# Strategy Specifications
## Deck Name And Archetype
Garth One-Eye is a five-color Commander deck built from a validated 100-card main deck and a 0-card sideboard. Treat `Garth One-Eye` as the commander and the tactical center of a rogue/hybrid five-color shell: part mana-engine combo deck, part multicolor tribal payoff deck, and part big-spell control deck. The submitted tags are `combo` and `tribal`; the duplicated `combo,tribal` tag should be normalized to those two strategic labels.

The registered list is singleton except for basic lands, which is structurally appropriate for Commander. The deck contains repeated basic names only: `Forest`, `Island`, `Mountain`, and `Swamp`; all nonbasic lands and nonland cards appear as one-ofs. Sideboard count is 0, so all sideboard and post-board guidance must explicitly say there are no executable sideboard swaps unless a future deck registration adds a sideboard.

The deck is not a stock Commander precon plan even though many cards come from Commander products. Pilot it as a rogue five-color multicolor-matters deck whose core pressure comes from `Garth One-Eye`, mana smoothing, domain or WUBRG payoffs, and high-impact threats such as `Scion of Draco`, `Knight of New Alara`, `Niv-Mizzet, Guildpact`, `Maelstrom Archangel`, `The Kami War`, `Door to Nothingness`, and `Coalition Victory`. Runtime decisions should not assume a known metagame script or a solved commander archetype.

Mana legality and execution are the primary deck concerns. The list asks for all five colors early and often, including cards and engines that reward or require WUBRG access: `Garth One-Eye`, `Jegantha, the Wellspring`, `Cascading Cataracts`, `Crystal Quarry`, `Timeless Lotus`, `Chromatic Lantern`, `Prismatic Omen`, `Path to the World Tree`, `Door to Nothingness`, and `Coalition Victory`. Keep decisions must heavily weight color access, not just total land count.

Role discipline matters because the deck can draw the wrong half. Early turns should prioritize legal mana development from cards such as `Search for Tomorrow`, `Farseek`, `Explore`, `Growth Spiral`, `Cultivate`, `Kodama's Reach`, `Migration Path`, `Explosive Vegetation`, `Arcane Signet`, `Fellwar Stone`, `Coalition Relic`, `Chromatic Lantern`, and `Timeless Lotus`. Midgame decisions should shift toward stabilizing with `Terminate`, `Path to Exile`, `Prismatic Ending`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Duneblast`, `Time Wipe`, `Merciless Eviction`, `Iridian Maelstrom`, or `Lavalanche` before committing fragile win pieces into visible pressure.

Opponent information status is currently unknown. The guide must reason from visible board state, public zones, commander identities when available, and legal actions supplied by the rules engine; it must not infer hidden cards, exact interaction, or matchup labels that are not in the runtime context. When opponent examples are needed later, cards not in this registration must be kept in prose or prefixed as `opponent:` inside policy card fields.

## Thesis
Garth One-Eye assembles five-color mana first, then converts WUBRG access into oversized multicolor payoffs, commander-created resources, and a small number of deterministic endgame threats. The deck wins by stabilizing long enough for cards such as `Garth One-Eye`, `Scion of Draco`, `Knight of New Alara`, `Niv-Mizzet, Guildpact`, `Maelstrom Archangel`, `The Kami War`, `Primeval Spawn`, `Two-Headed Hellkite`, `Door to Nothingness`, or `Coalition Victory` to become legal, protected, and decisive. Prioritize color completeness, untapped timing, and survival over early chip damage.

The deck is not trying to play fair two-color Commander, curve out with generic attackers, or spend interaction on every medium threat. It should avoid hands that produce several mana but cannot reach missing colors, and it should avoid committing `Door to Nothingness`, `Coalition Victory`, `Maelstrom Nexus`, or expensive creatures before the board and stack make that commitment credible. When the rules engine exposes a legal WUBRG payoff, verify battlefield requirements, available colors, opponent pressure, and visible interaction before choosing a flashy line.

The primary plan is ramp into five-color fixing, then choose the payoff that matches the public game state. Use `Search for Tomorrow`, `Farseek`, `Explore`, `Growth Spiral`, `Cultivate`, `Kodama's Reach`, `Migration Path`, `Explosive Vegetation`, `Arcane Signet`, `Fellwar Stone`, `Coalition Relic`, `Chromatic Lantern`, `Timeless Lotus`, `Prismatic Omen`, `Cascading Cataracts`, and `Crystal Quarry` to reach stable WUBRG. Use `Terminate`, `Path to Exile`, `Prismatic Ending`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Time Wipe`, `Duneblast`, `Merciless Eviction`, `Iridian Maelstrom`, and `Lavalanche` to buy the turns needed for those engines to matter.

The tactical priority is to make legal actions future-proof. Favor land and mana lines that preserve the rarest color, keep removal available against lethal or commander-centric threats, and sequence taplands so later turns can cast double-action turns or hold `Syncopate`. Treat unknown or newer card text on `Great Divide Guide`, `Infinite Guideline Station`, and `Shinestriker` as conditional until runtime text is visible: Card text check required.

## Role Package
- Threats: `Garth One-Eye`, `Scion of Draco`, `Rienne, Angel of Rebirth`, `Knight of New Alara`, `Niv-Mizzet, Guildpact`, `Bringer of the Blue Dawn`, `Bringer of the White Dawn`, `Frost Titan`, `Primeval Spawn`, `Two-Headed Hellkite`, `O-Kagachi, Vengeful Kami`, `Maelstrom Archangel`, `Omnath, Locus of All`, `Omnath, Locus of Creation`, `Bringer of the Green Dawn`, `Fallaji Wayfarer`, and `Jenson Carthalion, Druid Exile` are the battlefield bodies that turn five-color mana into pressure. Deploy them after mana is stable or after a removal spell has cleared the blocker, threat, or commander that would punish tapping out.

- Payoffs: `Door to Nothingness`, `Coalition Victory`, `Maelstrom Nexus`, `Invasion of Alara`, `The Kami War`, `Chromanticore`, `Iridian Maelstrom`, `Unite the Coalition`, `Lavalanche`, and `Prismatic Undercurrents` are the cards that justify the five-color shell. Commit these only when legal actions and visible state support the payoff; `Coalition Victory` and `Door to Nothingness` especially require exact battlefield and mana verification before selection.

- Engines: `Garth One-Eye`, `Jegantha, the Wellspring`, `Faeburrow Elder`, `Path to the World Tree`, `Prismatic Omen`, `Chromatic Lantern`, `Timeless Lotus`, `Cascading Cataracts`, `Crystal Quarry`, `Maelstrom Nexus`, and `Tiller Engine` are the main repeatable or structural engines. Protect these engines from unnecessary trades because the deck’s expensive cards become much weaker without five-color access.

- Velocity: `Explore`, `Growth Spiral`, `Solemn Simulacrum`, `Migration Path`, `Path to the World Tree`, `Sultai Charm`, `Naya Charm`, `Bringer of the Blue Dawn`, and `Invasion of Alara` provide cards, selection, or mana acceleration that keeps the deck from stalling. Prefer velocity when life total and board state are stable; prefer removal when visible attackers or commander damage create a short clock.

- Interaction: `Terminate`, `Path to Exile`, `Prismatic Ending`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Syncopate`, `Duneblast`, `Merciless Eviction`, `Time Wipe`, `Iridian Maelstrom`, `Lavalanche`, and `Unite the Coalition` are the answer suite. Spend single-target answers on commanders, combo pieces, lethal attackers, or permanents blocking a decisive payoff; save sweepers for boards where one-for-one removal cannot reset the race.

- Protection: `Surrak Dragonclaw`, `Rienne, Angel of Rebirth`, `Naya Charm`, `Time Wipe`, and careful priority use of `Syncopate` are the practical protection package. Protect a committed engine or win condition only when it is already advancing the game; do not spend protection to preserve replaceable ramp creatures if a higher-impact payoff is coming.

- Recursion: `Rienne, Angel of Rebirth`, `Bringer of the White Dawn`, `Naya Charm`, and `Time Wipe` can recover material or rebuy a board position, subject to exact legal modes and targets. Use recursion to recover a high-impact multicolor creature or artifact engine, not merely to generate small value while behind on board.

- Mana: The mana module includes `Command Tower`, `Mana Confluence`, `Exotic Orchard`, `Elegant Parlor`, `Cinder Glade`, `Sunken Hollow`, `Stormcarved Coast`, `Arcane Sanctum`, `Mystic Monastery`, `Murmuring Bosk`, `Frontier Bivouac`, `Canopy Vista`, `Prairie Stream`, `Sandsteppe Citadel`, `Smoldering Marsh`, `Opulent Palace`, `Temple of Abandon`, `Steam Vents`, `Crumbling Necropolis`, `Jungle Shrine`, `Rocky Tar Pit`, `Nomad Outpost`, `Savage Lands`, `Seaside Citadel`, `Evolving Wilds`, basics, and the ramp/fixing spells. Sequence this module to hit WUBRG before seven-plus-mana threats.

- Sideboard modules: There is no sideboard. Do not propose executable sideboard swaps for this registration; any matchup adaptation must come from mulligans, sequencing, threat selection, and interaction discipline within the 100-card main deck.

## Primary Win Conditions
- `Door to Nothingness` is the cleanest deterministic kill when the engine exposes enough mana and the activation is legal. Prioritize this line after `Chromatic Lantern`, `Prismatic Omen`, `Timeless Lotus`, `Cascading Cataracts`, `Crystal Quarry`, `Jegantha, the Wellspring`, or `Faeburrow Elder` makes exact WUBRG payment credible; delay it when tapping out dies to visible pressure or when removal on the artifact is likely from public information.

- `Coalition Victory` is a rules-check win, not a hopeful cast. Choose this line only when legal action text and visible state confirm you control a land of each basic land type and a creature of each color, with enablers such as `Prismatic Omen`, `Chromatic Lantern`, `Cascading Cataracts`, `Crystal Quarry`, `Scion of Draco`, `Chromanticore`, `Niv-Mizzet, Guildpact`, `Maelstrom Archangel`, or `Omnath, Locus of All` helping satisfy the public requirements; if any requirement is uncertain, do not commit.

- `Maelstrom Nexus`, `Maelstrom Archangel`, `Invasion of Alara`, and `Garth One-Eye` create the highest-ceiling value-combo path when the deck has time. Prioritize this path against slower boards after mana is fixed, then convert free spells, copied effects, or large follow-up plays into a decisive board; treat every generated or copied action from `Garth One-Eye` as conditional on exact runtime legal text.

- `Scion of Draco`, `Knight of New Alara`, `Rienne, Angel of Rebirth`, `Surrak Dragonclaw`, `Two-Headed Hellkite`, `Primeval Spawn`, `O-Kagachi, Vengeful Kami`, `Bringer of the Blue Dawn`, `Bringer of the Green Dawn`, `Bringer of the White Dawn`, `Frost Titan`, and `Niv-Mizzet, Guildpact` win through oversized multicolor combat. Use this line when the battlefield is stable, sweepers have cleared blockers, or `Surrak Dragonclaw` makes a creature commitment harder to punish.

- `Lavalanche`, `Unite the Coalition`, `Iridian Maelstrom`, `Merciless Eviction`, `Duneblast`, `Time Wipe`, and `The Kami War` win by resetting or breaking parity before a finisher. Prioritize this path when opponents are ahead on creatures or engines; preserve your best post-sweeper threat when a legal `Duneblast` or `Time Wipe` line exposes that choice.

## Secondary Win Conditions
- Use `Omnath, Locus of Creation`, `Omnath, Locus of All`, `Tiller Engine`, `Solemn Simulacrum`, `Path to the World Tree`, `Explore`, `Growth Spiral`, `Migration Path`, `Explosive Vegetation`, and `Cultivate` to keep making land drops and convert stalled turns into inevitability. This backup plan matters when the primary payoff is removed or the hand has fixing but no immediate kill.

- Use `Chromanticore`, `Scion of Draco`, `Fallaji Wayfarer`, `Jenson Carthalion, Druid Exile`, `Shinestriker`, and `Great Divide Guide` as pressure only when their legal text and board role are visible. `Shinestriker` and `Great Divide Guide`: Card text check required, so treat them as conditional attackers or utility pieces until Veles sees exact actions.

- Use recursion and recovery from `Rienne, Angel of Rebirth`, `Bringer of the White Dawn`, `Naya Charm`, and `Time Wipe` to rebuild after removal. Prefer returning a five-color payoff, artifact engine, or creature that immediately changes the race over rebuying a small body.

- Use `Naya Charm`, `Sultai Charm`, `Unite the Coalition`, `Lavalanche`, and commander-generated legal actions as reach only when the rules engine exposes exact modes, targets, and damage. Do not assume lethal burn; count visible life totals, blockers, prevention, and available mana before selecting a damage line.

## Emergency Lines
- When behind on life, spend `Path to Exile`, `Terminate`, `Mythos of Nethroi`, `Prismatic Ending`, `Sultai Charm`, or `Syncopate` on the threat that shortens the clock fastest. Stop pursuing `Door to Nothingness` or `Coalition Victory` until the next combat step is survivable.

- When behind on board, look first for `Duneblast`, `Merciless Eviction`, `Time Wipe`, `Iridian Maelstrom`, `Lavalanche`, or `The Kami War`. If no sweeper is legal, trade creatures conservatively and preserve enough mana to cast removal during the most relevant priority window.

- When behind on cards, prioritize `Bringer of the Blue Dawn`, `Sultai Charm`, `Naya Charm`, `Path to the World Tree`, `Solemn Simulacrum`, `Invasion of Alara`, and legal `Garth One-Eye` value actions over low-impact combat. Do not spend the last interactive card unless it prevents lethal, protects a winning engine, or removes a must-answer permanent.

- When behind on mana or colors, choose fixing over spectacle. Fetch or ramp toward missing colors with `Search for Tomorrow`, `Farseek`, `Cultivate`, `Kodama's Reach`, `Migration Path`, `Explosive Vegetation`, `Evolving Wilds`, `Rocky Tar Pit`, `Chromatic Lantern`, `Prismatic Omen`, `Cascading Cataracts`, and `Crystal Quarry` before selecting expensive WUBRG payoffs.

- When win conditions are removed, pivot to resilient creature pressure and recursive value. Protect `Rienne, Angel of Rebirth`, `Bringer of the White Dawn`, `Niv-Mizzet, Guildpact`, `Two-Headed Hellkite`, or `Primeval Spawn` if one can end the game through combat before a second combo setup appears.

## Resource Model
- Life is a spendable buffer only when it unlocks decisive mana or prevents a worse tempo loss. Use `Mana Confluence`, shock-style untapped choices from `Steam Vents`, and attacks that expose life total only when they enable a stabilizing spell, a WUBRG payoff, or a faster `Door to Nothingness` or `Coalition Victory` setup.

- Hand size is the deck's main hedge against singleton variance. Preserve flexible cards such as `Naya Charm`, `Sultai Charm`, `Unite the Coalition`, `Mythos of Nethroi`, and `Syncopate` until Veles shows a mode, target, or stack window that solves a current problem; do not cash them in for low-impact value while mana is still developing.

- Mana is the primary resource and the main bottleneck. Convert early turns into colors through `Farseek`, `Search for Tomorrow`, `Explore`, `Growth Spiral`, `Cultivate`, `Kodama's Reach`, `Migration Path`, `Explosive Vegetation`, `Fellwar Stone`, `Arcane Signet`, `Coalition Relic`, `Chromatic Lantern`, `Prismatic Omen`, `Faeburrow Elder`, `Jegantha, the Wellspring`, and `Timeless Lotus`; treat seven-plus-mana threats as rewards for fixing, not as excuses to skip it.

- Board material should either defend life, produce mana, or threaten a payoff. `Solemn Simulacrum`, `Tiller Engine`, `Fallaji Wayfarer`, `Jenson Carthalion, Druid Exile`, `Faeburrow Elder`, and `Omnath, Locus of Creation` are more valuable when they keep land drops, colors, or future mana open than when they trade into replaceable attackers.

- Graveyard value exists but is not the deck's first engine. Consider `Naya Charm`, `Rienne, Angel of Rebirth`, `Bringer of the White Dawn`, and legal `Garth One-Eye` actions as recovery tools after removal or sweepers; do not rely on graveyard lines unless the relevant card and legal target are visible.

- Exile is mostly a public-result zone and a warning signal. Track what `Merciless Eviction`, `The Kami War`, `Path to Exile`, `Prismatic Ending`, and opponent effects have removed, because exiled payoffs cannot be assumed recoverable.

- Lands are both fixing and combo infrastructure. Prioritize keeping enough lands for `Coalition Victory` checks, `Door to Nothingness` activation, and `Cascading Cataracts` or `Crystal Quarry` filtering; avoid sacrificing or fetching casually if a land-type or color requirement would become uncertain.

- Sacrifice fodder is minimal in this registration. Do not treat creatures as disposable unless a visible legal action explicitly asks for a sacrifice and the creature is lower value than the life, mana, or board position being preserved.

- Tempo is fragile because many lands enter tapped and many spells cost five or more. Use cheap interaction like `Path to Exile`, `Terminate`, `Prismatic Ending`, `Mythos of Nethroi`, and `Syncopate` to buy time for fixing; use sweepers when one card recovers multiple lost turns.

- Information should change commitment timing. Commit to `Door to Nothingness`, `Coalition Victory`, `Maelstrom Nexus`, `Maelstrom Archangel`, or a Bringer only after visible mana, stack, blockers, and known interaction make waiting worse or the line currently decisive.

- Sideboard bullets do not exist for this list. All matchup adaptation must come from mulligans, sequencing, interaction priority, commander timing, and choosing which main-deck payoff to protect.

## Mana Guide
- Keep hands that can make at least three mana and at least three relevant colors by turn three or four. A strong keep has two or more lands plus `Search for Tomorrow`, `Farseek`, `Explore`, `Growth Spiral`, `Fellwar Stone`, `Arcane Signet`, or `Chromatic Lantern`; a risky keep needs visible green access or a clear path to WUBRG.

- Mulligan hands with only tapped lands and no early fixer when the first spell is expensive. The deck can recover from one fewer card better than from missing green, white, black, blue, or red before its five-color payoffs become legal.

- Sequence green first when choices are close. `Farseek`, `Cultivate`, `Kodama's Reach`, `Migration Path`, `Explosive Vegetation`, `Explore`, and `Growth Spiral` turn green into the rest of the deck, while `Chromatic Lantern` and `Prismatic Omen` later smooth exact requirements.

- Play tapped tri-lands early unless an untapped land enables immediate ramp or removal. `Arcane Sanctum`, `Mystic Monastery`, `Frontier Bivouac`, `Sandsteppe Citadel`, `Opulent Palace`, `Crumbling Necropolis`, `Jungle Shrine`, `Nomad Outpost`, `Savage Lands`, and `Seaside Citadel` are best on turns where no one-mana or two-mana legal action is being sacrificed.

- Use utility lands for exact WUBRG rather than ordinary casting when possible. `Cascading Cataracts`, `Crystal Quarry`, `Command Tower`, `Mana Confluence`, `Exotic Orchard`, and `Path to the World Tree` are high-value because they bridge `Door to Nothingness`, `Coalition Victory`, `Niv-Mizzet, Guildpact`, `Chromanticore`, `Maelstrom Archangel`, and the Bringers.

- Choose fetches and ramp targets to repair missing colors first. `Evolving Wilds`, `Rocky Tar Pit`, `Farseek`, `Cultivate`, `Kodama's Reach`, `Migration Path`, and `Explosive Vegetation` should normally find the color pair that unlocks the most stranded cards, then preserve basic-land-type diversity for `Coalition Victory` and domain-style checks.

- Play land before draw when mana this turn is already required. If casting `Explore`, `Growth Spiral`, or a draw mode could change the correct land drop and no immediate spell depends on the current land, draw first; if holding up `Path to Exile`, `Terminate`, `Syncopate`, or a required ramp spell, make the land drop first.

- Preserve untapped colored sources for interaction when under pressure. Do not tap the only white for `Path to Exile`, black-red for `Terminate`, scalable colors for `Prismatic Ending`, or blue for `Syncopate` unless the proactive spell stabilizes or advances a near-win.

- Treat `Mana Flare` as a commitment gate, not routine ramp. Cast it only when Veles-visible sequencing lets this deck use the mana first or better, because it can accelerate opponents into interaction or lethal pressure.

## Mulligan Guide
- Strong keep: keep three lands with at least one green source plus `Farseek`, `Cultivate`, `Kodama's Reach`, `Search for Tomorrow`, `Explore`, or `Growth Spiral`, especially when one land is `Command Tower`, `Mana Confluence`, `Exotic Orchard`, `Cascading Cataracts`, or `Crystal Quarry`. This hand converts early mana into WUBRG and can later choose between `Garth One-Eye`, `Niv-Mizzet, Guildpact`, `Maelstrom Archangel`, `Coalition Victory`, or `Door to Nothingness`.

- Medium keep: keep two lands plus `Arcane Signet`, `Fellwar Stone`, `Coalition Relic`, or `Chromatic Lantern` when the lands already cast the accelerator or the hand has a cheap stabilizer such as `Path to Exile`, `Terminate`, `Prismatic Ending`, `Sultai Charm`, or `Syncopate`. This hand is acceptable if it reaches three mana on schedule and has a visible route to green or artifact fixing.

- Risky keep: consider two tapped lands plus `Explore` or `Growth Spiral` only on the draw or against slower visible opponents, because the cantrip-ramp spell may fail if the third land is not found. Consider one-land hands only when that land casts `Search for Tomorrow` and the rest of the hand contains multiple lands or cheap mana actions after the search resolves; otherwise ship.

- Automatic ship: mulligan zero-land, one-land without `Search for Tomorrow`, six-plus-mana spell piles without early mana, hands with only colorless or nonfunctional mana, and hands that cannot cast any legal spell before turn four. A hand of `Primeval Spawn`, `Bringer of the Blue Dawn`, `Bringer of the White Dawn`, `Bringer of the Green Dawn`, `The Kami War`, `Iridian Maelstrom`, and two awkward lands is not a plan unless the lands plus visible accelerants actually unlock it.

- Matchup-dependent keep: keep interaction-heavy hands with `Path to Exile`, `Terminate`, `Mythos of Nethroi`, `Prismatic Ending`, `Naya Charm`, or `Syncopate` against fast creature or commander-pressure starts if mana still develops. Against slower decks, favor hands with `Prismatic Omen`, `Chromatic Lantern`, `Maelstrom Nexus`, `Timeless Lotus`, or `Garth One-Eye` access over narrow removal.

- Play/draw adjustment: on the play, require earlier mana certainty because tapped tri-lands cost tempo and missed development snowballs. On the draw, tolerate one extra tapped land or one speculative draw-ramp card if the hand has at least two lands and a concrete turn-two or turn-three action.

- Trap hand: do not keep flashy WUBRG payoffs without WUBRG infrastructure. `Door to Nothingness`, `Coalition Victory`, `Chromanticore`, `Niv-Mizzet, Guildpact`, `Scion of Draco`, and `Maelstrom Archangel` are rewards for fixing, not reasons to keep a hand that cannot cast ramp, removal, or commander.

## Turn Arc
- Turn 1: play the tapped land that fixes the most future colors unless `Search for Tomorrow` is legal. Prioritize `Command Tower`, `Mana Confluence`, `Exotic Orchard`, `Arcane Sanctum`, `Mystic Monastery`, `Frontier Bivouac`, `Sandsteppe Citadel`, `Opulent Palace`, `Crumbling Necropolis`, `Jungle Shrine`, `Nomad Outpost`, `Savage Lands`, or `Seaside Citadel` according to stranded colors; hold untapped white, black-red, or blue only when Veles shows immediate `Path to Exile`, `Terminate`, `Prismatic Ending`, or `Syncopate` relevance.

- Turn 2: cast the cheapest fixing that preserves the next land drop. Prefer `Farseek`, `Explore`, `Growth Spiral`, `Arcane Signet`, or `Fellwar Stone`; use `Prismatic Ending`, `Path to Exile`, or `Terminate` only when the visible threat will punish waiting or block future mana development.

- Turn 3: turn three should create durable mana or stop a snowball. Prefer `Cultivate`, `Kodama's Reach`, `Coalition Relic`, `Chromatic Lantern`, `Prismatic Omen`, `Solemn Simulacrum`, `Faeburrow Elder`, or `Jenson Carthalion, Druid Exile` when legal; deviate into `Sultai Charm`, `Naya Charm`, `Syncopate`, or `Mythos of Nethroi` when the stack or battlefield demands interaction.

- Turns 4-5: commit the first major engine only after mana and board state justify it. Prefer `Garth One-Eye`, `Omnath, Locus of Creation`, `Niv-Mizzet, Guildpact`, `Rienne, Angel of Rebirth`, `Knight of New Alara`, `Maelstrom Nexus`, or `Maelstrom Archangel` when protected by tempo or redundancy; cast `Duneblast`, `Time Wipe`, `Merciless Eviction`, `Iridian Maelstrom`, or `Lavalanche` instead when the board is already ahead against you.

- Turns 4-5 deviation: do not cast `Mana Flare` merely because it is legal. Use it only when the current turn or next visible line converts the extra mana into a decisive spell, protected commander sequence, `Timeless Lotus`, `Door to Nothingness`, or a sweeper before opponents use the mana better.

- Late game: pivot from development into decisive WUBRG payoffs. Check legal action text and visible resources for `Door to Nothingness`, `Coalition Victory`, `Primeval Spawn`, `The Kami War`, `Bringer of the Blue Dawn`, `Bringer of the White Dawn`, `Bringer of the Green Dawn`, `O-Kagachi, Vengeful Kami`, `Two-Headed Hellkite`, `Unite the Coalition`, and `Chromanticore`; hold interaction when a single opponent stack action or attacker can undo the commitment.

- Late-game recovery: when behind, trade one high-cost spell for multiple opposing resources before chasing combo. `Merciless Eviction`, `Duneblast`, `Time Wipe`, `Iridian Maelstrom`, `Lavalanche`, and flexible charm modes should stabilize first; after stabilization, rebuild with legal `Garth One-Eye` actions, `Bringer of the White Dawn`, `Naya Charm`, `Rienne, Angel of Rebirth`, or fresh card advantage.

## Card Roles
- `Garth One-Eye`: Treat the commander as the deck's flexible late-game engine, not a turn-three vanity play. Cast `Garth One-Eye` when mana can support follow-up interaction or when the table has spent removal; activate only through legal engine prompts and choose the generated spell that answers the current visible problem, advances cards, rebuilds, or creates pressure. Do not assume a previously used Garth option remains available unless Veles exposes it.

- `Jegantha, the Wellspring`: Use `Jegantha, the Wellspring` as WUBRG support for expensive five-color turns, especially when `Door to Nothingness`, `Coalition Victory`, `Niv-Mizzet, Guildpact`, `Chromanticore`, or commander recasts are realistic. Do not expose it early into removal if ordinary ramp already curves cleanly.

- `Arcane Signet`, `Fellwar Stone`, `Coalition Relic`, `Chromatic Lantern`, `Timeless Lotus`, and `Obsidian Obelisk`: Prioritize these as durable fixing before flashy payoffs. `Chromatic Lantern` and `Timeless Lotus` are commitment-level mana engines; protect them when they unlock WUBRG or ten-mana turns. `Obsidian Obelisk` is commander-focused fixing and pressure support; cast it when it accelerates `Garth One-Eye` or turns the commander into a relevant body.

- `Farseek`, `Search for Tomorrow`, `Cultivate`, `Kodama's Reach`, `Migration Path`, `Explosive Vegetation`, `Explore`, and `Growth Spiral`: Use these as the deck's safest early plan. Prefer green ramp over tapped-land-only development when legal, because the deck's best cards require multiple colors and high mana. Use `Explore` and `Growth Spiral` before land drop when the extra land decision matters; use `Migration Path` cycling only when land development is already solved or the hand needs a new card more than more mana.

- `Path to the World Tree`, `Prismatic Omen`, `Cascading Cataracts`, `Crystal Quarry`, `Mana Confluence`, and `Command Tower`: Treat these as color-quality anchors. `Path to the World Tree` is early fixing first and a late WUBRG sink only when Veles shows the activation and the board state can absorb the mana spend. `Prismatic Omen`, `Cascading Cataracts`, and `Crystal Quarry` increase the reliability of `Coalition Victory`, `Door to Nothingness`, and five-color spells; do not waste turns using them if a cheaper ramp spell fixes the same immediate bottleneck.

- `Faeburrow Elder`, `Jenson Carthalion, Druid Exile`, `Fallaji Wayfarer`, and `Tiller Engine`: Use creature-based development when the battlefield is not hostile to small utility creatures. `Faeburrow Elder` scales with multicolor permanents and can jump into WUBRG turns. `Jenson Carthalion, Druid Exile` supports five-color casting and can become a payoff if legal triggers appear. `Fallaji Wayfarer` and `Tiller Engine` require Card text check required; use them conditionally from visible legal actions, favoring lines that improve fixing or convert land entries into tempo.

- `Scion of Draco`, `Chromanticore`, `Knight of New Alara`, `Rienne, Angel of Rebirth`, and `Maelstrom Archangel`: These are multicolor threat-package cards. Cast `Scion of Draco` when domain or fixing makes it efficient and when its board text improves existing multicolor creatures. Use `Chromanticore` as a stabilizing threat or aura only when legal text and board state make the mode safe. `Knight of New Alara` rewards a creature-heavy board but is fragile alone. `Rienne, Angel of Rebirth` is best when multicolor creatures are already exposed to removal or combat. `Maelstrom Archangel` is a high-risk payoff; commit it only when connecting is plausible or it must demand an answer.

- `Niv-Mizzet, Guildpact`, `Omnath, Locus of All`, `Omnath, Locus of Creation`, and `Prismatic Undercurrents`: Use these as card-advantage or resource engines after mana is stable. `Niv-Mizzet, Guildpact` rewards a spread of color pairs; cast it when it can immediately pressure or draw into gas. `Omnath, Locus of All` and `Omnath, Locus of Creation` ask for exact color and land sequencing; follow legal trigger and mana prompts rather than assuming value. `Prismatic Undercurrents` needs Card text check required; treat it as conditional multicolor payoff only when legal action text identifies a useful draw or drain pattern.

- `Maelstrom Nexus`, `Invasion of Alara`, `The Kami War`, `Primeval Spawn`, `Bringer of the Blue Dawn`, `Bringer of the White Dawn`, `Bringer of the Green Dawn`, `Two-Headed Hellkite`, and `O-Kagachi, Vengeful Kami`: These are expensive payoff commitments. `Maelstrom Nexus` should precede a meaningful follow-up spell, not pass the turn with no pressure. `Invasion of Alara` and `The Kami War` are value engines whose targets and chapter effects must follow visible legal choices. Use the Bringers and `Primeval Spawn` when the table cannot punish a tap-out or when their ongoing value beats holding interaction. `Two-Headed Hellkite` and `O-Kagachi, Vengeful Kami` are pressure closers; attack only into blocks that preserve the strategic threat.

- `Coalition Victory` and `Door to Nothingness`: Treat these as deterministic win-attempt gates that require exact visible legality. Do not tutor, tap, or expose mana toward them unless Veles confirms the relevant colors, permanents, targets, and activation/cast windows. If opponents have open interaction or a visible lethal crackback, delay unless waiting loses the game.

- `Terminate`, `Path to Exile`, `Prismatic Ending`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Unite the Coalition`, `Lavalanche`, and `Syncopate`: These are flexible interaction slots. Use cheap removal on commanders, combo creatures, or threats that block your mana development. Scale `Prismatic Ending`, `Mythos of Nethroi`, `Unite the Coalition`, and `Lavalanche` only when the extra colors or mana materially change the exchange. Use `Syncopate` sparingly for stack actions that stop a win, protect a payoff, or prevent a major tempo loss.

- `Iridian Maelstrom`, `Duneblast`, `Merciless Eviction`, and `Time Wipe`: These are reset buttons, not routine plays. Cast a sweeper when it catches multiple opposing resources, protects a future five-color turn, or prevents lethal pressure. Prefer `Duneblast` when preserving one visible creature wins the rebuild; prefer `Merciless Eviction` when exile or permanent-type selection matters; use `Time Wipe` when returning a key creature is better than a clean wipe. `Iridian Maelstrom` requires exact text awareness from Veles because five-color and multicolor permanents may be treated differently.

- `Surrak Dragonclaw` and `Shinestriker`: Use `Surrak Dragonclaw` to force through creature-based turns or protect combat from counterplay when legal timing supports it. `Shinestriker` needs Card text check required; treat it as conditional combat or lifegain support only when the rules engine exposes relevant legal actions.

- Lands as roles: tri-lands such as `Arcane Sanctum`, `Mystic Monastery`, `Frontier Bivouac`, `Sandsteppe Citadel`, `Opulent Palace`, `Crumbling Necropolis`, `Jungle Shrine`, `Nomad Outpost`, `Savage Lands`, and `Seaside Citadel` are color smoothing, not tempo. Shock/check/battle-style lands such as `Steam Vents`, `Deserted Beach`, `Cinder Glade`, `Canopy Vista`, `Prairie Stream`, `Sunken Hollow`, and `Smoldering Marsh` should be sequenced around whether they enter untapped. `Evolving Wilds`, `Rocky Tar Pit`, basics, and `Murmuring Bosk` should fetch or provide the missing color that unlocks the next legal spell, not the color that looks abstractly scarce.

## Interaction Priorities

- Stop immediate wins first: Use `Syncopate`, `Path to Exile`, `Terminate`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Unite the Coalition`, or `Merciless Eviction` on a visible spell or permanent that threatens a combo finish, lethal combat, commander-damage kill, or lock before spending interaction on value engines.

- Remove mana denial and color denial second: Kill or exile pieces that prevent WUBRG access before protecting a medium threat, because `Coalition Victory`, `Door to Nothingness`, `Maelstrom Nexus`, `Invasion of Alara`, `The Kami War`, and the Bringers all depend on stable five-color mana.

- Counter high-impact stack actions with `Syncopate`: Save `Syncopate` for a spell that beats the current board, removes a committed payoff, or stops a win attempt. Do not spend it on routine ramp or card draw unless the opponent is clearly bottlenecked and the tempo denial protects a decisive five-color turn.

- Exile recursive, indestructible, graveyard, or commander threats when possible: Prefer `Path to Exile`, `Prismatic Ending`, and `Merciless Eviction` over destroy effects when the visible threat can return, survive destruction, or repeatedly pressure `Garth One-Eye`, `Faeburrow Elder`, `Jenson Carthalion, Druid Exile`, or a payoff creature.

- Use destroy effects for tempo threats and blockers: `Terminate` and `Mythos of Nethroi` are best against creatures or permanents that attack your life total, block a key attack, or threaten a utility creature. Spend them earlier against fast creature decks and later against slower decks where a single commander or engine card matters more.

- Use modal interaction by board texture: Choose `Sultai Charm`, `Naya Charm`, and `Unite the Coalition` modes only from visible legal actions. Prioritize removal or tap/combat modes when under pressure, recursion or card flow when stable, and exact lethal setup when a legal attack or direct-damage line is visible.

- Sweep only for material or survival: Cast `Iridian Maelstrom`, `Duneblast`, `Time Wipe`, or `Merciless Eviction` when the exchange resets multiple opposing resources, prevents lethal pressure, or preserves your better rebuild. Prefer `Duneblast` when one retained creature dominates, `Time Wipe` when returning a key creature matters, and `Merciless Eviction` when exile or permanent-type selection is the reason to act.

- Ignore low-impact creatures when your clock or combo path is better: Do not spend premium interaction on small attackers, mana creatures after they have already produced value, or nonlethal utility permanents if the next turn can cast `Maelstrom Nexus`, resolve `Niv-Mizzet, Guildpact`, activate `Door to Nothingness`, or set up `Coalition Victory`.

- Bait interaction with replaceable engines before fragile finishers: Lead with `Solemn Simulacrum`, `Explore`, `Migration Path`, `Path to the World Tree`, or a mid-tier threat before committing `Maelstrom Archangel`, `Door to Nothingness`, `Coalition Victory`, `Maelstrom Nexus`, or a Bringer when opponents have open mana and visible interaction windows.

- Discard and bounce decisions are conditional: The registered list has no obvious dedicated discard spell and only conditional bounce through cards such as `Time Wipe` or modal effects; choose discard or bounce only when the rules engine exposes that legal action and the visible target is a win piece, removal answer, or tempo bottleneck.

## Combat And Trading Rules

- Protect mana creatures before trading: Avoid sending `Faeburrow Elder`, `Jenson Carthalion, Druid Exile`, `Fallaji Wayfarer`, or `Tiller Engine` into combat unless the attack is clearly safe, lethal, or no longer needed for color production. Losing a fixer often costs more than the combat damage gained.

- Attack with payoff creatures when the hit changes the game: `Maelstrom Archangel`, `Two-Headed Hellkite`, `O-Kagachi, Vengeful Kami`, `Primeval Spawn`, and the Bringers should attack when blocks are favorable, when damage forces lethal pressure, or when their combat trigger or postcombat position is worth the exposure. Hold them back when a crackback kills you or a smaller creature can absorb the same block.

- Use multicolor anthem and support cards conservatively: `Knight of New Alara`, `Rienne, Angel of Rebirth`, `Scion of Draco`, and `Chromanticore` can make combat explosive, but they are not excuses to trade away the whole board. Prefer attacks that keep at least one engine or payoff alive unless the trade opens lethal, removes an opposing commander, or protects a combo turn.

- Stabilize life totals against fast decks: Below roughly 15 life against creature-heavy boards, value blocking and removal over developing slow engines. Below roughly 8 life, preserve blockers and spend interaction before tapping out for `Maelstrom Nexus`, `Door to Nothingness`, or expensive card-advantage creatures unless the legal action wins immediately.

- Trade small creatures for time when fixing is solved: Once WUBRG and enough mana are secured, `Solemn Simulacrum`, incidental tokens, and outclassed utility creatures may block to preserve life or planeswalker/battle pressure. Do not trade `Garth One-Eye` or a key five-color enabler unless survival requires it.

- Force creature-combat decks to overextend: Against go-wide or commander-damage pressure, take early nonlethal hits if doing so improves `Duneblast`, `Time Wipe`, `Iridian Maelstrom`, or `Merciless Eviction`. Block earlier only when the clock is short or the sweeper is not visible.

- Race slower control only after interaction is accounted for: Against removal-heavy or counter-heavy opponents, attack with one meaningful threat while holding back enough material to rebuild. Use `Surrak Dragonclaw` when legal timing supports a creature commitment through counterplay; Card text check required for any `Shinestriker` combat role.

- Do not expose deterministic-win permanents to unnecessary combat math: If `Coalition Victory` or `Door to Nothingness` is close, block to preserve the required life and board position rather than pushing chip damage. Combat becomes secondary once a visible legal win attempt is one turn away.

## Selection And Tutor Rules

- Fix missing colors before chasing power: Use `Search for Tomorrow`, `Farseek`, `Cultivate`, `Kodama's Reach`, `Explosive Vegetation`, and `Migration Path` to complete WUBRG access, with priority on the color currently blocking `Garth One-Eye`, `Invasion of Alara`, `Maelstrom Nexus`, `Door to Nothingness`, `The Kami War`, or `Coalition Victory`.

- Choose land-search targets from visible needs: Prefer typed lands or basics that add missing land types for domain and `Coalition Victory`, but obey the exact candidate list shown by the rules engine. Do not assume `Farseek` can find a card unless the legal target appears.

- Treat `Path to the World Tree` as fixing first and a delayed value engine second: Find the missing basic color early, then activate the later ability only when WUBRG plus extra mana is available and the visible damage, draw, life, or token mode matters more than developing another payoff.

- Sequence `Explore` and `Growth Spiral` before the normal land drop when land choice is uncertain: Draw first if the new card can change which land enters, if `Omnath, Locus of Creation` landfall may matter, or if `Tiller Engine` can convert a tapped land into tempo.

- Delay card draw when landfall or mana is already scripted: If the hand already contains the required land and payoff, play the land before draw only when the land drop enables `Omnath, Locus of Creation`, a five-color activation, or an immediate interaction window.

- Use `Jenson Carthalion, Druid Exile` scry to protect the next turn: Keep missing colors, cheap ramp, and live interaction on top; bottom redundant expensive threats when WUBRG is not established or when the board requires `Path to Exile`, `Terminate`, `Syncopate`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Time Wipe`, `Duneblast`, or `Merciless Eviction`.

- Use draw engines to find action, not to hoard: `Bringer of the Blue Dawn`, `Niv-Mizzet, Guildpact`, `Sultai Charm`, `Unite the Coalition`, and `Maelstrom Nexus` should convert stable mana into specific next actions. If the rules engine exposes discard after drawing, discard redundant lands after WUBRG is solved, duplicate expensive finishers, or cards whose legal timing is far away.

- Choose cascade or reveal outcomes by current bottleneck: For `Maelstrom Nexus`, `Invasion of Alara`, and similar revealed-card prompts, prioritize missing mana, removal that answers the visible threat, or a payoff that can be cast immediately. Do not choose a flashy card over a required fixer when five colors are incomplete.

- Treat graveyard return as a selected resource: Use `Naya Charm`, `Bringer of the White Dawn`, `Rienne, Angel of Rebirth`, or any `Garth One-Eye` legal recursion option only for a card that changes the current line, such as `Door to Nothingness`, `Timeless Lotus`, `Chromatic Lantern`, a sweeper, or a five-color payoff.

- Require card text checks for unfamiliar selectors: `Great Divide Guide`, `Infinite Guideline Station`, `Shinestriker`, and `Prismatic Undercurrents` need Card text check required before using them as tutor, draw, filter, or target-selection anchors.

## Priority And Stack Rules

- Hold priority for decisive interaction: Keep mana open for `Path to Exile`, `Terminate`, `Syncopate`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, or `Unite the Coalition` when an opponent can present lethal, remove a committed payoff, counter a win attempt, or break WUBRG access.

- Spend `Syncopate` on stack actions that change the game: Counter a visible win attempt, sweeper against your committed board, removal aimed at `Garth One-Eye` or a five-color engine, or a spell that invalidates `Coalition Victory` or `Door to Nothingness`. Let routine ramp or draw resolve unless tempo denial is the current plan.

- Activate `Garth One-Eye` only when the legal generated option has a purpose: Use the ability for mana, removal, recursion, card draw, artifact/enchantment interaction, or a threat only when that option is visible in the legal action text and advances the current turn cycle. Do not consume a once-per-option choice just because priority is available.

- Protect deterministic win attempts before passing: Cast `Coalition Victory` only after the visible battlefield and lands satisfy the required colors and land types. Activate `Door to Nothingness` only when the target opponent is legal, the activation is affordable, and waiting does not expose the Door to removal without gaining protection.

- Use instant removal before damage when survival or value requires it: Kill attackers before combat damage if the damage is lethal, commander-damage relevant, or would force bad blocks. Let combat proceed when a sweeper, lifegain trigger, or profitable block is already visible.

- Let low-impact spells resolve to preserve answers: Passing with interaction is correct when the stack spell does not threaten life total, mana access, commander access, or a near-term five-color payoff. Do not fire `Terminate` or `Path to Exile` into a replaceable creature while a larger stack threat is plausible.

- Time modal instants from visible modes: Choose `Sultai Charm`, `Naya Charm`, and `Unite the Coalition` modes according to the exact legal mode and target prompts. Use removal or tap modes under pressure, recursion when rebuilding, draw when stable, and graveyard or artifact/enchantment interaction only when the target matters now.

- Treat optional triggers and payments as conditional: Accept `Bringer of the Blue Dawn`, `Omnath, Locus of Creation`, `Omnath, Locus of All`, `Maelstrom Nexus`, `Rienne, Angel of Rebirth`, and `Jenson Carthalion, Druid Exile` value triggers when they improve the current plan; decline only if the rules engine shows a real drawback such as decking risk, bad mandatory target, or resource loss.

- Cast `Mana Flare` only with priority discipline: Because it can help opponents, prefer resolving it on a turn where you can use the extra mana first for `Timeless Lotus`, `Door to Nothingness`, `Maelstrom Nexus`, a Bringer, `The Kami War`, `Invasion of Alara`, or protected interaction.

- Pass priority after commitment only when the next action is protected or unnecessary: Once `Maelstrom Archangel`, `Primeval Spawn`, `Niv-Mizzet, Guildpact`, `Two-Headed Hellkite`, or a Bringer is on the stack or battlefield, hold remaining instant-speed answers for removal, exile, bounce, counterplay, or lethal combat rather than spending them for minor value.

## Sideboard Map

- No registered sideboard cards exist for this list: the submitted deck has `Sideboard (0)`, so Veles must not add role cards, request a between-game configuration change, or choose any sideboard action that names a card outside the registered 100-card main deck.

- Preserve the full main-deck configuration in every game: keep `Garth One-Eye`, `Jegantha, the Wellspring`, the five-color land base, the ramp package, the sweepers, the single-target interaction, and the WUBRG payoff package intact because there are no legal reserve cards to bring in for different opponents.

- Treat post-game sideboard prompts as a lock-and-submit decision: if the rules engine exposes a sideboarding step for this Commander configuration, submit the legal no-change action when available. Do not invent card movement, do not name a nonregistered card, and do not assume Commander companion handling for `Jegantha, the Wellspring`; it is registered in the main deck text supplied here.

- Add role cards: none. This deck has no sideboard zone, so archetype adaptation must happen through mulligans, sequencing, threat selection, and interaction timing rather than card registration changes.

- Reduce main-deck emphasis: none via deck construction. Against fast creature decks, reduce in-game emphasis on slow value commitments like `Bringer of the Blue Dawn`, `Bringer of the White Dawn`, `Bringer of the Green Dawn`, `Primeval Spawn`, and `Maelstrom Nexus` until mana and life total are stable; this is a piloting adjustment, not a deck change.

- Aggro rule: prioritize the existing defensive cards rather than searching for absent reserve answers. Keep hands and lines that produce early mana plus `Path to Exile`, `Terminate`, `Prismatic Ending`, `Mythos of Nethroi`, `Lavalanche`, `Time Wipe`, `Duneblast`, `Merciless Eviction`, `Iridian Maelstrom`, or blockers such as `Solemn Simulacrum`, `Fallaji Wayfarer`, `Scion of Draco`, `Faeburrow Elder`, and `Jenson Carthalion, Druid Exile` when they can legally stabilize.

- Control rule: adapt by threat pacing, not registration. Lead with mana development from `Farseek`, `Cultivate`, `Kodama's Reach`, `Search for Tomorrow`, `Migration Path`, `Explosive Vegetation`, `Explore`, `Growth Spiral`, `Arcane Signet`, `Fellwar Stone`, `Coalition Relic`, `Chromatic Lantern`, and `Timeless Lotus`; then force answers with one meaningful payoff at a time, preserving `Syncopate`, `Naya Charm`, `Sultai Charm`, `Unite the Coalition`, or `Garth One-Eye` options when legal.

- Combo rule: keep interaction windows open because no reserve hate cards can be added. Use `Syncopate` for visible combo-critical stack actions, use `Path to Exile`, `Terminate`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, or `Unite the Coalition` on visible enabling permanents when the engine offers legal targets, and avoid tapping completely low for slow threats unless the current clock or payoff demands commitment.

- Graveyard rule: do not assume dedicated graveyard hate exists. The list can interact through broad removal, exile modes when legal, `Merciless Eviction`, `The Kami War`, `Sultai Charm`, `Naya Charm`, and possible `Garth One-Eye` generated options, but the agent must verify the exact legal action text before treating any of these as graveyard disruption.

- Artifact and enchantment rule: preserve flexible answers because no reserve package can increase density. Use `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Unite the Coalition`, `Merciless Eviction`, `The Kami War`, `Prismatic Ending`, or any legal `Garth One-Eye` mode against visible prison, mana, or combo permanents when the engine exposes a valid target.

- Creature-combat rule: adjust the main-deck role by selecting which sweepers matter. `Duneblast` is best when one friendly creature should remain, `Time Wipe` is best when returning a creature is legal and valuable, `Merciless Eviction` is best when exile matters, `Iridian Maelstrom` is best when multicolor sweeper text is legal and aligned with the battlefield, and `Lavalanche` is best when X damage can remove creatures or finish a player.

- Five-color payoff rule: keep WUBRG infrastructure central in every matchup. `Cascading Cataracts`, `Crystal Quarry`, `Chromatic Lantern`, `Timeless Lotus`, `Prismatic Omen`, `Path to the World Tree`, `Jenson Carthalion, Druid Exile`, `Faeburrow Elder`, `Jegantha, the Wellspring`, `Coalition Relic`, `Mana Confluence`, `Command Tower`, and `Exotic Orchard` remain the functional sideboard plan because they determine whether `Coalition Victory`, `Door to Nothingness`, `Maelstrom Archangel`, `Invasion of Alara`, `The Kami War`, `Unite the Coalition`, and the Bringers become real lines.

- Unknown-card rule: require Card text check required before using `Great Divide Guide`, `Infinite Guideline Station`, `Shinestriker`, `Prismatic Undercurrents`, or `Obsidian Obelisk` as matchup-specific substitutes for a missing sideboard role. Choose legal actions involving those cards only after the visible prompt confirms the effect, target, cost, and timing.

- Reflection rule: record after games which main-deck roles were overloaded because no sideboard exists. Track whether losses came from slow WUBRG assembly, insufficient early removal, overcommitting into sweepers, failing to hold `Syncopate`, exposing `Door to Nothingness`, or casting `Mana Flare` in a way that benefited opponents first.

## Matchup Guidance

- Aggro: keep opening hands that cast early acceleration and at least one stabilizer, because this deck is powerful but slow when its first turns only play tapped lands. Prioritize `Path to Exile`, `Terminate`, `Prismatic Ending`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Lavalanche`, `Time Wipe`, `Duneblast`, `Merciless Eviction`, and `Iridian Maelstrom` over speculative payoff setup when visible attackers can shorten the clock. Use `Solemn Simulacrum`, `Fallaji Wayfarer`, `Jenson Carthalion, Druid Exile`, `Faeburrow Elder`, `Scion of Draco`, and `Chromanticore` as stabilizing bodies when blocking matters more than preserving future attack pressure.

- Control: develop mana first, then present one must-answer card at a time instead of exposing several payoffs to the same sweeper or counter window. `Farseek`, `Cultivate`, `Kodama's Reach`, `Search for Tomorrow`, `Migration Path`, `Explosive Vegetation`, `Explore`, `Growth Spiral`, `Arcane Signet`, `Fellwar Stone`, `Coalition Relic`, `Chromatic Lantern`, and `Timeless Lotus` are the pressure plan because they let later threats demand answers every turn. Lead with resilient or replaceable threats before committing `Door to Nothingness`, `Coalition Victory`, `Maelstrom Nexus`, `Primeval Spawn`, or a Bringer unless the legal action window shows a decisive payoff.

- Combo: hold interaction for the visible engine piece or payoff rather than spending it on minor value creatures. `Syncopate` is the cleanest stack answer when mana is available, while `Path to Exile`, `Terminate`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Unite the Coalition`, `Merciless Eviction`, and `The Kami War` answer different permanent classes only when the rules engine exposes legal targets and modes. Avoid casting `Mana Flare` into an opponent who can use the extra mana first unless the same turn produces `Door to Nothingness`, `Coalition Victory`, `Maelstrom Nexus`, `Timeless Lotus`, or a stabilizing sweeper.

- Tempo: value untapped mana and cheap legal actions over maximum long-game value, because falling behind while holding seven-mana spells is the common failure pattern. Sequence `Command Tower`, `Mana Confluence`, `Exotic Orchard`, `Cascading Cataracts`, `Crystal Quarry`, `Chromatic Lantern`, `Prismatic Omen`, `Arcane Signet`, and `Fellwar Stone` to keep multiple colors open for interaction. Cast `Explore` or `Growth Spiral` before a land drop when the extra card can change the land decision; otherwise make the land drop first to avoid wasting a legal acceleration line.

- Midrange: trade resources early, then overpower the table with higher-impact top end once both players are spending full turns. Use single-target removal on creatures that pressure life totals, disrupt mana, or invalidate `Coalition Victory`; save sweepers for boards where `Duneblast`, `Time Wipe`, `Merciless Eviction`, `Iridian Maelstrom`, or `Lavalanche` changes the race by more than one card. `Niv-Mizzet, Guildpact`, `Two-Headed Hellkite`, `O-Kagachi, Vengeful Kami`, `Bringer of the Blue Dawn`, `Bringer of the White Dawn`, and `Bringer of the Green Dawn` become preferred threats after the opponent has spent removal or tapped low.

- Big mana: race their mana with your own WUBRG infrastructure while preserving one interaction window for the first decisive payoff. `Timeless Lotus`, `Chromatic Lantern`, `Coalition Relic`, `Prismatic Omen`, `Cascading Cataracts`, `Crystal Quarry`, `Path to the World Tree`, `Faeburrow Elder`, `Jegantha, the Wellspring`, and `Jenson Carthalion, Druid Exile` are priority permanents because they unlock the deck’s five-color finishers. Use `Syncopate` on a visible huge spell if the engine shows enough available mana; otherwise prepare board reset lines with `Merciless Eviction`, `Time Wipe`, `Duneblast`, or `The Kami War`.

- Graveyard: treat graveyard decks as a race plus selective disruption because this list has no dedicated reserve graveyard package. Pressure their setup with `Naya Charm`, `Sultai Charm`, `Mythos of Nethroi`, `Unite the Coalition`, `Merciless Eviction`, `The Kami War`, and `Syncopate` only when legal action text confirms the relevant target, zone, or stack object. Do not assume a graveyard can be exiled unless the current prompt explicitly offers that mode; when graveyard disruption is not available, accelerate toward `Coalition Victory`, `Door to Nothingness`, or a fast evasive threat.

- Artifact/enchantment: keep flexible answers for cards that shut off mana, prevent combat, or represent combo engines. `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Unite the Coalition`, `Merciless Eviction`, `The Kami War`, and `Prismatic Ending` should target the permanent that most directly blocks WUBRG assembly or enables a near-term win. Avoid spending broad answers on low-impact artifacts or enchantments when `Door to Nothingness`, `Coalition Victory`, `Maelstrom Nexus`, or `Timeless Lotus` still needs protection from a more important permanent.

- Go-wide: plan around sweepers before trading one-for-one, because this deck’s removal density is better at resetting boards than answering every small creature. Preserve life with blocks from `Solemn Simulacrum`, `Fallaji Wayfarer`, `Jenson Carthalion, Druid Exile`, `Faeburrow Elder`, and expendable large bodies when a sweeper is not yet legal. Prefer `Lavalanche` when X can clear attackers or finish a player, `Duneblast` when one friendly creature should remain, `Time Wipe` when returning a creature is valuable, and `Merciless Eviction` when exile is tactically important.

- Single-threat: answer the threat cleanly instead of sweeping too early unless it is protected by supporting permanents. `Path to Exile`, `Terminate`, `Mythos of Nethroi`, `Prismatic Ending`, `Sultai Charm`, and `Unite the Coalition` are preferred if the target is legal; `The Kami War`, `Time Wipe`, `Duneblast`, or `Merciless Eviction` are fallback lines when the threat dodges smaller answers or carries enough attached value. If the threat is not lethal soon, use the window to advance `Chromatic Lantern`, `Timeless Lotus`, `Maelstrom Nexus`, or a Bringer.

- Burn: preserve life total as a real resource, not just a buffer for slow setup. Minimize unnecessary `Mana Confluence` payments when other colors are available, avoid `Mana Flare` unless you benefit first, and prioritize blockers or life-stabilizing board presence from `Chromanticore`, `Scion of Draco`, `Solemn Simulacrum`, and large multicolor creatures when legal. Remove repeatable damage sources before one-shot attackers, but race with `Door to Nothingness`, `Coalition Victory`, `Maelstrom Archangel`, or `Two-Headed Hellkite` if the visible clock says defense will not catch up.

- Removal-heavy decks: force removal with redundant threats before committing fragile engine pieces that must survive a turn cycle. `Rienne, Angel of Rebirth`, `Knight of New Alara`, `Scion of Draco`, `Niv-Mizzet, Guildpact`, `O-Kagachi, Vengeful Kami`, `Two-Headed Hellkite`, and the Bringers can overload spot removal, while `Door to Nothingness`, `Coalition Victory`, `Maelstrom Nexus`, and `Timeless Lotus` should be timed for turns where the payoff or mana advantage is immediate. Card text check required before treating `Great Divide Guide`, `Infinite Guideline Station`, `Shinestriker`, `Prismatic Undercurrents`, or `Obsidian Obelisk` as a matchup-specific answer or threat.

## Specific Matchup Notes

- Scope: these notes are general/archetype-only because no exact opponent decklists are supplied; revealed cards, commander identity, public zones, and rules-engine legal actions override every assumption here. There is no sideboard, so likely sideboarding is no change; do not propose swaps, and instead adjust play patterns around `Path to Exile`, `Terminate`, `Syncopate`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Merciless Eviction`, `Duneblast`, `Time Wipe`, `Iridian Maelstrom`, and `Lavalanche`.

- Fast creature decks: prioritize survival over speculative five-color payoffs until the visible attack step is controlled. Use `Path to Exile`, `Terminate`, `Prismatic Ending`, `Mythos of Nethroi`, `Sultai Charm`, and `Unite the Coalition` on the creature or permanent that changes the next combat most, then convert a stabilized board into `Two-Headed Hellkite`, `Niv-Mizzet, Guildpact`, `O-Kagachi, Vengeful Kami`, `Bringer of the Blue Dawn`, or `Door to Nothingness`.

- Control and permission decks: make mana development the pressure plan, because the deck can present must-answer threats from several angles. Lead with `Arcane Signet`, `Fellwar Stone`, `Coalition Relic`, `Chromatic Lantern`, `Prismatic Omen`, `Faeburrow Elder`, `Jenson Carthalion, Druid Exile`, `Timeless Lotus`, and land-ramp spells before exposing `Door to Nothingness`, `Coalition Victory`, `Maelstrom Nexus`, or `Maelstrom Archangel`; use `Syncopate` only when the stack object is worth delaying your own development.

- Combo decks: hold interaction for the first visible deterministic enabler rather than spending removal on incidental value. Priority targets are permanents that generate repeated mana, unlock protected spell chains, or create an immediate win; answer them with `Syncopate`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Unite the Coalition`, `Merciless Eviction`, or `The Kami War` only when legal target text confirms the relevant object.

- Graveyard decks: race while preserving flexible exile or bounce effects because the deck has no dedicated graveyard hate. `Merciless Eviction`, `The Kami War`, `Naya Charm`, `Sultai Charm`, and `Unite the Coalition` may matter only if the prompt exposes a relevant mode or target; otherwise accelerate toward `Coalition Victory`, activate `Door to Nothingness` when legal, or force damage with `Maelstrom Archangel`, `Chromanticore`, `Scion of Draco`, and large Bringers.

- Artifact or enchantment engines: save broad answers for lock pieces, mana denial, and combo permanents that stop WUBRG assembly. `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Unite the Coalition`, `Prismatic Ending`, `Merciless Eviction`, and `The Kami War` should not be spent on low-impact permanents when `Chromatic Lantern`, `Prismatic Omen`, `Cascading Cataracts`, `Crystal Quarry`, `Timeless Lotus`, or `Door to Nothingness` is about to matter.

- Big-mana mirrors: become the more decisive five-color deck instead of the slower value deck. Keep hands that cast ramp, protect the first major payoff with `Syncopate` when possible, and force the opponent to answer `Maelstrom Nexus`, `Primeval Spawn`, `Invasion of Alara`, `Bringer of the Blue Dawn`, `Bringer of the White Dawn`, `Bringer of the Green Dawn`, `The Kami War`, or `Coalition Victory` before they convert their mana advantage.

## Risk Summary

- Mana risk: the deck loses to itself when early lands and rocks do not produce all five colors on time. Prioritize `Command Tower`, `Mana Confluence`, `Exotic Orchard`, `Cascading Cataracts`, `Crystal Quarry`, `Chromatic Lantern`, `Prismatic Omen`, `Path to the World Tree`, `Farseek`, `Cultivate`, `Kodama's Reach`, `Migration Path`, and `Explosive Vegetation` over early flashy threats unless combat survival is already at risk.

- Matchup risk: fast decks punish tapped lands, slow ramp, and `Mana Flare` turns that help the opponent first. Use `Solemn Simulacrum`, `Fallaji Wayfarer`, `Faeburrow Elder`, `Jenson Carthalion, Druid Exile`, `Scion of Draco`, and `Chromanticore` defensively when life is under pressure, and do not wait for perfect WUBRG payoffs if removal or a sweeper is the legal stabilizing action.

- Draw risk: expensive cards clog hands when early acceleration is missing. A hand with `Primeval Spawn`, `The Kami War`, `Invasion of Alara`, Bringers, `O-Kagachi, Vengeful Kami`, or `Two-Headed Hellkite` needs lands and ramp; without them, mulligan or sequence draw/ramp spells before committing threats.

- Over-sideboarding risk: no sideboard exists, so changing roles must happen through play choices, not deck changes. Do not invent reserve cards, companion swaps, or commander-specific protection packages outside the registered 100.

- Graveyard risk: the deck can interact with graveyards only conditionally through legal modes and broad answers. Do not assume graveyard exile or recursion denial unless the rules engine exposes that exact action.

- Sweeper/removal risk: one-for-one removal is limited and sweepers can strand your own finishers. Fire `Duneblast`, `Time Wipe`, `Merciless Eviction`, `Iridian Maelstrom`, or `Lavalanche` only when the reset beats the next visible combat or clears a decisive permanent class.

- Closer risk: `Door to Nothingness` and `Coalition Victory` are powerful but fragile if cast before mana, board, and timing are ready. Commit them when the same turn or next protected window can convert, or when waiting is worse against the visible clock.

- Sequencing risk: unknown cards may be misplayed if treated as confirmed text. Card text check required for `Great Divide Guide`, `Infinite Guideline Station`, `Shinestriker`, `Prismatic Undercurrents`, and `Obsidian Obelisk`; use them only according to legal actions and visible text exposed at runtime.

## Test Feedback Checklist

- Deciding factor: record whether the game was won or lost by five-color assembly, board survival, card velocity, a resolved payoff, `Door to Nothingness`, `Coalition Victory`, commander pressure from `Garth One-Eye`, or an opponent line that could not be interacted with from visible legal actions.
- Mulligan review: identify whether the opener could cast early acceleration such as `Arcane Signet`, `Fellwar Stone`, `Explore`, `Growth Spiral`, `Farseek`, `Search for Tomorrow`, `Cultivate`, `Kodama's Reach`, `Migration Path`, or `Explosive Vegetation`, and flag keeps that lacked a credible path to WUBRG.
- Mana review: note which colors were missing each turn and whether `Command Tower`, `Mana Confluence`, `Exotic Orchard`, `Cascading Cataracts`, `Crystal Quarry`, `Chromatic Lantern`, `Prismatic Omen`, `Path to the World Tree`, `Coalition Relic`, or `Timeless Lotus` solved the bottleneck in time.
- Velocity review: record whether `Bringer of the Blue Dawn`, `Two-Headed Hellkite`, `Invasion of Alara`, `Maelstrom Nexus`, `Niv-Mizzet, Guildpact`, or `Primeval Spawn` actually converted mana into enough cards, board, or pressure before the opponent stabilized.
- Engine review: check whether `Faeburrow Elder`, `Jenson Carthalion, Druid Exile`, `Omnath, Locus of All`, `Omnath, Locus of Creation`, `Rienne, Angel of Rebirth`, `Knight of New Alara`, `Scion of Draco`, and `Chromanticore` advanced the deck's five-color plan or stranded as unsupported synergy pieces.
- Removal review: log whether `Path to Exile`, `Terminate`, `Prismatic Ending`, `Mythos of Nethroi`, `Sultai Charm`, `Naya Charm`, `Unite the Coalition`, `Lavalanche`, `Time Wipe`, `Duneblast`, `Merciless Eviction`, `Iridian Maelstrom`, and `The Kami War` were spent on the visible threat that mattered most.
- Stack review: record every `Syncopate` choice, including the target, available mana, what development was delayed, and whether passing would have preserved a stronger play.
- Sideboard review: confirm no sideboard changes were attempted because the registered sideboard has zero cards; any post-game role adjustment must come from play patterns only.
- Closing review: identify whether the pilot missed a legal window to activate `Door to Nothingness`, present `Coalition Victory`, attack profitably with `Maelstrom Archangel`, `O-Kagachi, Vengeful Kami`, `Two-Headed Hellkite`, or a Bringer, or stabilize before committing a closer.
- Role review: state whether the pilot correctly became ramp-combo, stabilizing control, or damage-pressure based on visible life totals, combat, mana, and public stack information.
- Mistake review: flag any action that relied on assumed hidden cards, unsupported card text, or a non-exposed rules outcome instead of the legal action list.
- Stranded-card review: list expensive or color-intensive cards stuck in hand, especially `Primeval Spawn`, `The Kami War`, `Invasion of Alara`, `Bringer of the White Dawn`, `Bringer of the Green Dawn`, `Bringer of the Blue Dawn`, `O-Kagachi, Vengeful Kami`, `Door to Nothingness`, and `Coalition Victory`.
- Overperformer review: name cards that repeatedly changed combat, fixed WUBRG, generated cards, or forced answers, with the exact visible turn and board state.
- Underperformer review: name cards that were too slow, text-uncertain, color-stranded, redundant, or low-impact in the actual matchup.
- Text-verification review: write "Card text check required" for any game where `Great Divide Guide`, `Infinite Guideline Station`, `Shinestriker`, `Prismatic Undercurrents`, or `Obsidian Obelisk` influenced a decision without confirmed runtime text.

## First Tuning Questions

- Mana base question: should more of the deck be devoted to early WUBRG reliability if losses involved uncastable `Garth One-Eye`, `Door to Nothingness`, `Coalition Victory`, Bringers, or `The Kami War` despite drawing ramp?
- Ramp density question: should slow payoff slots be reconsidered if hands with `Explore`, `Growth Spiral`, `Farseek`, `Cultivate`, `Kodama's Reach`, `Migration Path`, and `Explosive Vegetation` still failed to reach decisive mana before pressure ended the game?
- Fixing redundancy question: should the build protect or increase the functional role of `Chromatic Lantern`, `Prismatic Omen`, `Cascading Cataracts`, `Crystal Quarry`, `Coalition Relic`, and `Timeless Lotus` if WUBRG gates were the recurring failure point?
- Aggro plan question: should the deck add more early defensive function if `Solemn Simulacrum`, `Fallaji Wayfarer`, `Faeburrow Elder`, `Jenson Carthalion, Druid Exile`, `Scion of Draco`, and spot removal did not buy enough turns?
- Control plan question: should threat sequencing change if `Door to Nothingness`, `Coalition Victory`, `Maelstrom Nexus`, or `Maelstrom Archangel` repeatedly entered play without a protected conversion window?
- Closer mix question: should the win-condition package lean harder toward immediate board impact if `Primeval Spawn`, `O-Kagachi, Vengeful Kami`, Bringers, `Two-Headed Hellkite`, or `Niv-Mizzet, Guildpact` were answered before generating value?
- Removal spread question: should flexible answers be prioritized differently if `Path to Exile`, `Terminate`, `Prismatic Ending`, `Mythos of Nethroi`, `Sultai Charm`, and `Naya Charm` failed to cover the permanent types that actually beat the deck?
- Sweeper question: should `Duneblast`, `Time Wipe`, `Merciless Eviction`, `Iridian Maelstrom`, and `Lavalanche` be treated as survival tools earlier if waiting for maximum value caused avoidable losses?
- Engine-conflict question: should synergy pieces such as `Rienne, Angel of Rebirth`, `Knight of New Alara`, `Chromanticore`, `Scion of Draco`, and `Omnath, Locus of All` be evaluated against the combo finishers if they encouraged slower, combat-centric lines?
- Sideboard-slot question: should a future version create an actual sideboard or companion/testing package only if the format environment supports it, since the current registered sideboard is zero cards?
- Text-risk question: should `Great Divide Guide`, `Infinite Guideline Station`, `Shinestriker`, `Prismatic Undercurrents`, and `Obsidian Obelisk` remain in tactical guidance only after card text is confirmed by the rules engine or card database?

## Veles Tactical Policy

### Policy: Pregame Commander And Companion Legality Check
Priority: Medium
Decision families: pregame
Cards: Garth One-Eye; Jegantha, the Wellspring
Phase windows: pregame, command-zone setup
Runtime cues: command-zone:Garth One-Eye; companion-or-deck-candidate:Jegantha, the Wellspring
Use when: runtime asks for commander, companion, starting configuration, or legal deck identity confirmation.
Avoid when: runtime has already fixed commander identity and exposes only normal game actions.
Instructions: Treat `Garth One-Eye` as the commander only when the rules engine exposes that legal configuration. Do not assume `Jegantha, the Wellspring` is available as a companion from the registered main deck; follow the engine output.
Pilot skill floor: rules-aware
No-API allowed: no
Light-model allowed: yes

### Policy: Mulligan For WUBRG Access
Priority: High
Decision families: mulligan
Cards: Command Tower; Mana Confluence; Exotic Orchard; Cascading Cataracts; Crystal Quarry; Chromatic Lantern; Prismatic Omen; Path to the World Tree; Arcane Signet; Fellwar Stone; Coalition Relic; Timeless Lotus
Phase windows: opening hand, mulligan, London bottom
Runtime cues: prompt:mulligan; prompt:bottom
Use when: deciding keep, mulligan, or bottom cards before turn one.
Avoid when: hand visibility is incomplete or the engine has not exposed legal mulligan actions.
Instructions: Keep hands that can produce early plays and a credible path to all five colors. Bottom redundant expensive payoffs before bottoming early fixing, unless the hand already has reliable WUBRG.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Early Fixing Before Expensive Payoffs
Priority: Medium
Decision families: mana; priority
Cards: Arcane Signet; Fellwar Stone; Explore; Growth Spiral; Farseek; Search for Tomorrow; Cultivate; Kodama's Reach; Migration Path; Explosive Vegetation; Solemn Simulacrum
Phase windows: turns 1-5 main phases, early priority windows
Runtime cues: phase:precombat main; action:cast; action:play land
Use when: legal actions include ramp or fixing and the pilot has uncastable five-color or high-mana cards in hand.
Avoid when: visible lethal pressure requires immediate removal, sweeper, or blocker action.
Instructions: Convert early mana into fixing before committing color-intensive threats. Prefer land-based fixing when it advances future WUBRG and artifact fixing when it unlocks immediate multi-color turns.
Pilot skill floor: beginner
No-API allowed: no
Light-model allowed: yes

### Policy: Mandatory Search For Basic Or Typed Fixing
Priority: Low
Decision families: selection; mana
Cards: Farseek; Search for Tomorrow; Cultivate; Kodama's Reach; Migration Path; Explosive Vegetation; Evolving Wilds; Rocky Tar Pit
Phase windows: search resolution, main phase, land ability resolution
Runtime cues: action:choose card; prompt:search library
Use when: a search effect resolves and visible requirements show missing colors for hand or commander access.
Avoid when: the prompt exposes card text or candidate types that contradict the expected fixing role.
Instructions: Choose lands that close current color gaps first, then choose lands that enter untapped or set up the next legal spell. Card text check required for exact candidate legality when the engine exposes unusual land typing.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Five-Color Engine Commitment Gate
Priority: High
Decision families: priority; mana
Cards: Maelstrom Nexus; Door to Nothingness; Coalition Victory; Invasion of Alara; The Kami War; Primeval Spawn
Phase windows: main phases with priority
Runtime cues: action:cast; action:activate
Use when: a defining engine or finish is legal and spending the turn on it would consume most available mana.
Avoid when: visible opponent pressure can end the game before the permanent or spell converts, or known public interaction makes waiting clearly safer.
Instructions: Commit only when the current board, life total, stack, and known public information make the payoff worth tapping out. Prefer waiting if a cheaper stabilizing action preserves both survival and future access.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Door To Nothingness Activation Execution
Priority: High
Decision families: priority; interaction
Cards: Door to Nothingness
Phase windows: main phase or any engine-exposed activation window
Runtime cues: action:activate Door to Nothingness
Use when: the legal action text explicitly activates `Door to Nothingness` and the target opponent choice is exposed by the rules engine.
Avoid when: more than one opponent target is legal and the action text does not identify the losing opponent.
Instructions: Execute the activation after the commitment has already been selected by reasoning. Do not infer target legality or replacement outcomes beyond visible engine text.
Pilot skill floor: beginner
No-API allowed: yes
Light-model allowed: yes

### Policy: Coalition Victory Presentation Gate
Priority: High
Decision families: priority; mana
Cards: Coalition Victory; Prismatic Omen; Scion of Draco; Chromanticore; Garth One-Eye; Jegantha, the Wellspring
Phase windows: main phase with sorcery-speed legal actions
Runtime cues: action:cast Coalition Victory
Use when: `Coalition Victory` is castable and visible permanents may satisfy the victory condition.
Avoid when: card types, basic land types, or color coverage are not visible enough to verify the condition through engine state.
Instructions: Cast only when visible state strongly supports the win condition or waiting is worse. Card text check required if the engine does not expose whether current permanents satisfy the required colors and land types.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Garth One-Eye Activation Commitment
Priority: High
Decision families: priority; selection; interaction
Cards: Garth One-Eye
Phase windows: activated ability windows, main phases, opponent end step if legal
Runtime cues: action:activate Garth One-Eye; prompt:choose card name
Use when: `Garth One-Eye` has a legal activation and the engine asks which named spell or effect to create.
Avoid when: the runtime does not expose Garth's legal generated choices or once-per-name history.
Instructions: Select the mode that solves the visible turn: removal for a must-answer permanent, card advantage when stable, or lethal/protection when the engine exposes it. Do not invent generated card text.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Exact Garth Target After Mode Selection
Priority: Medium
Decision families: selection; interaction
Cards: Garth One-Eye
Phase windows: target-selection prompt after Garth-generated spell or ability
Runtime cues: action:target
Use when: a Garth-generated effect is already on the stack and exactly one legal target action is exposed.
Avoid when: multiple targets are legal or the target changes strategic outcome.
Instructions: Choose the single exposed legal target when the engine provides no alternative. If more than one target exists, route to reasoning because target identity matters.
Pilot skill floor: beginner
No-API allowed: yes
Light-model allowed: yes

### Policy: Spot Removal Triage
Priority: Medium
Decision families: interaction; priority
Cards: Path to Exile; Terminate; Prismatic Ending; Mythos of Nethroi; Sultai Charm; Naya Charm; Unite the Coalition
Phase windows: opponent combat, end step, own main phase, stack response windows
Runtime cues: action:cast; target:creature; target:permanent
Use when: a visible permanent threatens lethal, blocks a win condition, enables a combo, or prevents WUBRG development.
Avoid when: the threat can be contained by a sweeper already legal this turn or by a blocker without risking the game.
Instructions: Spend the cheapest clean answer that preserves future colors. Respect visible protection, ward, taxes, and replacement effects shown by the engine.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Sweeper Survival Gate
Priority: High
Decision families: interaction; priority
Cards: Duneblast; Time Wipe; Merciless Eviction; Iridian Maelstrom; Lavalanche; The Kami War
Phase windows: own main phase, emergency sorcery-speed windows
Runtime cues: action:cast; board:multiple opposing creatures
Use when: visible combat damage or board snowball threatens survival before the deck can convert a five-color payoff.
Avoid when: current board is stable and a targeted answer preserves your own engine with lower cost.
Instructions: Fire the sweeper early enough to preserve life and mana development. Do not wait for maximum card count if the current board already blocks the deck's next decisive turn.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Syncopate Permission Gate
Priority: High
Decision families: interaction; priority; mana
Cards: Syncopate
Phase windows: opponent spell on stack, priority response window
Runtime cues: action:cast Syncopate; stack:spell
Use when: the opponent spell on stack threatens lethal, removes the only WUBRG engine, stops a committed win, or generates an unrecoverable board state.
Avoid when: countering consumes mana needed for a stronger visible answer or the spell is low impact against current role.
Instructions: Compare the stack threat to your next-turn payoff before spending permission. Choose X only from engine-exposed legal payments.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Pressure With Five-Color Bodies
Priority: Medium
Decision families: combat
Cards: Maelstrom Archangel; O-Kagachi, Vengeful Kami; Two-Headed Hellkite; Bringer of the Blue Dawn; Bringer of the White Dawn; Bringer of the Green Dawn; Primeval Spawn; Niv-Mizzet, Guildpact; Scion of Draco; Chromanticore
Phase windows: declare attackers, declare blockers, combat trick windows
Runtime cues: prompt:declare attackers; prompt:declare blockers
Use when: large creatures are visible and the engine asks for attack or block choices.
Avoid when: attacking exposes the only stabilizing blocker under a short clock or into visible lethal crackback.
Instructions: Attack when damage advances a two-turn clock or triggers a meaningful combat payoff. Hold back when the creature is needed to preserve life or protect a pending combo finish.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Single Attack Or No Attack
Priority: Low
Decision families: combat
Cards: none
Phase windows: declare attackers
Runtime cues: action:attack with exactly one creature; action:no attackers
Use when: exactly one attack action or exactly one no-attack action is exposed by legal actions.
Avoid when: two or more attack configurations are legal.
Instructions: Submit the only legal combat declaration. Do not evaluate combat quality in no-API mode.
Pilot skill floor: beginner
No-API allowed: yes
Light-model allowed: yes

### Policy: Multicolor Synergy Development
Priority: Medium
Decision families: priority; combat
Cards: Faeburrow Elder; Jenson Carthalion, Druid Exile; Omnath, Locus of All; Omnath, Locus of Creation; Rienne, Angel of Rebirth; Knight of New Alara; Fallaji Wayfarer; Chromanticore; Scion of Draco
Phase windows: main phase, combat setup, post-combat main
Runtime cues: action:cast; battlefield:multicolor permanent
Use when: the deck can add a synergy creature or multicolor payoff without delaying required fixing or survival interaction.
Avoid when: visible removal or combat pressure makes a sweeper/removal line more urgent.
Instructions: Develop synergy pieces when they accelerate WUBRG, improve combat math, or create resilient follow-up pressure. Card text check required for exact text on unfamiliar or runtime-modified cards.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Mana Doubler And Shared Resource Caution
Priority: Medium
Decision families: mana; priority
Cards: Mana Flare; Timeless Lotus; Coalition Relic; Chromatic Lantern; Prismatic Omen; Cascading Cataracts; Crystal Quarry
Phase windows: main phase before large spell turns
Runtime cues: action:cast Mana Flare; action:cast Timeless Lotus; action:activate Cascading Cataracts; action:activate Crystal Quarry
Use when: the mana action enables an immediate five-color payoff or protected follow-up before the opponent benefits.
Avoid when: the opponent untaps first with a visible board or stack position that can exploit shared mana.
Instructions: Treat `Mana Flare` as a commitment gate, not routine ramp. Prefer one-sided fixing rocks and lands when they reach the same payoff this turn or next turn.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Cascade And Large Spell Ordering
Priority: Medium
Decision families: priority; selection
Cards: Maelstrom Nexus; Invasion of Alara; Primeval Spawn; Bringer of the Blue Dawn; Two-Headed Hellkite
Phase windows: main phase, spell-cast ordering, selection prompts from cascade-like effects
Runtime cues: action:cast; prompt:choose card from exile; prompt:cast without paying
Use when: a large spell or engine trigger exposes follow-up cast or selection decisions.
Avoid when: current legal action text lacks enough card identity to verify the offered spell.
Instructions: Use free or chained spells to stabilize first, then generate cards or pressure. Card text check required for any unfamiliar offered card or modified cost line.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Exact Land Play For Missing Color
Priority: Low
Decision families: mana
Cards: Command Tower; Mana Confluence; Exotic Orchard; Cascading Cataracts; Crystal Quarry; Elegant Parlor; Arcane Sanctum; Frontier Bivouac; Sandsteppe Citadel; Opulent Palace; Nomad Outpost; Savage Lands; Jungle Shrine; Seaside Citadel; Mystic Monastery; Crumbling Necropolis
Phase windows: main phase land play
Runtime cues: action:play land
Use when: exactly one land play is legal and no spell or ability decision is bundled with it.
Avoid when: multiple lands are legal to play or land sequencing affects an immediate spell.
Instructions: Submit the single legal land play. Route to light-model when more than one land is visible because color sequencing is strategic.
Pilot skill floor: beginner
No-API allowed: yes
Light-model allowed: yes

### Policy: Zero-Sideboard Lock
Priority: Low
Decision families: sideboard
Cards: none
Phase windows: between games, sideboard submission
Runtime cues: sideboard-count:0; prompt:sideboard
Use when: the registered sideboard has zero cards and the engine asks for between-game configuration.
Avoid when: the rules engine exposes legal commander, companion, or format-specific configuration changes outside the registered sideboard.
Instructions: Preserve the registered 100-card configuration. Do not invent sideboard cards, cuts, wish targets, or post-game substitutions.
Pilot skill floor: beginner
No-API allowed: no
Light-model allowed: yes
