Selection Timing
Priority: Medium
Decision families: selection; priority
Cards: Brainstorm; Omen of the Sea; Lorien Revealed; Snapcaster Mage; Overlord of the Floodpits; Wan Shi Tong, Librarian
Phase windows: main phases, end steps, response windows with spare mana.
Runtime cues: action:cast Brainstorm, action:cast Omen of the Sea, action:cycle, action:cast Snapcaster Mage
Use when: deciding whether to spend mana on card quality instead of holding interaction.
Avoid when: a public threat must be answered now, a counterspell window is expected this turn, or the selection spell would consume the only needed color.
Instructions: Use selection to hit land drops, assemble combo, or find interaction only when the turn can afford it. Keep Brainstorm stronger with shuffle effects when visible, but do not delay urgent answers for theoretical card quality.
Pilot skill floor: advanced.
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard And Hate Sideboard Gate
Priority: High
Decision families: sideboard; interaction
Cards: Rest in Peace; Grafdigger's Cage; Surgical Extraction; Kaya's Guile; Snapcaster Mage; Takenuma, Abandoned Mire
Phase windows: sideboarding, early main phases, graveyard response windows.
Runtime cues: sideboard:graveyard, action:cast Rest in Peace, action:cast Surgical Extraction
Use when: opponent game actions or matchup label show graveyard dependency, recursion, reanimation, escape, delve, or library-search-to-graveyard plans.
Avoid when: hate conflicts with your own Snapcaster Mage or Takenuma, Abandoned Mire without materially disrupting the opponent.
Instructions: Bring and deploy graveyard hate when it attacks the opponent's engine more than it taxes your own recursion. Prefer Surgical Extraction when a key card is already in a public graveyard; prefer Rest in Peace or Grafdigger's Cage when broad prevention matters.
Pilot skill floor: advanced.
No-API allowed: no
Light-model allowed: yes

### Policy: Artifact Enchantment Planeswalker Hate
Priority: Medium
Decision families: sideboard; interaction
Cards: Disenchant; Pithing Needle; Dress Down; Dovin's Veto; Get Lost; Skyclave Apparition; Static Prison
Phase windows: sideboarding, main phases, response windows.
Runtime cues: sideboard:permanent, action:cast Disenchant, action:cast Pithing Needle, action:cast Dress Down
Use when: public matchup information or visible permanents show artifacts, enchantments, activated abilities, creature text, or noncreature spells that the main deck answers poorly.
Avoid when: adding reactive hate lowers combo density against a deck that does not present those permanent types or stack fights.
Instructions: Use Disenchant for visible artifact/enchantment pressure, Pithing Needle for commander or permanent abilities with known names, Dress Down for creature-text windows, and Dovin's Veto for noncreature stack battles.
Pilot skill floor: advanced.
No-API allowed: no
Light-model allowed: yes

### Policy: Sweeper And Attrition Sideboard Gate
Priority: Medium
Decision families: sideboard; interaction; combat
Cards: Supreme Verdict; Kaya's Guile; Toxic Deluge; Damn; The Wandering Emperor; Solitude
Phase windows: sideboarding, main phase sweep decisions, combat recovery turns.
Runtime cues: sideboard:creature, action:cast Supreme Verdict, action:cast Kaya's Guile
Use when: opponent presents wide boards, resilient creature pressure, or combat states where one-for-one removal falls behind.
Avoid when: your board is the current clock and the opponent is not presenting lethal or card-advantage pressure.
Instructions: Add Supreme Verdict and Kaya's Guile against creature decks that demand reset effects; preserve the combo core unless the matchup is decided entirely by surviving the board.
Pilot skill floor: advanced.
No-API allowed: no
Light-model allowed: yes
