# Strategy Specifications
## Deck Name And Archetype

Tom Bombadil is a five-color Commander enchantment-saga midrange deck built around command-zone access to Tom Bombadil, a dense saga package, enchantress draw, and enchantment-scaled mana. The submitted registration validates structurally as Main (100) and Sideboard (0), with Tom Bombadil included as the commander inside the 100-card Commander decklist rather than as an extra sideboard or companion object. Runtime pilots should treat the current tags, `midrange, midrange`, as one consolidated role tag: five-color enchantment midrange with saga-engine pressure and late-game inevitability.

The deck is a rogue or hybrid commander build rather than a stock preconstructed or known optimized cEDH shell. Its identity is defined by Tom Bombadil plus saga density, with `There and Back Again`, `Kiora Bests the Sea God`, `The Kami War`, `Binding the Old Gods`, `The Cruelty of Gix`, `Elspeth Conquers Death`, `The Eldest Reborn`, `The Bath Song`, `Scroll of Isildur`, `In the Darkness Bind Them`, `War of the Last Alliance`, `Birth of the Imperium`, `One Ring to Rule Them All`, `The First Iroan Games`, `The Weatherseed Treaty`, and `The Legend of Yangchen` forming the named chapter-based core. `Card text check required` for newer or universe-specific entries whose exact Oracle text is not guaranteed here, especially the `Summon:` cards, `Adagia, Windswept Bastion`, and `The Legend of Yangchen`.

The primary role concern is that the deck wants several different resources before it functions cleanly: five-color fixing, early enchantment velocity, saga chapter pressure, and enough protection to keep Tom Bombadil or the enchantress engine from being tempo-negative. `Sythis, Harvest's Hand`, `Setessan Champion`, `Eidolon of Blossoms`, `Mesa Enchantress`, `Enchantress's Presence`, `Jukai Naturalist`, `Sanctum Weaver`, `Serra's Sanctum`, `Sterling Grove`, and `Starfield of Nyx` indicate an enchantment engine plan, while `Heroic Intervention`, `Dovin's Veto`, `Sphere of Safety`, `Binding the Old Gods`, `Blasphemous Act`, and `Clash of the Eikons` indicate a slower midrange-control posture when the table pressures the board.

The mana base is ambitious and must be treated as a live risk, not as automatic five-color perfection. `Command Tower`, `The World Tree`, `Chromatic Lantern`, `Leyline of the Guildpact`, `Arcane Signet`, `Sol Ring`, `Farseek`, `Cultivate`, `Exotic Orchard`, `Reflecting Pool`, `Spara's Headquarters`, `Jetmir's Garden`, `Indatha Triome`, `Sandsteppe Citadel`, `Jungle Shrine`, `Path of Ancestry`, `Evolving Wilds`, `Windswept Heath`, and `Boseiju, Who Endures` support the colors, but early hands still need visible access to green or fixing before assuming the deck can cast double-colored sagas on curve. `Serra's Sanctum` and `Sanctum Weaver` are powerful only after enchantments exist; they should not be counted as full early fixing in empty-board hands.

The registration has no sideboard, so post-game tuning must use no `Side in:` or `Cut:` execution plan unless the registered list changes. Matchup guidance must instead be expressed as role shifts and priority changes within the 100-card main deck. Opponent information is currently unspecified, so this guide must not assume known opposing commanders, colors, removal suites, combo clocks, or hidden cards. At runtime, Veles should use legal actions first, visible board and public zones second, and this Tom Bombadil strategy third.

## Thesis

Tom Bombadil assembles a five-color enchantment engine where sagas create board pressure, trigger enchantress draw, and eventually let Tom Bombadil turn chapter completion into free saga chaining. Prioritize mana fixing, enchantment density, and protected engine permanents before chasing expensive haymakers; the deck wins by compounding chapter value, protected card flow, token or creature pressure, and recursive enchantment inevitability rather than by racing with early combat.

The deck should play as patient midrange-control until its mana and draw engines are stable. Use `Sythis, Harvest's Hand`, `Setessan Champion`, `Mesa Enchantress`, `Eidolon of Blossoms`, `Enchantress's Presence`, `Jukai Naturalist`, `Sanctum Weaver`, `Serra's Sanctum`, `Sterling Grove`, and `Rhystic Study` to turn each enchantment or tax decision into future material. Use Tom Bombadil as a scaling payoff once sagas are already moving, or when protection and mana make removal less punishing.

The deck is not trying to be a fast commander-damage deck, a low-curve aggro deck, or a deterministic combo deck. Do not spend early turns on cute counter manipulation with `Clockspinning`, `Power Conduit`, `Nesting Grounds`, `Goldberry, River-Daughter`, or `Satsuki, the Living Lore` unless a visible saga chapter or protection line makes that action materially better than developing mana, drawing cards, or stabilizing. Card text check required for exact newer-card chapter outcomes, especially `Summon: Bahamut`, `Summon: Fenrir`, `Summon: Primal Odin`, `Summon: Knights of Round`, `Summon: Yojimbo`, `Summon: Titan`, `Summon: Valefor`, `Summon: Shiva`, `Summon: Esper Valigarmanda`, `Summon: Brynhildr`, `The Legend of Yangchen`, and `Adagia, Windswept Bastion`.

## Role Package

- Threats: Treat `Tom Bombadil`, `Kiora Bests the Sea God`, `The Kami War`, `The Cruelty of Gix`, `Elspeth Conquers Death`, `The Eldest Reborn`, `One Ring to Rule Them All`, `Sigil of the Empty Throne`, `Starfield of Nyx`, `Summon: Bahamut`, `Summon: Fenrir`, `Summon: Primal Odin`, `Summon: Knights of Round`, `Summon: Yojimbo`, `Summon: Titan`, `Summon: Valefor`, `Summon: Shiva`, `Summon: Esper Valigarmanda`, and `Summon: Brynhildr` as closing pressure only after mana and board context support them. Avoid tapping out for a large saga or summon when visible opponents can immediately punish with lethal pressure or known interaction.

- Payoffs: Use `Narci, Fable Singer`, `Barbara Wright`, `Historian's Boon`, `Sigurd, Jarl of Ravensthorpe`, `There and Back Again`, `Birth of the Imperium`, `War of the Last Alliance`, `The First Iroan Games`, `The Weatherseed Treaty`, `The Bath Song`, and `Scroll of Isildur` as saga-synergy payoffs whose exact timing depends on chapter text and visible board needs. `Card text check required` for any payoff whose chapter mode, trigger, or token output is not visible through the engine action label.

- Engines: Prioritize `Sythis, Harvest's Hand`, `Setessan Champion`, `Mesa Enchantress`, `Eidolon of Blossoms`, `Enchantress's Presence`, `Rhystic Study`, `Sanctum Weaver`, `Jukai Naturalist`, `Sterling Grove`, `Weaver of Harmony`, `Tom Bombadil`, `Goldberry, River-Daughter`, `Satsuki, the Living Lore`, `Power Conduit`, `Clockspinning`, `Nesting Grounds`, and `Serra's Sanctum` as the cards that convert enchantments, chapters, or counters into compounding advantage.

- Velocity: Use `Enlightened Tutor`, `Farseek`, `Cultivate`, `The Weatherseed Treaty`, `The Cruelty of Gix`, `O'aka, Traveling Merchant`, `The Bath Song`, `Resurgent Belief`, and enchantress triggers to find mana, engine pieces, or recovery lines. Prefer velocity that fixes colors or draws into interaction before expensive saga deployment.

- Interaction: Spend `Dovin's Veto`, `Heroic Intervention`, `Binding the Old Gods`, `Elspeth Conquers Death`, `The Eldest Reborn`, `The Kami War`, `Blasphemous Act`, `Clash of the Eikons`, `Boseiju, Who Endures`, `In the Darkness Bind Them`, and `One Ring to Rule Them All` on threats that break the engine, threaten lethal, or stop the deck from untapping into saga value. Do not fire broad removal just because it is legal if `Sphere of Safety` or blockers already buy enough time.

- Protection: Preserve `Heroic Intervention`, `Dovin's Veto`, `Sterling Grove`, `Sphere of Safety`, and sometimes `Hall of Heliod's Generosity` for protecting the enchantment engine, Tom Bombadil, or a decisive board state. `Sterling Grove` can be both shield and selection; sacrifice it only when the tutor target is clearly worth losing protection.

- Recursion: Use `Starfield of Nyx`, `Hall of Heliod's Generosity`, `Resurgent Belief`, `The Eldest Reborn`, and `The Cruelty of Gix` to rebuild after sweepers or recur the highest-impact enchantment or creature line visible in public zones. Treat recursion as a late-game inevitability package, not an excuse to overextend into obvious mass removal.

- Mana: Build toward reliable five colors with `Command Tower`, `The World Tree`, `Chromatic Lantern`, `Leyline of the Guildpact`, `Arcane Signet`, `Sol Ring`, `Farseek`, `Cultivate`, `Exotic Orchard`, `Reflecting Pool`, `Path of Ancestry`, `Spara's Headquarters`, `Jetmir's Garden`, `Indatha Triome`, `Sandsteppe Citadel`, `Jungle Shrine`, `Evolving Wilds`, `Windswept Heath`, and basics. Count `Serra's Sanctum` and `Sanctum Weaver` as explosive enchantment mana only after enchantments are already present.

- Sideboard modules: No sideboard is registered, so there are no executable sideboard modules. Use matchup role shifts inside the main deck instead of naming `Side in:` or `Cut:` plans.

## Primary Win Conditions

- Saga chain: Win by resolving `Tom Bombadil` after one or more sagas are already advancing, then convert final chapter triggers into additional saga material when the rules engine exposes that sequence. Setup requires five-color mana, at least one active saga, and enough protection or tempo that losing Tom does not strand the turn. Execute by prioritizing sagas that stabilize or snowball, including `Binding the Old Gods`, `Elspeth Conquers Death`, `The Eldest Reborn`, `The Cruelty of Gix`, `Kiora Bests the Sea God`, `The Kami War`, `There and Back Again`, `The Bath Song`, `Birth of the Imperium`, `War of the Last Alliance`, `One Ring to Rule Them All`, and the `Summon:` sagas when their legal chapter actions are visible. Prioritize this path when mana is stable, opponents are not presenting immediate lethal, and `Heroic Intervention`, `Dovin's Veto`, `Sterling Grove`, `Sphere of Safety`, or board pressure makes the commitment resilient. Disruption plan: if Tom is removed, keep casting sagas as standalone value and rebuild with `Hall of Heliod's Generosity`, `Starfield of Nyx`, `Resurgent Belief`, or enchantress draw.

- Enchantress overwhelm: Win by turning enchantments into cards, mana, and tokens until opponents cannot answer every permanent. Setup with `Sythis, Harvest's Hand`, `Setessan Champion`, `Mesa Enchantress`, `Eidolon of Blossoms`, `Enchantress's Presence`, `Jukai Naturalist`, `Sanctum Weaver`, `Serra's Sanctum`, `Rhystic Study`, and `Sterling Grove`. Execute by casting cheap enchantments before expensive haymakers when they trigger draw or reduce costs, then convert the excess into `Sigil of the Empty Throne`, `Historian's Boon`, `Narci, Fable Singer`, `Barbara Wright`, `Sigurd, Jarl of Ravensthorpe`, or multiple saga bodies. Prioritize this path when the hand contains engines plus follow-up enchantments, or when the table is trading one-for-one and card flow will bury them. Disruption plan: do not overextend every draw engine into visible sweepers; hold one engine, `Heroic Intervention`, or recursion if the current board is already ahead.

- Protected inevitability: Win by making attacks into the deck costly, recurring key enchantments, and letting chapter value compound. Setup with `Sphere of Safety`, `Sterling Grove`, `Starfield of Nyx`, `Hall of Heliod's Generosity`, `Weaver of Harmony`, `Goldberry, River-Daughter`, `Satsuki, the Living Lore`, `Power Conduit`, `Clockspinning`, and `Nesting Grounds`. Execute only when the visible board supports the exact counter or recursion action; Card text check required for newer or uncommon chapter-manipulation interactions. Prioritize this path against creature pressure, board stalls, or removal-heavy games where a single haymaker is unlikely to survive. Disruption plan: if graveyard access is removed or enchantments are exiled, shift to hard-casting threats and conserving protection for the next engine.

- Haymaker saga finish: Win by resolving a high-impact saga or summon that immediately changes combat, removes key permanents, or creates a decisive threat. Setup with reliable colors from `Chromatic Lantern`, `Leyline of the Guildpact`, `The World Tree`, `Command Tower`, `Reflecting Pool`, `Farseek`, `Cultivate`, `Arcane Signet`, and `Sol Ring`. Execute with `Kiora Bests the Sea God`, `The Kami War`, `Summon: Bahamut`, `Summon: Fenrir`, `Summon: Primal Odin`, `Summon: Knights of Round`, `Summon: Yojimbo`, `Summon: Titan`, `Summon: Valefor`, `Summon: Shiva`, `Summon: Esper Valigarmanda`, or `Summon: Brynhildr` only after checking legal chapter text. Prioritize when the board needs one powerful permanent more than incremental draw. Disruption plan: if the first payoff is countered or removed, use enchantress velocity and recursion rather than forcing the next expensive spell into the same open interaction.

## Secondary Win Conditions

- Token and creature pressure: Use `Sigil of the Empty Throne`, `Historian's Boon`, saga creature tokens, enchantress creatures, and animated enchantments from `Starfield of Nyx` as the backup kill when Tom is taxed, unavailable, or unnecessary. Attack only when the crack-back is acceptable through visible blockers, life totals, and `Sphere of Safety`; this deck can win slowly without donating key blockers.

- Value recursion: Use `Hall of Heliod's Generosity`, `Starfield of Nyx`, `Resurgent Belief`, `The Eldest Reborn`, and `The Cruelty of Gix` to rebuy the best public-zone engine, protection piece, or finisher. Prefer recurring `Sterling Grove`, `Sphere of Safety`, `Enchantress's Presence`, `Binding the Old Gods`, or a decisive saga over a low-impact enchantment when behind.

- Control conversion: Use `Dovin's Veto`, `Heroic Intervention`, `Blasphemous Act`, `Clash of the Eikons`, `Binding the Old Gods`, `Boseiju, Who Endures`, `Elspeth Conquers Death`, `The Kami War`, `In the Darkness Bind Them`, and `One Ring to Rule Them All` to survive until the enchantment engine takes over. Card text check required for exact newer removal modes; choose the legal action that answers lethal, combo, or engine-breaking threats before value targets.

## Emergency Lines

- Behind on life: Stabilize before engine greed. Prioritize `Sphere of Safety`, blockers, `Blasphemous Act`, `Clash of the Eikons`, `Binding the Old Gods`, `Kiora Bests the Sea God`, and any legal saga chapter that removes, taps, bounces, or blanks attackers. Do not pay optional costs or tap defensive creatures if doing so makes visible lethal possible.

- Behind on board: Trade resources for time. Spend sweepers or removal on the smallest set of permanents that prevents lethal or protects the next untap, then rebuild with enchantress draw, `Resurgent Belief`, `Starfield of Nyx`, or `Hall of Heliod's Generosity`.

- Behind on cards: Convert every enchantment into velocity where legal. Prioritize `Sythis, Harvest's Hand`, `Setessan Champion`, `Mesa Enchantress`, `Eidolon of Blossoms`, `Enchantress's Presence`, `Rhystic Study`, `The Bath Song`, `The Cruelty of Gix`, and `O'aka, Traveling Merchant` over isolated expensive threats unless that threat prevents immediate loss.

- Behind on mana or colors: Fix before flourish. Use `Farseek`, `Cultivate`, `Arcane Signet`, `Sol Ring`, `Chromatic Lantern`, `Leyline of the Guildpact`, `The World Tree`, fetch lands, triomes, and `Path of Ancestry` to unlock colors; avoid casting double-color haymakers while the next turn still lacks basic action capacity.

- Engine removed: Stop chasing the same exposed line. If Tom or enchantress pieces are answered, pivot to standalone sagas, protection-first sequencing, and recursion. If graveyard recursion is shut off, preserve hand resources and win through hard-cast sagas, tokens, and combat.

- Win conditions removed: Use the remaining axis instead of conceding strategic agency. If `Sigil of the Empty Throne` is gone, lean on saga chains and `Starfield of Nyx`; if Tom is too expensive, lean on enchantress draw and haymakers; if enchantments are swept, rebuild from lands, mana rocks, and any legal recursion.

## Resource Model

- Life: Treat life as setup time, not a resource to spend casually. Use early life total to deploy `Farseek`, `Cultivate`, `Arcane Signet`, `Sol Ring`, `Chromatic Lantern`, `Sythis, Harvest's Hand`, `Setessan Champion`, or `Enchantress's Presence`, but switch immediately to defense when visible attacks plus known reach threaten the next turn cycle. Prioritize `Sphere of Safety`, `Blasphemous Act`, `Clash of the Eikons`, `Binding the Old Gods`, and large saga blockers over extra value when life is the limiting resource.

- Hand: Convert enchantments into cards only when an enchantress engine is present or the spell materially advances board control. With `Sythis, Harvest's Hand`, `Mesa Enchantress`, `Setessan Champion`, `Eidolon of Blossoms`, or `Enchantress's Presence`, cheap enchantments become fuel; without them, preserve at least one follow-up threat after committing `Tom Bombadil`, `Sigil of the Empty Throne`, `Starfield of Nyx`, or an expensive saga.

- Mana: Treat color access as the deck's central bottleneck. The deck can produce explosive turns through `Serra's Sanctum`, `Sanctum Weaver`, `Sol Ring`, and cost smoothing from `Jukai Naturalist`, but many payoffs require exact colors across all five colors. Fixing lands, `Chromatic Lantern`, `Leyline of the Guildpact`, `The World Tree`, `Farseek`, and `Cultivate` usually outrank a slow haymaker when the next turn still lacks required colors.

- Board: Build a board that compounds chapter triggers, enchantment count, and defensive taxation. `Sterling Grove`, `Sphere of Safety`, `Weaver of Harmony`, `Goldberry, River-Daughter`, `Satsuki, the Living Lore`, `Power Conduit`, `Clockspinning`, and `Nesting Grounds` can turn counters or enchantment density into inevitability, but Card text check required before assuming any exact counter movement, chapter acceleration, or trigger copy line.

- Graveyard: Use the graveyard as a recursion shelf, not as guaranteed access. `Hall of Heliod's Generosity`, `Starfield of Nyx`, `Resurgent Belief`, `The Eldest Reborn`, and `The Cruelty of Gix` reward enchantments or creatures reaching the graveyard, but do not expose a critical permanent just to set up recursion unless the line is legal, visible, and stronger than preserving it in play.

- Exile: Treat exile as mostly lost access unless a visible legal action says otherwise. If an opponent exiles `Sigil of the Empty Throne`, `Sterling Grove`, `Sphere of Safety`, `Starfield of Nyx`, or a key saga, pivot to remaining engines instead of planning a recovery line that the rules engine has not offered.

- Lands: Lands are both fixing and engine pieces. Protect land drops because `Serra's Sanctum`, `Hall of Heliod's Generosity`, `The World Tree`, `Nesting Grounds`, `Urza's Saga`, `Boseiju, Who Endures`, and `Adagia, Windswept Bastion` can each create specialized lines; Card text check required for exact `Adagia, Windswept Bastion` usage.

- Sacrifice fodder: Do not treat creatures or tokens as disposable unless a legal action explicitly asks for sacrifice or a trade prevents lethal. Enchantress creatures, `Sanctum Weaver`, `Jukai Naturalist`, `Weaver of Harmony`, and saga support creatures are usually engine pieces before they are fodder.

- Tempo: Spend tempo to fix early, then recover it with high-impact sagas and sweepers. A tapped triome is acceptable on turns where no one-mana action matters; a tapped land is costly when holding `Dovin's Veto`, `Heroic Intervention`, or a two-mana engine.

- Information: Respect only visible zones, public reveals, legal action text, and logged known information. Do not assume opponents have sweepers, counters, or removal by card name unless revealed; do adjust risk when opponents leave suspicious mana open.

- Sideboard bullets: No sideboard is registered. Do not request sideboard cards, do not propose swaps, and treat between-game changes as unavailable unless the deck registration changes.

## Mana Guide

- Keep hands that produce early green or white plus a credible path to five colors. Green unlocks `Farseek`, `Cultivate`, `Sanctum Weaver`, `Sterling Grove`, `Setessan Champion`, and many enchantment engines; white supports `Sythis, Harvest's Hand`, `Jukai Naturalist`, `Mesa Enchantress`, `Heroic Intervention` protection timing with green, and several sagas. A hand with `Sol Ring` but no colored plan is still risky.

- Mulligan hands that cannot cast a relevant spell by turn three unless they contain multiple fixing lands and a clear draw engine. One-land hands are unacceptable without strong visible acceleration; hands with only `Mountain`, `Swamp`, or `Island` basics and no fixing should be treated as color failures.

- Sequence tapped fixing early when it does not block an engine play. Prefer early `Spara's Headquarters`, `Jetmir's Garden`, `Indatha Triome`, `Sandsteppe Citadel`, `Jungle Shrine`, `Path of Ancestry`, `Evolving Wilds`, or `Windswept Heath` setup before turns where holding `Dovin's Veto`, `Heroic Intervention`, or casting `Sythis, Harvest's Hand` matters.

- Prioritize universal fixing before expensive five-color or off-color sagas. `Command Tower`, `Reflecting Pool`, `Exotic Orchard`, `The World Tree`, `Chromatic Lantern`, and `Leyline of the Guildpact` make `The Kami War`, `In the Darkness Bind Them`, `One Ring to Rule Them All`, and the `Summon:` cards more realistic; Card text check required for exact newer `Summon:` color and chapter requirements.

- Play lands before drawing when the land choice is forced or mana is needed immediately for a legal action. If the hand has only one land to play, or if a current legal line requires the land drop to cast `Farseek`, `Cultivate`, `Sterling Grove`, `Rhystic Study`, `Sphere of Safety`, or protection, make the land drop first.

- Delay the land drop until after draw or tutor effects when multiple land choices matter. With enchantress draw, `The Bath Song`, `O'aka, Traveling Merchant`, `The Cruelty of Gix`, `Enlightened Tutor`, or selection from a saga, wait if the legal action may reveal whether the turn needs untapped interaction, a tapped triome, `Hall of Heliod's Generosity`, `Serra's Sanctum`, `Boseiju, Who Endures`, or a basic for `Farseek` or `Cultivate` planning.

- Use utility lands for their roles only when color stability is already acceptable. `Hall of Heliod's Generosity` is a late recursion tool, `Nesting Grounds` is a counter tool, `Boseiju, Who Endures` is interaction, `Urza's Saga` is a saga/utility land, and `Serra's Sanctum` is explosive mana; do not keep a hand relying on utility lands that cannot cast early colored spells.

## Mulligan Guide

- Strong keep: Keep three lands with at least green or white, one fixer, and one engine. Examples include `Command Tower` plus any two lands with `Sythis, Harvest's Hand` and `Farseek`; `Forest`, `Plains`, `Sol Ring`, and `Enchantress's Presence`; or `Spara's Headquarters`, `Reflecting Pool`, `Cultivate`, and `Setessan Champion`.

- Strong keep: Keep hands that cast `Jukai Naturalist`, `Sythis, Harvest's Hand`, `Sterling Grove`, `Farseek`, `Cultivate`, `Arcane Signet`, or `Chromatic Lantern` before committing expensive sagas. These hands let the deck reach `Tom Bombadil`, `The Kami War`, `Kiora Bests the Sea God`, `Elspeth Conquers Death`, and `One Ring to Rule Them All` without guessing.

- Medium keep: Keep slower hands with tapped fixing and a clear turn-three engine when they contain protection or draw. A hand such as `Indatha Triome`, `Jungle Shrine`, `Forest`, `Mesa Enchantress`, `Heroic Intervention`, and `Binding the Old Gods` is acceptable if the table is not already presenting fast pressure.

- Risky keep: Treat `Sol Ring` hands with no colored development as traps unless the legal sequence produces colored mana soon. `Sol Ring`, `Urza's Saga`, `Serra's Sanctum`, and expensive sagas can fail if no enchantments or colored spells arrive.

- Automatic ship: Mulligan one-land hands, zero-green-and-zero-white hands, and hands that cannot cast any relevant spell by turn three. Hands with only `Mountain`, `Island`, `Swamp`, `Kiora Bests the Sea God`, `The Kami War`, and multiple `Summon:` cards should be shipped unless a legal mulligan alternative is worse.

- Matchup-dependent keep: Keep `Blasphemous Act`, `Sphere of Safety`, or `Heroic Intervention` early against visible creature pressure, but do not keep a reactive-only hand against slow boards. Against control or combo posture, prefer `Rhystic Study`, `Enchantress's Presence`, `Dovin's Veto`, `Sterling Grove`, and reliable mana over sweepers.

- Play/draw adjustment: On the play, favor two-mana engines and fixing that start before opponents develop shields. On the draw, accept slightly slower triome hands if they contain `Dovin's Veto`, `Heroic Intervention`, `Farseek`, `Cultivate`, or a draw engine to recover tempo.

- Trap-hand warning: Do not keep multiple high-cost sagas plus narrow utility lands because the deck is powerful only after colors and enchantment count are established. `Hall of Heliod's Generosity`, `Nesting Grounds`, `Boseiju, Who Endures`, and `Serra's Sanctum` are excellent later but poor as the only early plan.

## Turn Arc

- Turn 1: Prefer fixing over disguise. Play `Command Tower`, a triome, `Path of Ancestry`, `Evolving Wilds`, `Windswept Heath`, or another tapped fixer if no one-mana action is offered. Cast `Sol Ring` when legal, but still plan the next colored source before choosing expensive artifacts or sagas.

- Turn 1 deviation: Hold `Boseiju, Who Endures`, `Hall of Heliod's Generosity`, `Nesting Grounds`, or `Serra's Sanctum` when another land casts early spells. Use utility lands early only when they are required for mana or no better land exists.

- Turn 2: Prioritize `Sythis, Harvest's Hand`, `Jukai Naturalist`, `Arcane Signet`, `Farseek`, `Sterling Grove`, or `Rhystic Study` based on legal mana and table pressure. If an opponent is threatening a fast start, `Sterling Grove` or fixing into `Sphere of Safety` can outrank greedier draw.

- Turn 2 deviation: Hold up `Dovin's Veto` only when a visible or strongly telegraphed noncreature spell would disrupt the whole engine. Do not pass with interaction if the table is developing normally and a legal engine play is available.

- Turn 3: Deploy the first compounding engine: `Enchantress's Presence`, `Setessan Champion`, `Mesa Enchantress`, `Sanctum Weaver`, `Chromatic Lantern`, `Cultivate`, or `Weaver of Harmony`. If `Sythis, Harvest's Hand` is already active, prefer cheap enchantments that replace themselves before committing a single large saga.

- Turn 3 deviation: Cast `Blasphemous Act` only if legal cost and board state justify sweeping now. Commit `Heroic Intervention` mana instead of tapping out when your board contains multiple engines and opponents visibly represent removal.

- Turns 4-5: Commit `Tom Bombadil` when mana is stable, at least one saga or enchantment payoff is present or imminent, and the board is not forcing immediate defense. Follow with `Binding the Old Gods`, `Elspeth Conquers Death`, `The Eldest Reborn`, `The Cruelty of Gix`, `The First Iroan Games`, `The Weatherseed Treaty`, or `There and Back Again` according to legal actions and visible targets.

- Turns 4-5 deviation: Stabilize before snowballing when behind. `Sphere of Safety`, `Blasphemous Act`, `Binding the Old Gods`, `Heroic Intervention`, or `Dovin's Veto` can matter more than adding another engine if life total or commander access is under pressure.

- Late game: Convert enchantment density into inevitability with `Sigil of the Empty Throne`, `Starfield of Nyx`, `Hall of Heliod's Generosity`, `Serra's Sanctum`, `Sanctum Weaver`, `Tom Bombadil`, and high-impact sagas. Use `Power Conduit`, `Clockspinning`, `Goldberry, River-Daughter`, and `Nesting Grounds` only when legal actions and visible counters confirm a productive counter line; Card text check required for exact counter-transfer and chapter-acceleration assumptions.

- Late game deviation: Choose interaction over flourish when a stack fight, lethal attack, or exile effect threatens the engine. Protect `Starfield of Nyx`, `Sigil of the Empty Throne`, `Sphere of Safety`, `Sterling Grove`, or a decisive saga before spending mana on lower-impact development.

## Card Roles

- `Tom Bombadil`: Treat the commander as the saga payoff and resilience engine, not as a turn-four reflex. Cast `Tom Bombadil` when colors are stable, at least one saga is present or likely soon, and visible interaction does not make commander tax more punishing than waiting. Protect it with `Heroic Intervention`, `Sterling Grove`, or `Dovin's Veto` when the table is clearly trying to break the saga chain.

- `Sythis, Harvest's Hand`, `Setessan Champion`, `Eidolon of Blossoms`, `Mesa Enchantress`, and `Enchantress's Presence`: Treat these as the core card-velocity package. Deploy the cheapest legal engine first, then chain enchantments and sagas while mana remains flexible. Avoid casting multiple engines into a visible sweeper unless `Heroic Intervention` or `Dovin's Veto` is available. Against control, one protected engine is better than three exposed ones; against creature decks, pair the engine with `Sphere of Safety`, `Binding the Old Gods`, or `Blasphemous Act` before greedily drawing.

- `Jukai Naturalist`, `Sanctum Weaver`, `Serra's Sanctum`, `Arcane Signet`, `Sol Ring`, `Chromatic Lantern`, `Farseek`, `Cultivate`, `Leyline of the Guildpact`, and `The World Tree`: Treat these as the mana-stability package. Use `Jukai Naturalist` and `Sanctum Weaver` to convert enchantment density into tempo, but do not expose `Sanctum Weaver` needlessly if the hand already has enough mana and needs a draw engine first. `Chromatic Lantern`, `Leyline of the Guildpact`, and `The World Tree` are especially important for five-color saga sequencing; prioritize them when hand texture contains `The Kami War`, `Kiora Bests the Sea God`, or multiple `Summon:` cards.

- `Sterling Grove`, `Heroic Intervention`, and `Dovin's Veto`: Treat these as shields for turns where the deck commits a real engine. Use `Sterling Grove` early when the board is not demanding immediate acceleration, and preserve its protective role unless a legal search line is clearly decisive. Hold `Heroic Intervention` for sweepers, removal aimed at multiple engines, or combat survival; do not spend it to save a replaceable creature. Use `Dovin's Veto` on noncreature spells that stop the engine, remove the commander, exile the graveyard recursion plan, or win the game before your sagas resolve.

- `Binding the Old Gods`, `Elspeth Conquers Death`, `The Eldest Reborn`, `The Cruelty of Gix`, `The Kami War`, `Kiora Bests the Sea God`, `There and Back Again`, `The Bath Song`, `Scroll of Isildur`, `In the Darkness Bind Them`, `Birth of the Imperium`, `One Ring to Rule Them All`, `The First Iroan Games`, `The Weatherseed Treaty`, `The Legend of Yangchen`, and `War of the Last Alliance`: Treat these as the saga spine. Cast the saga whose first chapter affects the visible board now unless a later chapter is the reason to wait. `Binding the Old Gods` and `Elspeth Conquers Death` are priority stabilizers into developed permanents; `The Eldest Reborn` and `The Cruelty of Gix` are attrition tools when graveyards and hands matter; `Kiora Bests the Sea God` and `The Kami War` are top-end commitments that need protection or a low-risk table. Card text check required for exact chapter sequencing on less familiar sagas, especially `The Bath Song`, `Scroll of Isildur`, `In the Darkness Bind Them`, `Birth of the Imperium`, `One Ring to Rule Them All`, `The Legend of Yangchen`, and `War of the Last Alliance`.

- `Narci, Fable Singer`, `Satsuki, the Living Lore`, `Goldberry, River-Daughter`, `Barbara Wright`, `Weaver of Harmony`, `Sigurd, Jarl of Ravensthorpe`, `Power Conduit`, `Clockspinning`, and `Nesting Grounds`: Treat these as saga-counter and chapter-synergy cards. Commit them when at least one saga or visible counter object makes the next activation or trigger meaningful. Do not spend mana on counter manipulation just because it is legal; check whether advancing or moving counters changes a chapter, protects a payoff, or creates lethal pressure. Card text check required for exact counter movement, copying, and trigger rules on `Goldberry, River-Daughter`, `Barbara Wright`, `Sigurd, Jarl of Ravensthorpe`, `Power Conduit`, `Clockspinning`, and `Nesting Grounds`.

- `Historian's Boon`, `Sigil of the Empty Throne`, and `Starfield of Nyx`: Treat these as board-conversion payoffs. Cast them before a chain of cheap enchantments when you can immediately generate material or pressure. Avoid turning enchantments into creatures with `Starfield of Nyx` if visible sweepers, combat math, or loss of defensive enchantments would make the battlefield worse; Card text check required for exact animation thresholds and risks.

- `Sphere of Safety`: Treat this as the main defensive prison piece. Cast it before low-impact value when multiple attackers or commander damage pressure are visible. Do not assume it ends combat by itself; respect available mana, noncombat damage, removal, and opponents who can pay.

- `Rhystic Study` and `O'aka, Traveling Merchant`: Treat these as table-tax or resource engines whose value depends on timing. Cast `Rhystic Study` early when opponents still need to develop; cast it late only if you can protect it or immediately benefit from tax pressure. Card text check required for `O'aka, Traveling Merchant`; use it only when legal actions and visible state show a clear resource exchange.

- `Blasphemous Act` and `Clash of the Eikons`: Treat these as emergency reset or damage-based interaction. Fire `Blasphemous Act` when it preserves life, resets a superior creature board, or clears blockers for a decisive follow-up; avoid sweeping away your own engine creatures if enchantment engines and `Sphere of Safety` can stabilize instead. Card text check required for `Clash of the Eikons`; choose it only when legal targets and damage/sweeper text are visible enough to verify the result.

- `Resurgent Belief`, `Hall of Heliod's Generosity`, and `Boseiju, Who Endures`: Treat these as resilience and utility rather than normal curve plays. Use `Resurgent Belief` after meaningful enchantments have reached the graveyard, not as a speculative early suspend unless the matchup is attrition-heavy. Use `Hall of Heliod's Generosity` to recur the best saga, shield, or payoff when draw steps are less important than certainty. Use `Boseiju, Who Endures` as interaction when the target matters more than its land slot.

- `Enlightened Tutor`: Treat this as a commitment-dependent selector. Find `Sterling Grove` or `Heroic Intervention` support when protecting an engine matters, `Sphere of Safety` when survival matters, `Enchantress's Presence` or `Rhystic Study` when cards matter, and `Sigil of the Empty Throne`, `Starfield of Nyx`, or a key artifact/enchantment mana piece when closing matters. Do not tutor a flashy payoff if the visible problem is mana, survival, or stack protection.

- `Summon: Bahamut`, `Summon: Fenrir`, `Summon: Primal Odin`, `Summon: Knights of Round`, `Summon: Yojimbo`, `Summon: Titan`, `Summon: Valefor`, `Summon: Shiva`, `Summon: Esper Valigarmanda`, and `Summon: Brynhildr`: Treat the `Summon:` package as high-impact saga-like top end until exact text is confirmed. Card text check required for each `Summon:` card. Cast the one whose visible legal text addresses the current axis: removal into threats, blockers into pressure, card advantage into attrition, or closing power into stalled boards. Do not keep hands overloaded with `Summon:` cards without early fixing and an engine.

- `Crystal Fragments`, `Urza's Saga`, `Reliquary Tower`, `Command Tower`, `Exotic Orchard`, `Path of Ancestry`, `Reflecting Pool`, `Evolving Wilds`, `Windswept Heath`, `Spara's Headquarters`, `Jetmir's Garden`, `Indatha Triome`, `Sandsteppe Citadel`, `Jungle Shrine`, `Adagia, Windswept Bastion`, basic `Forest`, basic `Plains`, basic `Island`, basic `Swamp`, and basic `Mountain`: Treat lands and utility artifacts as enablers for five-color consistency. Prioritize untapped colors when a two-mana engine is available, prioritize tapped fixing when no early play exists, and avoid using `Reliquary Tower`, `Urza's Saga`, or other utility slots as early colored sources unless the hand already functions. Card text check required for `Crystal Fragments`, `Urza's Saga`, and `Adagia, Windswept Bastion` before relying on any exact tutor, token, blink, or utility line.

## Interaction Priorities

- Priority: Use `Dovin's Veto` on stack actions that remove multiple engines, exile graveyards before `Resurgent Belief`, stop `Tom Bombadil` from sticking through a decisive saga turn, or resolve a game-ending combo. Do not spend it on the first medium creature when `Sphere of Safety`, blockers, or `Blasphemous Act` can answer combat later.

- Priority: Use `Heroic Intervention` to protect a developed enchantment board, `Tom Bombadil`, `Sanctum Weaver`, or multiple enchantress engines from a visible sweeper or removal cluster. Do not hold it forever against creature decks if casting it preserves enough material to untap into `Kiora Bests the Sea God`, `The Kami War`, `Sigil of the Empty Throne`, or `Starfield of Nyx`.

- Priority: Remove mana engines, combo permanents, commanders with scaling combat damage, and lock pieces before ordinary attackers. `Binding the Old Gods`, `Elspeth Conquers Death`, `The Kami War`, `Boseiju, Who Endures`, `Blasphemous Act`, and `Clash of the Eikons` should answer the permanent that changes the next full turn cycle, not merely the largest visible object; Card text check required for exact modes and target limits on `Clash of the Eikons` and some saga chapters.

- Priority: Exile or destroy graveyard engines before spending recursion setup. Use `The Eldest Reborn`, `The Cruelty of Gix`, `The Kami War`, or `Elspeth Conquers Death` lines only when the legal action text confirms the target and zone interaction; do not assume a graveyard card can be taken, exiled, or reanimated unless Forge exposes that action.

- Priority: Bait counterspells and removal with replaceable value pieces before committing defining engines. `Enchantress's Presence`, `Rhystic Study`, `Historian's Boon`, `The First Iroan Games`, `The Weatherseed Treaty`, and a lower-impact `Summon:` saga can draw interaction before `Tom Bombadil`, `Sphere of Safety`, `Starfield of Nyx`, `Sigil of the Empty Throne`, `Kiora Bests the Sea God`, or `The Kami War`.

- Priority: Ignore small non-evasive attackers when `Sphere of Safety`, life total, and planned sweepers cover them. Spend removal on threats that evade taxation, threaten commander damage, attack planes of interaction outside combat, or force sacrifice/exile of enchantment engines.

- Archetype shift: Against creature swarms, preserve `Blasphemous Act`, `Sphere of Safety`, and high-toughness blockers over incremental card draw. Against control, protect `Rhystic Study`, `Enchantress's Presence`, `Sterling Grove`, and command-zone access, and force opponents to answer repeated sagas. Against combo, keep mana open for `Dovin's Veto`, tutor protection only when it does not miss the critical stack window, and pressure with `Sigil of the Empty Throne` tokens or saga creatures once disruption is covered.

## Combat And Trading Rules

- Priority: Treat combat as stabilization first and pressure second until an engine is secure. Preserve `Sythis, Harvest's Hand`, `Setessan Champion`, `Mesa Enchantress`, `Eidolon of Blossoms`, `Sanctum Weaver`, `Jukai Naturalist`, `Weaver of Harmony`, `Goldberry, River-Daughter`, `Satsuki, the Living Lore`, and `Narci, Fable Singer` unless a trade prevents lethal damage or protects a higher-value permanent.

- Priority: Block early when life is below roughly one more full attack step from death, when commander damage is accumulating, or when a visible attack threatens to force poor future blocks. Take damage when the hand contains `Blasphemous Act`, `Sphere of Safety`, or a decisive saga and the current attack does not threaten lethal, commander lethal, or a key engine.

- Priority: Attack with `Tom Bombadil` only when visible protection, blockers, and crack-back math are favorable. If the board shows enough saga lore-counter protection or other legal protection to make combat safe, commander damage can become a real clock; if not, keep `Tom Bombadil` available as a saga engine rather than risking tempo into open interaction.

- Priority: Use `Sigil of the Empty Throne` tokens, saga-created creatures, and `Starfield of Nyx` animated enchantments as the main combat material. Trade expendable tokens for real attackers, but avoid exposing critical enchantments animated by `Starfield of Nyx` to a bad block unless the trade prevents lethal or wins the race.

- Priority: Do not attack with `Sanctum Weaver` or mana-relevant creatures before checking postcombat legal plays. Keeping mana available for `Heroic Intervention`, `Dovin's Veto`, `Clockspinning`, `Power Conduit`, or an enchantment chain is usually worth more than chip damage.

- Priority: Trade `Jukai Naturalist`, `Weaver of Harmony`, or an enchantress body only after its cost reduction, copy ability, or draw role has been outscaled by current board needs. If the hand is empty or engines are redundant, trading a body to protect life is acceptable; if the hand contains multiple enchantments, preserve the engine.

- Priority: Use `Blasphemous Act` after blocks only when combat math improves the result and Forge exposes the timing legally. Do not chump away creatures that would make the sweeper cheaper or better unless the block prevents lethal before the spell can be cast.

- Archetype shift: Against aggro, block conservatively, prioritize `Sphere of Safety`, and accept trades that buy an untap. Against midrange, force awkward attacks with taxation and win by larger saga chapters. Against control or combo, attack with disposable tokens and saga creatures to shorten the game while preserving `Dovin's Veto` and `Heroic Intervention` for the decisive exchange.

## Selection And Tutor Rules

- Tutor for the missing engine before the flashy payoff. Use `Enlightened Tutor` or `Sterling Grove` to find `Enchantress's Presence`, `Rhystic Study`, `Sythis, Harvest's Hand`, `Setessan Champion`, `Mesa Enchantress`, or `Eidolon of Blossoms` when the hand has enchantments but no draw engine; find `Sphere of Safety`, `Heroic Intervention`-protected setup, or `Dovin's Veto` support only when survival or a stack fight is the immediate constraint.

- Tutor for protection before commitment when the board is already worth protecting. `Sterling Grove` can be better left on the battlefield than sacrificed if opponents have visible targeted removal and your current enchantment board is already winning; sacrifice it only when the top-card tutor produces a decisive next draw or when protection is no longer the limiting resource.

- Tutor for mana fixing when colors are the bottleneck. `Binding the Old Gods`, `The Weatherseed Treaty`, `Farseek`, `Cultivate`, `Evolving Wilds`, and `Windswept Heath` should prioritize the color pair needed for the next two turns, not the most abstractly powerful land; Card text check required for exact search restrictions on `The Weatherseed Treaty`.

- Draw before land drops when the legal draw or tutor can change the land choice. If `Sythis, Harvest's Hand`, `Enchantress's Presence`, `Setessan Champion`, `Mesa Enchantress`, `Eidolon of Blossoms`, `Rhystic Study`, or `The Bath Song` can produce cards before the land drop, delay playing a flexible land such as `Command Tower`, `Reflecting Pool`, `Exotic Orchard`, `The World Tree`, or a fetch land unless the spell itself requires that land first.

- Bottom, decline, or de-prioritize redundant late setup when under pressure. If selection shows extra mana rocks, extra tapped lands, or slow sagas while attackers threaten the next turn cycle, prefer `Blasphemous Act`, `Sphere of Safety`, `Binding the Old Gods`, `Elspeth Conquers Death`, `The Kami War`, `Heroic Intervention`, or a stabilizing saga chapter over additional value.

- Use `Hall of Heliod's Generosity` as a slow selection engine after removal or sacrifice. Put back `Sterling Grove`, `Sphere of Safety`, `Sigil of the Empty Throne`, `Enchantress's Presence`, or a high-impact saga when the next draw can be spent on rebuilding; avoid looping a low-impact enchantment if the current hand already contains action.

- Treat `Urza's Saga`, `O'aka, Traveling Merchant`, `The Cruelty of Gix`, `Resurgent Belief`, and `Crystal Fragments` as conditional selection until legal text is visible. Card text check required for exact search, cast, recur, bounce, or artifact lines; choose only actions exposed by Forge and do not assume a hidden package exists.

## Priority And Stack Rules

- Hold priority interaction for the exchange that changes the game. Use `Dovin's Veto` on sweepers, counterspells aimed at `Tom Bombadil` or a defining engine, combo pieces, graveyard hate before `Resurgent Belief`, or spells that break `Sphere of Safety`; let medium creatures, cantrips, and replaceable value spells resolve when your battlefield can absorb them.

- Cast `Heroic Intervention` only when the visible effect would materially reduce your board. Protect `Tom Bombadil`, `Sanctum Weaver`, multiple enchantress engines, `Sigil of the Empty Throne`, `Starfield of Nyx`, `Sphere of Safety`, or a developed saga board from removal or sweepers; do not fire it into a single low-impact removal spell unless that permanent is the current plan’s hinge.

- Spend instant-speed activated abilities before information changes only when the action is deterministic. Use `Clockspinning`, `Power Conduit`, `Goldberry, River-Daughter`, `Weaver of Harmony`, `Boseiju, Who Endures`, `Nesting Grounds`, or `Hall of Heliod's Generosity` from visible legal text; Card text check required for exact counter movement, copy, channel, and timing restrictions, so prefer model reasoning unless Forge presents one clearly correct target.

- Let your own enchantment triggers resolve in value-maximizing order when Forge asks. Draw and life-gain triggers from `Sythis, Harvest's Hand`, draw triggers from enchantress permanents, token triggers from `Sigil of the Empty Throne` or `Historian's Boon`, and saga chapter triggers should be ordered to reveal more information before optional payments, target choices, or land-drop decisions when legal.

- Use combat priority windows to convert defense into advantage. Before blockers, preserve mana for `Heroic Intervention`, `Dovin's Veto`, `Clockspinning`, or removal if opponents can punish blocks; after blocks, use `Blasphemous Act`, `Boseiju, Who Endures`, counter movement, or protection only when the legal timing and visible board make the result better than waiting.

- Treat optional payments and optional triggers as board-state decisions. Pay for cost reducers, enchantment chains, or protection before incremental value; decline optional value if it consumes mana needed for `Dovin's Veto`, `Heroic Intervention`, `Sphere of Safety` taxes, or a decisive main-phase saga.

- Use graveyard timing deliberately. Cast `Resurgent Belief`, activate `Hall of Heliod's Generosity`, or choose reanimation-style actions from `The Eldest Reborn` and `The Cruelty of Gix` only after checking visible graveyards, opposing open mana, and exile effects; do not expose the graveyard plan into an obvious answer when a normal enchantment line is available.

## Sideboard Map

- Registration rule: This list has `Sideboard (0)`, so Veles must not present any executable between-game card exchange plan. Any runtime sideboard request that adds a card, removes a card, or changes registered deck contents should be rejected as illegal unless an external tournament configuration supplies a different registered zone that is visible to the rules engine.

- Coverage rule: There are no sideboard cards to cover for matchups in, role, when bad, or role changes. Treat every between-game adjustment as a pilot-plan adjustment using the same 100 registered cards: `Tom Bombadil`, saga density, enchantress engines, protection, sweepers, taxation, and five-color mana.

- Commander rule: Use the same registered main deck for every game unless the event configuration explicitly exposes a legal sideboard or companion-style deck-construction object. Do not infer a wishboard, lesson board, commander protection package, silver-bullet board, or metagame package from absent cards.

- Between-game review rule: After each game, change priorities rather than cards. If the loss came from mana failure, mulligan harder for `Command Tower`, `Arcane Signet`, `Sol Ring`, `Chromatic Lantern`, `Farseek`, `Cultivate`, `Leyline of the Guildpact`, `The World Tree`, or functional fetch/fix land actions; if the loss came from pressure, elevate `Sphere of Safety`, `Blasphemous Act`, `Binding the Old Gods`, `Elspeth Conquers Death`, `The Kami War`, and early blockers.

- Against fast creature decks: Add role cards: `Sphere of Safety`, `Blasphemous Act`, `Binding the Old Gods`, `Elspeth Conquers Death`, `The Kami War`, `The Eldest Reborn`, `Kiora Bests the Sea God`, `Summon: Titan`, and cheap acceleration that reaches those cards. Reduce main-deck emphasis: slow pure value chains that do not affect combat before the next attack, speculative `Hall of Heliod's Generosity` loops, and protection held for a future board that may never arrive.

- Against go-wide boards: Add role cards: `Sphere of Safety`, `Blasphemous Act`, `Sigil of the Empty Throne`, `Historian's Boon`, `Starfield of Nyx`, and high-chapter sagas that create blockers or remove multiple attackers. Reduce main-deck emphasis: single-target answers when the visible problem is total attack count, and attacking with engine creatures when they are needed to survive the next combat.

- Against control decks: Add role cards: `Rhystic Study`, `Enchantress's Presence`, `Sythis, Harvest's Hand`, `Setessan Champion`, `Mesa Enchantress`, `Eidolon of Blossoms`, `Dovin's Veto`, `Heroic Intervention`, `Sterling Grove`, `Resurgent Belief`, `Hall of Heliod's Generosity`, and `The Cruelty of Gix`. Reduce main-deck emphasis: early all-in `Tom Bombadil` turns into open interaction, low-impact saga deployment into visible sweepers, and spending `Dovin's Veto` on spells that do not threaten the engine.

- Against combo decks: Add role cards: `Dovin's Veto`, `Rhystic Study`, `Enlightened Tutor`, `Sterling Grove`, `The Cruelty of Gix`, `The Eldest Reborn`, `Scroll of Isildur`, `In the Darkness Bind Them`, `The Kami War`, and fast commander pressure when protection is available. Reduce main-deck emphasis: defensive taxation that only affects combat, slow recursion without interaction, and tap-main-phase lines that leave no answer for a visible decisive stack action.

- Against graveyard decks: Add role cards: `The Eldest Reborn`, `The Cruelty of Gix`, `In the Darkness Bind Them`, `The Kami War`, `Dovin's Veto`, and clock-building enchantments that pressure before the graveyard deck assembles. Reduce main-deck emphasis: relying on `Resurgent Belief` as the primary recovery line when opponents already have visible graveyard interaction, and slow value loops that lose to a single graveyard payoff resolving.

- Against artifact or enchantment engines: Add role cards: `Binding the Old Gods`, `The Kami War`, `Elspeth Conquers Death`, `Boseiju, Who Endures`, `Dovin's Veto`, `Sterling Grove`, and `Enlightened Tutor` for the most relevant answer or shield. Reduce main-deck emphasis: racing without checking whether the opposing permanent engine can overtake `Tom Bombadil`, and spending removal on replaceable pieces before the visible payoff appears.

- Against commander-centric midrange: Add role cards: `Sphere of Safety`, `Elspeth Conquers Death`, `The Kami War`, `Binding the Old Gods`, `The Eldest Reborn`, `Kiora Bests the Sea God`, `Summon: Bahamut`, and recurring pressure from `Starfield of Nyx`. Reduce main-deck emphasis: one-for-one plays into disposable support permanents, and premature attacks that expose `Sanctum Weaver`, `Jukai Naturalist`, `Sythis, Harvest's Hand`, or `Setessan Champion` to combat damage.

- Against heavy removal: Add role cards: `Heroic Intervention`, `Sterling Grove`, `Hall of Heliod's Generosity`, `Resurgent Belief`, `Sigil of the Empty Throne`, `Historian's Boon`, and redundant enchantress effects. Reduce main-deck emphasis: committing all draw engines before opponents act, and using `Sterling Grove` as a tutor when its static protection is the stronger visible role.

- Against mana denial: Add role cards: `Sol Ring`, `Arcane Signet`, `Chromatic Lantern`, `Farseek`, `Cultivate`, `Leyline of the Guildpact`, `Sanctum Weaver`, `Serra's Sanctum`, `Command Tower`, `Reflecting Pool`, `The World Tree`, and fetchable fixing. Reduce main-deck emphasis: hands with powerful sagas but missing colors, keeping single-source five-color hands, and sequencing tap lands in a way that delays the first meaningful spell.

- Against flying pressure: Add role cards: `Sphere of Safety`, `Kiora Bests the Sea God`, `Summon: Valefor`, `Summon: Shiva`, `Summon: Bahamut`, `Blasphemous Act`, and removal sagas that answer the largest visible attacker. Reduce main-deck emphasis: ground-only racing lines when the opposing aerial clock is faster than the saga engine.

- Against token engines: Add role cards: `Blasphemous Act`, `Sphere of Safety`, `Sigil of the Empty Throne`, `Historian's Boon`, `Starfield of Nyx`, `The First Iroan Games`, and chapter acceleration from `Goldberry, River-Daughter`, `Power Conduit`, `Clockspinning`, or `Nesting Grounds` when legal text exposes useful counter movement. Reduce main-deck emphasis: single large attacker plans that fail into many blockers, and spending protection before the sweeper or taxation turn is ready.

- When bad rule: Any sideboard-style adjustment is bad if it changes deck contents, names absent cards, or assumes card text not exposed by the registered list or rules engine. Keep role changes conditional on public information: visible opponents, known commanders, revealed cards, game-one logs, and legal actions.

- Role-change rule: `Tom Bombadil` is the default engine commander in slower games, but can become a follow-up threat in hostile games where protection is not ready. `Sythis, Harvest's Hand`, `Enchantress's Presence`, `Setessan Champion`, `Mesa Enchantress`, and `Eidolon of Blossoms` are the priority rebuild tools after attrition; `Sphere of Safety` and `Blasphemous Act` are the stabilizing pivots after creature pressure.

- No executable plan rule: Because the registered sideboard is empty, do not output `Side in:` or `Cut:` lines for this deck. The legal balanced plan is to submit no deck-content changes and carry the same 100 cards into the next game.

## Matchup Guidance
- Aggro: Mulligan toward early fixing plus at least one stabilizer, because this deck wins fast creature games by reaching saga turns rather than trading one-for-one forever. Prioritize `Sol Ring`, `Arcane Signet`, `Farseek`, `Cultivate`, `Jukai Naturalist`, `Sythis, Harvest's Hand`, `Binding the Old Gods`, `Sphere of Safety`, `Blasphemous Act`, and any legal line that gets to five mana with life intact. Do not expose `Sanctum Weaver`, `Setessan Champion`, `Mesa Enchantress`, or `Eidolon of Blossoms` in combat unless blocking prevents a materially dangerous attack.

- Go-wide: Treat total attacker count as the threat, not the largest creature. `Sphere of Safety` is the preferred stabilizer when legal, `Blasphemous Act` is the reset when the visible battlefield makes it efficient, and `Sigil of the Empty Throne`, `Historian's Boon`, `Starfield of Nyx`, `The First Iroan Games`, and saga bodies become the way to match board width. Use `Goldberry, River-Daughter`, `Power Conduit`, `Clockspinning`, and `Nesting Grounds` only when the rules engine exposes a legal counter line that advances a relevant chapter or defensive board.

- Burn: Preserve life total over slow card advantage until the burn player is under pressure or emptying out. `Rhystic Study`, `Enchantress's Presence`, `Sythis, Harvest's Hand`, and `Setessan Champion` matter only if the pilot can survive the next visible attack and stack pressure; otherwise prioritize `Dovin's Veto`, `Heroic Intervention` when it prevents a lethal or crushing sweeper line, and faster stabilizers such as `Sphere of Safety`, `Binding the Old Gods`, and `Blasphemous Act`. Avoid unnecessary shock-style mana assumptions; trust only legal mana from runtime.

- Tempo: Make the tempo deck answer mana development and redundant engines instead of letting one protected threat decide the game. Keep hands with multiple colors, cheap acceleration, and a two-stage plan such as `Jukai Naturalist` into an enchantress effect or `Farseek` into a midgame saga. Do not cast `Tom Bombadil` into open interaction if the same turn can deploy `Rhystic Study`, `Enchantress's Presence`, `Sterling Grove`, or a lower-risk saga; commit the commander when protection, pressure, or replacement value makes waiting worse.

- Control: Lead with must-answer engines before fragile top-end, and preserve stack interaction for spells that stop the enchantment engine, exile key permanents, or win the game. `Rhystic Study`, `Sythis, Harvest's Hand`, `Enchantress's Presence`, `Setessan Champion`, `Mesa Enchantress`, and `Eidolon of Blossoms` are the attrition plan; `Sterling Grove`, `Heroic Intervention`, `Dovin's Veto`, `Hall of Heliod's Generosity`, `Resurgent Belief`, and `The Cruelty of Gix` are the rebuild or protection plan. Do not overcommit every draw engine before the control deck spends visible removal or sweepers.

- Combo: Shorten the clock while holding the cleanest legal interaction for decisive stack or engine moments. `Dovin's Veto`, `Enlightened Tutor`, `Sterling Grove`, `Rhystic Study`, `The Cruelty of Gix`, `The Eldest Reborn`, `Scroll of Isildur`, `In the Darkness Bind Them`, and `The Kami War` are the highest-priority role cards, but target choices must follow revealed cards, public zones, and legal action text. Do not spend `Dovin's Veto` on a low-impact setup spell if a known combo payoff, protection spell, or engine activation is plausibly next.

- Midrange: Become the bigger value deck unless the opponent is already ahead on board. Develop mana, draw engines, and saga density, then use `Tom Bombadil`, `Narci, Fable Singer`, `Satsuki, the Living Lore`, `The Cruelty of Gix`, `The Eldest Reborn`, `Kiora Bests the Sea God`, `Elspeth Conquers Death`, and `Starfield of Nyx` to convert attrition into a permanent advantage. Spend removal sagas on commanders, scaling engines, and threats that invalidate combat, not on replaceable bodies unless life total demands it.

- Removal-heavy decks: Force removal to answer redundant enchantment engines and protect only the permanent that currently holds the game together. `Sterling Grove` may be better as protection than as a tutor, `Heroic Intervention` should be saved for a visible sweeper or decisive removal cluster, and `Hall of Heliod's Generosity` plus `Resurgent Belief` provide recovery if the graveyard remains usable. Do not stack all important creatures into removal; spread pressure across enchantments, sagas, tokens, and recursion.

- Big mana: Race their inevitability by building draw plus commander pressure before their top end dominates the battlefield. Prioritize `Sol Ring`, `Arcane Signet`, `Chromatic Lantern`, `Farseek`, `Cultivate`, `Sanctum Weaver`, `Serra's Sanctum`, `Leyline of the Guildpact`, and color-stable lands so five-color sagas come online early. Use `Dovin's Veto`, `The Kami War`, `Elspeth Conquers Death`, `Binding the Old Gods`, and `Kiora Bests the Sea God` on payoff permanents or stack actions that are harder to beat than the current board.

- Graveyard decks: Pressure first, then interact with graveyard-dependent payoffs when the rules engine exposes them. `The Eldest Reborn`, `The Cruelty of Gix`, `In the Darkness Bind Them`, `The Kami War`, and `Dovin's Veto` are the main role cards, while `Resurgent Belief`, `Hall of Heliod's Generosity`, and `Starfield of Nyx` should be used with awareness that opposing graveyard interaction may also be present. Do not assume hidden graveyard payoffs; act on public graveyard size, revealed cards, commander text, and legal targets.

- Artifact/enchantment engines: Identify the permanent that multiplies resources, then answer or outrun that permanent instead of clearing harmless support. `Binding the Old Gods`, `The Kami War`, `Elspeth Conquers Death`, `Boseiju, Who Endures`, `Dovin's Veto`, `Sterling Grove`, and `Enlightened Tutor` are the primary tools for finding or using answers. `Card text check required` for newer saga-like `Summon:` cards and `Clash of the Eikons`; treat them as conditional role cards only after runtime exposes their legal actions and effects.

- Single-threat decks: Tax, remove, steal tempo, or outsize the lone threat rather than racing blindly. `Sphere of Safety` can make repeated attacks fail, `Binding the Old Gods`, `Elspeth Conquers Death`, `The Kami War`, and `Kiora Bests the Sea God` are premium answers to visible high-value permanents, and `The Eldest Reborn` can punish decks that rely on one major creature or planeswalker if legal text supports the choice. Avoid trading away engine creatures unless the single threat creates lethal or commander-damage danger.

- Flying or evasive pressure: Stabilize with taxation and removal before committing ground-only pressure. `Sphere of Safety`, `Blasphemous Act`, `Kiora Bests the Sea God`, `The Kami War`, `Elspeth Conquers Death`, `Binding the Old Gods`, `Summon: Valefor`, `Summon: Shiva`, and `Summon: Bahamut` are potential role cards, but `Card text check required` for the `Summon:` cards before assigning anti-flying duties. Do not count ground blockers as defense against evasion unless the engine marks them as legal blockers.

- Stax or prison: Protect mana development and use enchantment density to operate through friction. `Sol Ring`, `Arcane Signet`, `Chromatic Lantern`, `Farseek`, `Cultivate`, `Leyline of the Guildpact`, `Sanctum Weaver`, `Serra's Sanctum`, `The World Tree`, and `Command Tower` are priority resources; `Boseiju, Who Endures`, `Binding the Old Gods`, `The Kami War`, and `Dovin's Veto` answer lock pieces when legal. Do not sacrifice land sequencing for speculative value if the visible board can restrict future actions.

- Mirror or enchantress decks: Win by sequencing draw engines, protection, and higher-impact sagas while avoiding low-value removal trades. `Rhystic Study`, `Enchantress's Presence`, `Sythis, Harvest's Hand`, `Setessan Champion`, `Mesa Enchantress`, `Eidolon of Blossoms`, `Sterling Grove`, `Tom Bombadil`, `Narci, Fable Singer`, `Satsuki, the Living Lore`, and `Starfield of Nyx` define the fight. Use `Enlightened Tutor` for the card that solves the current public bottleneck: protection, draw, taxation, recursion, or a specific answer.

## Specific Matchup Notes
- General/archetype-only: Exact opponents are absent, so revealed cards, commander identity, public zones, and Veles legal actions override every matchup assumption. No sideboard is registered; use no sideboarding, and adapt only through mulligans, tutor targets, interaction timing, and sequencing.

- Fast creature pressure: Stabilize before pursuing slow saga chains. Priority targets are visible creatures or combat engines that threaten lethal, commander damage, or repeated evasive attacks; use `Blasphemous Act`, `Sphere of Safety`, `Binding the Old Gods`, `Elspeth Conquers Death`, `The Kami War`, and `Kiora Bests the Sea God` when legal. Keep hands with early mana plus at least one stabilizer, and do not count `Tom Bombadil` as defense unless the engine shows legal blocks or protection.

- Control and removal-heavy decks: Lead with resilient resource engines and hold stack protection for effects that stop the enchantment plan. `Rhystic Study`, `Sythis, Harvest's Hand`, `Enchantress's Presence`, `Setessan Champion`, `Mesa Enchantress`, and `Eidolon of Blossoms` are priority development cards; `Dovin's Veto`, `Heroic Intervention`, `Sterling Grove`, `Hall of Heliod's Generosity`, `Resurgent Belief`, and `Starfield of Nyx` are priority protection or recovery cards. Avoid committing every draw creature before a visible sweeper risk unless waiting loses more value.

- Combo or spell-chain decks: Shorten the clock while preserving the cleanest answer for the decisive public stack item or engine permanent. Priority targets are visible combo enablers, payoff spells, tutors, or protection pieces; use `Dovin's Veto`, `Enlightened Tutor`, `Sterling Grove`, `The Cruelty of Gix`, `The Eldest Reborn`, `Scroll of Isildur`, `In the Darkness Bind Them`, and `The Kami War` according to legal text. Do not spend `Dovin's Veto` on a low-impact spell when a known payoff is likely from public information.

- Big mana and battlecruiser decks: Build colors and card flow first, then answer the first payoff that outclasses the board. `Sol Ring`, `Arcane Signet`, `Chromatic Lantern`, `Farseek`, `Cultivate`, `Sanctum Weaver`, `Serra's Sanctum`, `Leyline of the Guildpact`, `Command Tower`, `The World Tree`, and triomes are priority keeps and development pieces. Use `Dovin's Veto`, `Binding the Old Gods`, `The Kami War`, `Elspeth Conquers Death`, and `Kiora Bests the Sea God` on payoff permanents or stack actions rather than minor setup.

- Graveyard-centric decks: Pressure and develop while acting only on public graveyard threats or revealed recursion. `The Eldest Reborn`, `The Cruelty of Gix`, `In the Darkness Bind Them`, `The Kami War`, and `Dovin's Veto` are priority interaction cards; `Hall of Heliod's Generosity`, `Resurgent Belief`, and `Starfield of Nyx` are also exposed to graveyard hate. Do not assume hidden graveyard cards; respond to public counts, legal targets, and revealed effects.

- Artifact/enchantment engines: Identify the visible permanent that multiplies mana, cards, damage, or lock pressure. Priority answers are `Boseiju, Who Endures`, `Binding the Old Gods`, `The Kami War`, `Elspeth Conquers Death`, `Dovin's Veto`, and tutor lines through `Enlightened Tutor` or `Sterling Grove`. Protect `Sterling Grove` when its static protection matters more than converting it into a tutor.

## Risk Summary
- Mana risk: Five-color requirements make color stability the main fail case. Mulligan hands that cannot cast early ramp or engines, sequence fetch and tapped lands around the next two turns, and value `Chromatic Lantern`, `Leyline of the Guildpact`, `Sanctum Weaver`, `Serra's Sanctum`, `Command Tower`, `The World Tree`, and `Reflecting Pool` highly when they unlock multiple colors.

- Draw risk: The deck can stall if enchantress pieces are removed before replacing themselves. Do not expose `Sythis, Harvest's Hand`, `Setessan Champion`, `Mesa Enchantress`, and `Eidolon of Blossoms` into obvious removal without a follow-up enchantment, protection, or another draw source when a safer line exists.

- Sweeper/removal risk: Creature-based engines and token closers are fragile. Preserve `Heroic Intervention` for visible sweepers or decisive clustered removal, and use `Sterling Grove`, `Hall of Heliod's Generosity`, `Resurgent Belief`, and `Starfield of Nyx` as recovery plans when legal.

- Graveyard risk: `Hall of Heliod's Generosity`, `Resurgent Belief`, `Starfield of Nyx`, `The Eldest Reborn`, and `The Cruelty of Gix` lose value into graveyard denial. Treat public graveyard hate as a reason to prioritize board development, hand resources, or stack interaction over slow recursion.

- Closer risk: The deck may draw cards without ending the game. Convert advantage into `Tom Bombadil` saga chains, `Sigil of the Empty Throne`, `Starfield of Nyx`, `Kiora Bests the Sea God`, `Summon: Knights of Round`, or other legal high-impact saga actions; Card text check required for newer `Summon:` cards before treating them as deterministic finishers.

- Sequencing risk: Saga, counter, and chapter timing can punish careless ordering. Check legal actions before using `Clockspinning`, `Power Conduit`, `Goldberry, River-Daughter`, `Nesting Grounds`, `Satsuki, the Living Lore`, or `Tom Bombadil`, and avoid moving counters when the current or next chapter is more valuable.

- Interaction risk: `Dovin's Veto`, `Boseiju, Who Endures`, `Binding the Old Gods`, `The Kami War`, and `Elspeth Conquers Death` are limited answers in a singleton deck. Spend them on visible threats that beat the current plan, not on replaceable permanents unless life total or commander damage demands it.

- Over-sideboarding risk: No sideboard exists. Do not invent sideboard changes, wish targets, companion swaps, or matchup-specific card access outside the registered 100.

## Test Feedback Checklist
- Deciding factor: What public event most changed the game: early mana, a resolved enchantress, `Tom Bombadil` chaining sagas, `Sphere of Safety` slowing combat, a missed interaction window, or an unanswered opposing payoff?
- Mulligans: Did the opening hand cast `Farseek`, `Cultivate`, `Arcane Signet`, `Sol Ring`, `Jukai Naturalist`, `Sythis, Harvest's Hand`, or `Sterling Grove` on time, and did any keep rely on colors the lands could not actually produce?
- Mana: Did `Chromatic Lantern`, `Leyline of the Guildpact`, `Sanctum Weaver`, `Serra's Sanctum`, `Command Tower`, `The World Tree`, or `Reflecting Pool` solve the relevant colors, or were cards stranded by five-color requirements?
- Velocity: Did `Sythis, Harvest's Hand`, `Setessan Champion`, `Mesa Enchantress`, `Eidolon of Blossoms`, `Enchantress's Presence`, `Rhystic Study`, or `The Bath Song` generate enough cards before the opponent applied lethal pressure?
- Engine timing: Did `Tom Bombadil`, `Satsuki, the Living Lore`, `Goldberry, River-Daughter`, `Clockspinning`, `Power Conduit`, and `Nesting Grounds` advance useful saga chapters, or did counter manipulation spend mana without changing the board?
- Removal: Were `Dovin's Veto`, `Binding the Old Gods`, `Elspeth Conquers Death`, `The Kami War`, `Boseiju, Who Endures`, `Blasphemous Act`, or `Clash of the Eikons` held for decisive threats, or spent before the actual public danger appeared?
- Protection and recovery: Did `Heroic Intervention`, `Sterling Grove`, `Hall of Heliod's Generosity`, `Resurgent Belief`, and `Starfield of Nyx` protect a winning board, recover after removal, or sit unusable because mana or timing was wrong?
- Closing: Did advantage convert into a win through `Sigil of the Empty Throne`, `Starfield of Nyx`, `Kiora Bests the Sea God`, `There and Back Again`, `One Ring to Rule Them All`, `The Cruelty of Gix`, or `Summon: Knights of Round`, or did the game stall after drawing cards?
- Role: Did the pilot correctly identify when to be defensive with `Sphere of Safety` and sweepers versus proactive with `Tom Bombadil`, saga pressure, and enchantress chaining?
- Mistakes: Did any legal action reveal a sequencing error, such as playing a tapped land before a needed color, using `Enlightened Tutor` for a low-impact card, or moving counters away from a stronger chapter?
- Stranded cards: Which cards stayed in hand longest, especially `The Kami War`, `Kiora Bests the Sea God`, `Summon: Bahamut`, `Summon: Primal Odin`, `Summon: Knights of Round`, or multicolor legends, and was the cause mana, timing, or low board relevance?
- Overperformers and underperformers: Which exact cards generated wins, stabilized losses, or failed to matter across multiple games?
- Sideboard: No sideboard is registered; did the absence of sideboard options matter, or were losses mainly caused by main-deck role, mana, or pilot decisions?

## First Tuning Questions
- Mana base: Does the deck need more untapped five-color reliability if `The Kami War`, `Tom Bombadil`, `Dovin's Veto`, and early green ramp are repeatedly stranded?
- Early game: Are there enough low-cost plays if hands without `Sol Ring`, `Arcane Signet`, `Farseek`, `Cultivate`, `Jukai Naturalist`, `Sythis, Harvest's Hand`, or `Sterling Grove` fall behind before turn four?
- Enchantress density: Do `Sythis, Harvest's Hand`, `Setessan Champion`, `Mesa Enchantress`, `Eidolon of Blossoms`, and `Enchantress's Presence` appear often enough to make the deck's enchantment volume pay off?
- Saga density: Does `Tom Bombadil` consistently find meaningful saga chains, or are too many games dependent on one expensive saga resolving and surviving?
- Counter package: Are `Clockspinning`, `Power Conduit`, `Goldberry, River-Daughter`, and `Nesting Grounds` winning by accelerating chapters, or are they narrow cards when no good saga is active?
- Aggro plan: Is `Sphere of Safety` plus `Blasphemous Act` enough against fast creature pressure, or does the deck need more early stabilization effects in the registered 100?
- Control plan: Are `Dovin's Veto`, `Heroic Intervention`, `Sterling Grove`, `Hall of Heliod's Generosity`, `Resurgent Belief`, and `Starfield of Nyx` enough against removal-heavy tables?
- Closer package: Do `Sigil of the Empty Throne`, `Starfield of Nyx`, `Kiora Bests the Sea God`, `There and Back Again`, and the `Summon:` cards end games fast enough after the deck gains cards?
- Card text validation: Do `Summon: Bahamut`, `Summon: Fenrir`, `Summon: Primal Odin`, `Summon: Knights of Round`, `Summon: Yojimbo`, `Summon: Titan`, `Summon: Valefor`, `Summon: Shiva`, `Summon: Esper Valigarmanda`, and `Summon: Brynhildr` perform the assumed tactical roles after exact card text checks?
- Role conflict: Is the deck pulled between enchantress value, saga chapter manipulation, and expensive haymakers, or do those plans reinforce each other in actual Veles logs?
- Tutor targets: Is `Enlightened Tutor` most often finding mana, protection, draw, lock pressure, recursion, or a closer, and does that pattern reveal the deck's weakest axis?
- Sideboard slots: Since Sideboard (0) is registered, should future testing remain commander-pure with no sideboard, or should an optional test board be created only for non-Commander experiments?

## Veles Tactical Policy

### Policy: Keep Functional Engine Hands
Priority: High
Decision families: mulligan
Cards: Tom Bombadil; Sythis, Harvest's Hand; Jukai Naturalist; Setessan Champion; Enchantress's Presence; Sol Ring; Arcane Signet; Farseek; Cultivate
Phase windows: pregame; opening hand; mulligan bottom prompts
Runtime cues: opening hand; action:mulligan; action:keep
Use when: the hand has castable early mana plus at least one engine, ramp, or draw permanent supported by visible colors.
Avoid when: the hand cannot produce green or white early, has only expensive sagas and Summon cards, or relies on a land whose colors are not confirmed.
Instructions: Keep hands that can start mana or enchantress development by turn two or three; ship hands that do nothing before turn four unless Sol Ring plus fixing makes the hand functional. Bottom the most expensive unsupported haymaker first after a mulligan.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes

### Policy: Establish First Enchantment Engine
Priority: Medium
Decision families: priority; mana
Cards: Sythis, Harvest's Hand; Setessan Champion; Mesa Enchantress; Eidolon of Blossoms; Enchantress's Presence; Jukai Naturalist; Sterling Grove
Phase windows: main phases with priority and sufficient mana
Runtime cues: action:cast Sythis, Harvest's Hand; action:cast Setessan Champion; action:cast Enchantress's Presence
Use when: the legal actions include an early engine permanent and the current board does not demand immediate survival interaction.
Avoid when: visible pressure makes Sphere of Safety, Blasphemous Act, or removal the only line that prevents a decisive attack.
Instructions: Deploy the cheapest protected draw or cost-reduction engine before chaining medium sagas. Prefer Sythis, Harvest's Hand or Enchantress's Presence before one-shot expensive enchantments when both are legal.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Fix Five Colors Before Haymakers
Priority: High
Decision families: mana; priority
Cards: Chromatic Lantern; Leyline of the Guildpact; Farseek; Cultivate; Arcane Signet; Sol Ring; The World Tree; Command Tower; Reflecting Pool; Exotic Orchard
Phase windows: early main phases; land-play decisions; ramp spell decisions
Runtime cues: action:cast Farseek; action:cast Cultivate; action:cast Chromatic Lantern; action:play The World Tree
Use when: the hand contains Tom Bombadil, The Kami War, Dovin's Veto, multicolor legends, or expensive Summon cards and colors are not yet stable.
Avoid when: an immediate legal defensive play is needed to survive visible combat damage or a stack threat.
Instructions: Prioritize color access over raw mana once Sol Ring or Serra's Sanctum already supplies quantity. Choose lands and ramp that unlock the most stranded exact-color cards visible in hand.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Commit Tom Bombadil Only With Payoff Or Need
Priority: High
Decision families: priority; mana
Cards: Tom Bombadil; Sterling Grove; Heroic Intervention; Satsuki, the Living Lore; Goldberry, River-Daughter; Clockspinning
Phase windows: main phases with commander casting legal
Runtime cues: action:cast Tom Bombadil
Use when: a saga is active or follow-up saga development is visible, mana supports recasting through commander tax, or waiting gives the opponent too much time.
Avoid when: Tom Bombadil would be the only meaningful permanent into visible untapped interaction and no protection, recursion, or immediate chapter value is available.
Instructions: Treat Tom Bombadil as the saga engine commitment, not a generic creature. Cast it when it will connect to chapter progress, free saga replacement, or pressure that matters this turn cycle.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Advance Saga Counters Deliberately
Priority: Medium
Decision families: selection; priority
Cards: Goldberry, River-Daughter; Clockspinning; Power Conduit; Nesting Grounds; Satsuki, the Living Lore; Tom Bombadil
Phase windows: main phases; activated-ability windows; counter-choice prompts
Runtime cues: action:activate Goldberry, River-Daughter; action:cast Clockspinning; action:activate Power Conduit; action:activate Nesting Grounds
Use when: a visible saga chapter counter change creates a known next chapter, final chapter, or Tom Bombadil trigger path.
Avoid when: the card text or next chapter outcome is unknown, or moving a counter would skip a useful chapter without a clear visible reason.
Instructions: Use counter manipulation to accelerate decisive chapters, preserve sagas before sacrifice when useful, or trigger commander chaining. Card text check required for unfamiliar saga or Summon chapter outcomes.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Tutor For Missing Axis
Priority: High
Decision families: selection; priority
Cards: Enlightened Tutor; Sterling Grove; Hall of Heliod's Generosity; Sigil of the Empty Throne; Sphere of Safety; Enchantress's Presence; Chromatic Lantern; Starfield of Nyx
Phase windows: tutor prompts; end step before own turn; main phase search actions
Runtime cues: action:cast Enlightened Tutor; action:activate Sterling Grove
Use when: the legal search can find the missing visible axis: fixing, protection, draw engine, prison defense, recursion, or a closer.
Avoid when: the selected target is not confirmed legal by the rules engine or the current board requires an immediate non-tutor answer.
Instructions: Select the tutor target with light-model reasoning from visible hand, mana, battlefield, and clock. Do not assume hidden draws or choose a generic staple target absent from the deck.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Spend Permission On Decisive Stack Threats
Priority: High
Decision families: interaction; priority
Cards: Dovin's Veto
Phase windows: opponent stack windows; own protection windows
Runtime cues: action:cast Dovin's Veto; stack:noncreature spell
Use when: a visible noncreature spell on the stack would break the enchantment engine, stop a winning saga chain, remove the commander at a key moment, or create lethal pressure.
Avoid when: the stack object is low impact relative to known battlefield danger or Dovin's Veto mana is needed for a higher-risk visible stack sequence.
Instructions: Counter board wipes, prison breakers, combo payoffs, and decisive removal before routine card draw or mana setup. Respect exact legal targets from the engine.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Protect A Winning Board
Priority: High
Decision families: interaction; priority
Cards: Heroic Intervention; Sterling Grove
Phase windows: stack windows; removal and sweeper response windows
Runtime cues: action:cast Heroic Intervention; action:activate Sterling Grove
Use when: a visible spell or ability threatens multiple core permanents, Tom Bombadil plus active saga progress, or a board that is converting into lethal or lock pressure.
Avoid when: only a replaceable permanent is threatened and protection would consume mana needed for a decisive answer this turn.
Instructions: Use Heroic Intervention for high-leverage protection, not reflexively for one minor piece. Use Sterling Grove protection or sacrifice only when the resulting shield or tutor target advances the current plan.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Answer Permanents By Threat Class
Priority: Medium
Decision families: interaction; selection
Cards: Binding the Old Gods; Elspeth Conquers Death; The Kami War; Boseiju, Who Endures; Blasphemous Act; Clash of the Eikons
Phase windows: main phases; channel windows; sweeper windows
Runtime cues: action:cast Binding the Old Gods; action:cast Elspeth Conquers Death; action:channel Boseiju, Who Endures; action:cast Blasphemous Act
Use when: a visible permanent or creature board is preventing engine development, threatening lethal, or invalidating Sphere of Safety and blockers.
Avoid when: the answer is being spent on a low-impact permanent while a stronger public threat is already visible.
Instructions: Use targeted removal for commanders, combo engines, prison breakers, and planeswalker-like threats before ordinary attackers. Use sweepers when the battlefield math shows the deck cannot stabilize through blocking or Sphere of Safety alone.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Build Prison Before Racing Creature Boards
Priority: Medium
Decision families: priority; combat
Cards: Sphere of Safety; Sigil of the Empty Throne; Starfield of Nyx; Historian's Boon
Phase windows: main phases before combat; defensive priority windows
Runtime cues: action:cast Sphere of Safety; action:cast Sigil of the Empty Throne; action:cast Starfield of Nyx
Use when: opposing visible attackers pressure life total and the deck has enough enchantments or follow-up enchantments to make combat difficult.
Avoid when: the opponent can already pay attack taxes or a visible noncombat threat must be answered immediately.
Instructions: Prefer Sphere of Safety to stabilize wide creature attacks. Convert enchantment density into blockers and angel pressure after life total is safe.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Combat With Engines Conservatively
Priority: Medium
Decision families: combat
Cards: Sythis, Harvest's Hand; Jukai Naturalist; Sanctum Weaver; Setessan Champion; Mesa Enchantress; Eidolon of Blossoms; Weaver of Harmony; Tom Bombadil
Phase windows: declare attackers; declare blockers; damage prevention windows
Runtime cues: action:attack; action:block
Use when: combat choices involve engine creatures, commander pressure, or survival blocks.
Avoid when: exactly one forced block or no-attack action is legal and no strategic choice remains.
Instructions: Do not trade enchantress or mana engines for minor damage unless life total survival requires it or lethal pressure is being created. Attack with Tom Bombadil only when the visible blocks and crack-back do not compromise the saga engine.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Convert Advantage Into Closers
Priority: Medium
Decision families: priority; mana
Cards: Sigil of the Empty Throne; Starfield of Nyx; Kiora Bests the Sea God; There and Back Again; One Ring to Rule Them All; The Cruelty of Gix; Summon: Knights of Round
Phase windows: main phases after mana is stable; post-stabilization turns
Runtime cues: action:cast Sigil of the Empty Throne; action:cast Starfield of Nyx; action:cast Kiora Bests the Sea God; action:cast There and Back Again
Use when: the deck has stabilized or drawn extra cards and needs to end the game before opponents rebuild.
Avoid when: casting the closer taps out through a visible lethal attack or stack threat.
Instructions: Choose closers that affect the battlefield immediately or compound enchantment casts. Card text check required for Summon: Knights of Round before relying on a specific kill pattern.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Resolve Deterministic No-Sideboard Frame
Priority: Low
Decision families: sideboard
Cards: none
Phase windows: between games; sideboard submission prompts
Runtime cues: action:submit no sideboard changes
Use when: the registered sideboard count is 0 and one legal action text submits no sideboard changes.
Avoid when: any registered sideboard card is visible, a companion/wish/commander replacement rule is presented, or more than one distinct sideboard action is legal.
Instructions: Submit the unchanged registered 100 when the only sideboard-relevant legal action is no changes. Do not invent sideboard cards or external Commander utility.
Pilot skill floor: basic
No-API allowed: yes
Light-model allowed: yes

### Policy: Pay Deterministic Mandatory Mana
Priority: Low
Decision families: mana
Cards: Arcane Signet; Sol Ring; Command Tower; Chromatic Lantern; Serra's Sanctum; Sanctum Weaver
Phase windows: mana payment prompts after a spell or ability is selected
Runtime cues: action:pay mana
Use when: exactly one legal mana-payment action is presented for the already selected spell or ability.
Avoid when: multiple payment actions differ by preserving colors, tapping engine lands, or spending Sanctum Weaver versus generic sources.
Instructions: Execute the single visible payment action after commitment. Route competing payment choices through light-model to preserve scarce colors and enchantment-based mana.
Pilot skill floor: basic
No-API allowed: yes
Light-model allowed: yes

### Policy: Decline Low-Impact Priority Passes Only After Check
Priority: Low
Decision families: priority
Cards: none
Phase windows: every priority window with empty stack
Runtime cues: action:pass priority
Use when: only pass or clearly irrelevant actions are legal, the stack is empty, no combat trick window is active, and no visible threat needs immediate interaction.
Avoid when: Dovin's Veto, Heroic Intervention, Boseiju, Who Endures, Clockspinning, or an activated saga/counter action is legal in response to a meaningful public event.
Instructions: Passing is acceptable when advancing to the next phase preserves mana and no visible tactical opportunity exists. Use light-model if any legal action can change combat, stack resolution, saga chapters, or survival.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes
