147 KiB
Strategy Specifications
Deck Name And Archetype
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Deck identity: Goryo's Vengeance is a Modern Esper graveyard-combo deck built around instant-speed
Goryo's Vengeancereanimation, large-card-advantage threats, and interactive white-blue-black backup play. The registered primary engine names areGoryo's Vengeance,Atraxa, Grand Unifier,Griselbrand,Faithful Mending,Psychic Frog, andEphemerate; tactical guidance should treat legal actions and visible zones as binding before applying any combo heuristic. -
Count validation: the submitted main deck totals exactly 60 cards and the submitted sideboard totals exactly 15 cards. No registered nonbasic card exceeds four copies across the submitted main deck and sideboard, and the basic lands
Island,Plains, andSwampare within normal deck-construction expectations. -
Format validation: the requested format is Modern. Wizards' current Banned & Restricted page states Modern uses cards from Eighth Edition forward and lists format-specific banned cards; checked against that page on June 16, 2026, no submitted card name appears on the Modern banned list by name. This is a decklist-level ban-list check, not a full Oracle/set legality audit; card database verification is still required before sanctioned play or engine import. Source: https://magic.wizards.com/en/banned-restricted-list
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Card-text confidence:
Quantum RiddlerandWinternight Storiesrequire card text check before the pilot guide assigns exact tactical functions to them. Until Veles confirms Oracle text, treat those cards as registered spells whose visible legal actions may be chosen only from rules-engine output, with no invented text, hidden mode, or assumed combo role. -
Stock/rogue status: the deck is a hybrid build. The core of
Goryo's Vengeance,Atraxa, Grand Unifier,Griselbrand,Faithful Mending,Psychic Frog,Solitude,Teferi, Time Raveler,Force of Negation, and fetch-shock-surveil mana resembles known Modern Esper Goryo shells, whileQuest for the Nihil Stone,Nihil Spellbomb,Pest Control,Quantum Riddler, andWinternight Storiesmake this exact registration partially rogue and require runtime-sensitive evaluation rather than stock autopilot assumptions. -
Role label: classify the deck as combo first, graveyard engine second, interactive midrange fallback third. The pilot should normally seek a protected graveyard setup into
Goryo's Vengeance, but it must be willing to play a longer game withPsychic Frog,Solitude,Teferi, Time Raveler,Force of Negation,Prismatic Ending,March of Otherworldly Light, and sideboard disruption when graveyard access is pressured. -
Mana concern: the mana base is Esper with 11 fetchlands and many singleton fetchable lands, so fetch sequencing is a major tactical dependency.
Goryo's Vengeanceneeds black,Faithful MendingandTeferi, Time Ravelerneed blue-white,Solitude,Ephemerate,Prismatic Ending,March of Otherworldly Light, andPest Controllean white, andForce of Negationdemands blue card availability as well as blue mana when cast normally. -
Role concern: the deck can draw hands with payoff density but no discard outlet, interaction density but no combo pressure, or fetch-heavy mana without enough colored stability. Mulligan and sequencing policy must check whether the hand has a credible setup path, interaction against fast starts, and at least one route to put
Atraxa, Grand UnifierorGriselbrandinto the graveyard before committing to a keep. -
Sideboard status: all post-board named cards are registered as exact names and must be mapped later:
Consign to Memory,Surgical Extraction,Mystical Dispute,Force of Negation,Subtlety,Engineered Explosives,Ashiok, Dream Render,Damping Sphere, andMarch of Otherworldly Light. Exact executable sideboard plans must put additions only in side-in rows and removals only in cut rows, with added cards coming from the sideboard and removed cards coming from the main deck. -
Opponent information status: no specific opponent decklist, matchup label, metagame field, or known hidden information was supplied with this batch. Later matchup policy may discuss broad archetypes, but any named opposing card outside this registered 75 must either stay in prose as an example or be prefixed with
opponent:in policyCards:fields.
Thesis
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Core assembly: Goryo's Vengeance assembles a graveyard setup, an instant-speed reanimation spell, and a high-impact legendary creature, then converts the temporary creature into lasting advantage with card selection, combat damage, or Ephemerate. The cleanest line is putting Atraxa, Grand Unifier or Griselbrand into the graveyard, resolving Goryo's Vengeance when the window is favorable, and using the triggered/card-draw payload to build a second wave before the reanimated creature would leave.
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Primary win pattern: prioritize a protected Goryo's Vengeance turn over small exchanges when the hand already contains a payoff and setup. Atraxa, Grand Unifier is the most stable payoff when the pilot needs cards across types and a large lifelink body; Griselbrand is the highest-ceiling payoff when life total and immediate draw access matter. Ephemerate can turn the temporary reanimation into a persistent battlefield threat when the rules engine offers a legal blink line.
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Backup win pattern: play Psychic Frog, Teferi, Time Raveler, Solitude, Force of Negation, Prismatic Ending, March of Otherworldly Light, Pest Control, and Nihil Spellbomb as an interactive shell when graveyard access is disrupted or payoff setup is incomplete. Psychic Frog is the primary fair-game pressure and discard outlet; Teferi, Time Raveler protects sorcery-speed setup and limits opposing stack interaction; Solitude and cheap removal buy the turns needed to reassemble.
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What the deck is not: do not pilot this as a pure control deck that spends every card answering minor threats before establishing a clock or combo. Do not pilot it as a blind all-in graveyard deck when visible mana, known disruption, graveyard hate, or a weak payoff window makes waiting better. Do not assume Quantum Riddler or Winternight Stories text; Card text check required, so use only legal actions and visible engine labels for those cards until verified.
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Highest priorities: preserve a credible route to graveyard plus Goryo's Vengeance, maintain enough colored mana for black reanimation and white-blue interaction, and avoid using Faithful Mending, Psychic Frog, Force of Negation, Solitude, or March of Otherworldly Light in ways that strand the combo without a replacement plan. When the engine exposes a legal reanimation, blink, draw, discard, or protection choice, choose from the actual legal actions rather than inferring hidden shortcuts.
Role Package
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Threats: Atraxa, Grand Unifier and Griselbrand are the reanimation threats, while Psychic Frog is the main fair threat that also helps move payoffs from hand to graveyard. Quantum Riddler is registered as a four-copy nonland threat or engine candidate, but Card text check required before assigning exact combat, selection, or combo responsibility.
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Payoffs: Goryo's Vengeance is the payoff enabler because it turns a graveyard Atraxa, Grand Unifier or Griselbrand into immediate board presence and cards. Ephemerate is the conversion payoff when it can legally blink the temporary creature or reuse Solitude, and it should be valued more highly when a reanimated creature is already available or a removal exchange can be upgraded.
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Engines: Faithful Mending, Psychic Frog, Goryo's Vengeance, Ephemerate, Atraxa, Grand Unifier, and Griselbrand form the main engine loop of discard, reanimate, reload, and repeat. Teferi, Time Raveler is a permission shield and tempo engine when it constrains opposing interaction or reuses a permanent through bounce. Winternight Stories has Card text check required, so treat it as an engine candidate only after Veles confirms legal choices and visible text.
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Velocity: Faithful Mending is the cleanest setup spell because it sees cards, gains life, and can place Atraxa, Grand Unifier or Griselbrand into the graveyard. Psychic Frog provides repeatable pressure plus discard access when legal. Fetchlands including Flooded Strand, Marsh Flats, and Polluted Delta improve color access and can pair with Meticulous Archive, Shadowy Backstreet, Undercity Sewers, Hallowed Fountain, Godless Shrine, Watery Grave, Island, Plains, and Swamp to tune future draws and life payments.
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Interaction: Solitude, Prismatic Ending, March of Otherworldly Light, Pest Control, Force of Negation, Nihil Spellbomb, Quest for the Nihil Stone, and Teferi, Time Raveler are the main-deck disruption package. Spend them to protect the combo turn, stop lethal pressure, answer graveyard hate, or buy a full turn cycle; avoid low-impact exchanges that consume the exact blue card, white card, or black mana needed for the next engine step.
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Protection: Force of Negation protects key noncreature turns and checks opposing fast engines, while Teferi, Time Raveler can make Goryo's Vengeance and Ephemerate sequences safer by reducing opposing instant-speed choices. Ephemerate protects or reuses creatures only when the rules engine says the target is legal; do not assume it can save a creature through every replacement, exile, sacrifice, or timing constraint.
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Recursion: Goryo's Vengeance is the only named reanimation spell in the main deck, so graveyard setup should preserve its value. Do not casually exile or discard the final Goryo's Vengeance unless the visible game state demands survival or a stronger legal line exists.
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Mana: the mana module is fetch-heavy Esper with singleton typed lands, so sequence lands around black for Goryo's Vengeance, white for Solitude and removal, blue-white for Faithful Mending and Teferi, Time Raveler, and blue card availability for Force of Negation. Life total matters because Griselbrand, shocklands, fetchlands, and creature pressure all compete for the same resource.
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Sideboard modules: Consign to Memory, Mystical Dispute, Force of Negation, and Subtlety expand stack and tempo interaction; Surgical Extraction, Ashiok, Dream Render, Nihil Spellbomb, and Damping Sphere pressure graveyard, search, and mana-engine opponents; Engineered Explosives, March of Otherworldly Light, and Pest Control strengthen permanent and small-creature answers. Exact sideboard swaps belong in Sideboard Map, not in this role summary.
Primary Win Conditions
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Reanimate into lasting advantage: set up Atraxa, Grand Unifier or Griselbrand in the graveyard, resolve Goryo's Vengeance in a window where the temporary creature can attack, trigger, draw, or be converted, then use Ephemerate when legal to keep the creature or reuse the entry trigger. Prioritize this path when the hand already has Goryo's Vengeance plus a payoff, or when Faithful Mending or Psychic Frog can place the payoff into the graveyard without sacrificing survival.
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Atraxa, Grand Unifier is the default reanimation payoff when the deck needs resources, stabilization, and a durable lifelink attack more than immediate maximum cards. Set up by discarding Atraxa, Grand Unifier to Faithful Mending or Psychic Frog, then cast Goryo's Vengeance at the safest legal time; execute by taking the engine-provided card selections, attacking when legal and safe, and using Ephemerate only if Veles offers a legal target and timing. Watch for visible graveyard hate, exile removal, counterspell windows, and opposing pressure that makes waiting a full turn worse.
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Griselbrand is the burst payoff when life total supports drawing cards or when one huge lifelink combat step can reverse the race. Set up exactly like Atraxa, Grand Unifier, but prioritize Griselbrand when the current life total, opposing battlefield, and available protection make drawing seven or attacking with lifelink likely to produce a second action chain. Do not pay life into visible lethal pressure unless the drawn-card line is required to survive or win this turn.
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Ephemerate conversion is the cleanest way to turn Goryo's Vengeance from a one-turn burst into a permanent threat or extra value loop. Use it on a reanimated Atraxa, Grand Unifier or Griselbrand only when the rules engine exposes a legal blink action; use it on Solitude when removal plus rebound is more important than preserving combo material. Prioritize this line when Teferi, Time Raveler or Force of Negation reduces visible stack risk, or when the opponent cannot profitably punish the blink window.
Secondary Win Conditions
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Psychic Frog pressure is the primary fair-game win path when graveyard access is disrupted or Goryo's Vengeance has not appeared. Deploy Psychic Frog early when mana supports interaction afterward, use its legal discard choices to stock Atraxa, Grand Unifier or Griselbrand when the combo is live, and convert combat damage into cards when attacks are favorable. Preserve it against removal when it is the only pressure, discard outlet, or card-flow engine in hand.
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Solitude plus Ephemerate can win long games by removing key creatures while leaving behind enough battlefield pressure to finish. Prioritize this line when the opponent is ahead on board, when an immediate reanimation turn is not available, or when exiling a creature protects the life total needed for Griselbrand. Avoid spending the last white card on a low-impact Solitude pitch if that makes a later Ephemerate or removal turn impossible.
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Teferi, Time Raveler enables a protected midgame by constraining opposing instant-speed interaction and bouncing problem permanents when legal. Use Teferi, Time Raveler to clear a path for Goryo's Vengeance, protect a follow-up Ephemerate, or reset tempo against a permanent that is slowing the combo. Do not overvalue Teferi, Time Raveler if the board requires Solitude, Prismatic Ending, March of Otherworldly Light, or Pest Control immediately.
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Quantum Riddler and Winternight Stories are registered engine or threat candidates, but Card text check required before assigning deterministic win responsibility. When Veles exposes legal actions for these cards, evaluate them by visible output: card advantage, pressure, graveyard setup, or protection. Do not assume they replace the Goryo's Vengeance plan unless the engine-visible text and current state prove that role.
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Quest for the Nihil Stone is a slow fallback pressure card only if its engine-visible text, counters, and opponent hand state make it relevant. Treat it as a secondary route against opponents whose hand can be reduced or who are forced into topdeck mode, not as a reason to abandon a live reanimation setup.
Emergency Lines
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When behind on life, stabilize before maximizing combo greed. Favor Solitude, March of Otherworldly Light, Prismatic Ending, Pest Control, lifegain from Faithful Mending, and lifelink from Atraxa, Grand Unifier or Griselbrand over speculative setup if the visible board threatens lethal or near-lethal damage.
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When behind on board, trade resources for time until a reanimation or Solitude swing can reset the race. Use Prismatic Ending and March of Otherworldly Light on hate pieces or must-answer attackers, Pest Control against small-creature boards when legal, and Teferi, Time Raveler bounce only if it meaningfully changes the next attack or opens the combo.
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When behind on cards, prefer Atraxa, Grand Unifier lines, Faithful Mending flashback-style or legal repeat use only as exposed by the engine, Psychic Frog card flow, and conservative Force of Negation usage. Do not pitch the last blue card or white card unless the threat being stopped would end the game or shut off the combo.
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When behind on mana, fetch typed lands to satisfy immediate colors before perfecting future turns: black for Goryo's Vengeance, white for Solitude and removal, and blue-white for Faithful Mending or Teferi, Time Raveler. Avoid shockland life payments unless the untapped mana changes this turn's legal survival or combo line.
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When graveyard recursion is disrupted, pivot to Psychic Frog, Solitude, Teferi, Time Raveler, removal, and hard-cast threats only when mana and legal actions support them. Use Nihil Spellbomb defensively or interactively according to visible graveyard pressure, but do not exile your own crucial setup unless survival or opponent disruption requires it.
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When Atraxa, Grand Unifier or Griselbrand is removed from usable zones, shift from all-in reanimation to fair pressure and card selection. Preserve remaining Goryo's Vengeance only if another legal legendary payoff can be established; otherwise treat it as low immediate value and prioritize live board actions.
Resource Model
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Life is a spendable buffer only when it buys a protected Goryo's Vengeance turn, a Griselbrand draw sequence, or survival through the next combat. Pay shockland life or Griselbrand life only when the visible battlefield, known stack, and legal follow-up actions leave enough cushion; Faithful Mending, Solitude, Atraxa, Grand Unifier, and Griselbrand lifelink are the main ways to rebuild that buffer.
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Hand size is both setup fuel and protection density. Discard Atraxa, Grand Unifier or Griselbrand to Faithful Mending or Psychic Frog when Goryo's Vengeance is present or likely to be found soon, but avoid pitching the last Force of Negation, Ephemerate, Solitude, or required colored card unless the current line is already committed.
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Mana converts timing into safety. Two mana with black available represents Goryo's Vengeance; one white represents Ephemerate; blue-white supports Faithful Mending; three mana supports Teferi, Time Raveler; flexible white mana supports Prismatic Ending, March of Otherworldly Light, Pest Control, and Solitude hard-cast planning. Preserve mana for stack protection when the combo is live.
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Board presence buys time until the graveyard plan resolves. Psychic Frog is a discard outlet, blocker, attacker, and card-flow engine; Solitude is the cleanest emergency swing against creatures; Teferi, Time Raveler is a tempo and protection permanent; Quantum Riddler and Winternight Stories require Card text check required before assigning exact resource conversion.
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Graveyard quality matters more than graveyard size. A graveyard containing Atraxa, Grand Unifier or Griselbrand plus available Goryo's Vengeance is a live engine; a graveyard without a payoff is only setup. Do not expose the payoff early into visible graveyard hate unless waiting costs too much life, tempo, or card access.
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Exile is mostly a cost and answer zone. Force of Negation, Solitude, March of Otherworldly Light, and some opponent effects can turn cards into exile; count pitch costs carefully because exiling the wrong blue or white card can collapse the next protected turn. Nihil Spellbomb and Surgical Extraction are graveyard-resource weapons post-board, but use them according to visible graveyards and legal targets.
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Lands are color access, life-total management, and information. Fetchlands should create the colors needed for the next two turns while revealing as little as practical; typed lands such as Hallowed Fountain, Watery Grave, Godless Shrine, Meticulous Archive, Shadowy Backstreet, and Undercity Sewers determine whether early plays are smooth or tapped.
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Sacrifice fodder is not a primary resource in this registered list. Do not treat Psychic Frog, Solitude, or a reanimated creature as expendable sacrifice material unless the rules engine exposes an actual legal sacrifice action; otherwise their value is blocking, attacking, discard, removal, blink, or lifelink.
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Tempo is converted by forcing the opponent to answer the wrong axis. Teferi, Time Raveler, Prismatic Ending, Pest Control, March of Otherworldly Light, Solitude, Force of Negation, and Subtlety can buy the turn needed to reanimate; avoid low-impact setup when the visible board threatens a short clock.
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Information is a premium resource because the deck can win at instant speed. Use visible tapped mana, known hand information, public graveyards, revealed cards, and stack contents to decide whether Goryo's Vengeance should happen now, at end step, in combat, or after forcing action with Teferi, Time Raveler.
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Sideboard bullets convert narrow slots into protected combo turns or delayed opponent engines. Consign to Memory, Mystical Dispute, Force of Negation, Subtlety, Damping Sphere, Ashiok, Dream Render, Engineered Explosives, Surgical Extraction, and March of Otherworldly Light should be valued by the exact visible matchup pressure they answer, not by generic card strength.
Mana Guide
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Prioritize black access when Goryo's Vengeance is in hand or a payoff is already in the graveyard. A keep without black must have strong Faithful Mending, Psychic Frog, fetchland, or interaction reasons; do not rely on drawing black later if the hand is otherwise combo-ready.
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Prioritize white access when the hand depends on Ephemerate, Solitude, Prismatic Ending, March of Otherworldly Light, Pest Control, or Teferi, Time Raveler. White also enables survival lines, so fetch it early against visible creature pressure even if black will be needed next turn.
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Prioritize blue access when the hand contains Faithful Mending, Psychic Frog, Teferi, Time Raveler, Force of Negation, Quantum Riddler, or post-board Mystical Dispute and Consign to Memory. Blue is often the bridge between setup and protection; avoid spending the only blue card to Force of Negation unless the stopped spell is decisive.
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Fetch untapped shocklands only when the current turn needs the mana. Use Hallowed Fountain for blue-white setup, Watery Grave for blue-black combo access, and Godless Shrine for black-white removal or combo-plus-Ephemerate planning; prefer basics or tapped typed lands when life is under pressure and no immediate legal action improves survival.
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Sequence tapped lands when the hand has no turn-one legal action and the next turn still keeps required colors. Meticulous Archive, Shadowy Backstreet, and Undercity Sewers can preserve life and fix future colors, but playing them at the wrong time can miss Psychic Frog, Faithful Mending, Goryo's Vengeance, or interaction windows.
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Lead with fetchlands when the needed color pair is not yet known. Flooded Strand, Polluted Delta, and Marsh Flats should usually wait until the last safe moment when life and opponent information matter, but fetch before a draw or selection spell if deck thinning, shuffle timing, or immediate colored mana is required by legal actions.
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Play land before draw or selection when the turn already has a required cast, when missing a land drop would strand Goryo's Vengeance plus protection, or when Faithful Mending needs exact colors now. Delay land until after Faithful Mending, Psychic Frog card flow, Atraxa, Grand Unifier selection, or Griselbrand draws only when current mana already covers all mandatory legal actions and the extra information may change the land choice.
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Keep mana open when a live graveyard plus Goryo's Vengeance threatens instant-speed reanimation. Passing with black mana and Ephemerate or Force of Negation support can be stronger than tapping out for a fair play unless the visible board demands immediate stabilization.
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Mulligan hands that cannot produce functional colors by turn two unless they contain multiple legal stabilizers and selection paths. A hand with payoff creatures but no discard outlet, no black mana, and no Faithful Mending or Psychic Frog support is usually a trap; a hand with lands, setup, interaction, and one payoff is usually serviceable.
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Count pitch costs as mana substitutes but not free resources. Solitude, Force of Negation, and March of Otherworldly Light can answer threats while tapped low, yet each pitch changes future colors, protection, and combo density; spend them when the visible threat or stack action justifies the lost card.
Mulligan Guide
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Strong keep: keep two or three lands with black access, a discard outlet, Goryo's Vengeance, and Atraxa, Grand Unifier or Griselbrand. Faithful Mending plus Goryo's Vengeance plus a payoff is the cleanest engine hand; Psychic Frog plus a payoff is also functional when black mana is already present or one fetchland can find it.
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Strong keep: keep hands with Psychic Frog, two lands, and live protection or removal when the matchup is not faster than the combo. Psychic Frog turns stranded Atraxa, Grand Unifier or Griselbrand into graveyard fuel, pressures planeswalkers, blocks early creatures, and can force the opponent to spend interaction before Goryo's Vengeance matters.
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Medium keep: keep lands, Faithful Mending, interaction, and no payoff if the colors are smooth and the hand has time. This hand is slower but honest; prioritize it on the play against unknown opponents when it can cast Faithful Mending and still hold Force of Negation, Solitude, Prismatic Ending, or March of Otherworldly Light.
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Medium keep: keep Goryo's Vengeance plus Atraxa, Grand Unifier or Griselbrand without Faithful Mending only if Psychic Frog or another visible discard route exists. Do not keep a hand that merely contains the combo names but cannot put a payoff into the graveyard.
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Risky keep: keep one-land fetchland hands only with a one- or two-mana setup spell and a clear color plan. A single Flooded Strand, Polluted Delta, or Marsh Flats hand can function with Faithful Mending or Psychic Frog, but it becomes a trap if the second land must appear immediately for black-white-blue sequencing.
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Risky keep: keep double-payoff hands only when the rest of the hand already solves mana and discard. Multiple Atraxa, Grand Unifier copies are not redundancy unless one can be discarded, reanimated, or pitched to Force of Negation only when stopping a decisive spell.
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Automatic ship: mulligan zero-land, one-land no-cantrip/no-Faithful Mending, and hands with no functional colored mana by turn two. Ship hands that cannot cast Psychic Frog, Faithful Mending, Prismatic Ending, or Goryo's Vengeance on schedule unless they contain multiple free stabilizers and a realistic draw path.
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Automatic ship: mulligan payoff-heavy hands with no Goryo's Vengeance, no discard outlet, and no relevant interaction. Atraxa, Grand Unifier plus Griselbrand plus lands is not a plan by itself.
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Matchup-dependent keep: keep slower interactive hands against creature decks if they contain Solitude, Prismatic Ending, Pest Control, or March of Otherworldly Light plus stable mana. Against graveyard hate or permission, prefer Teferi, Time Raveler, Force of Negation, and a backup Psychic Frog plan over an exposed all-in graveyard hand.
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Play/draw rule: on the play, value Teferi, Time Raveler, Psychic Frog, and proactive Faithful Mending more because tempo converts into a protected combo turn. On the draw, value Solitude, Prismatic Ending, March of Otherworldly Light, Pest Control, and Force of Negation more because the opponent may act first.
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Trap hand: do not keep Goryo's Vengeance plus Ephemerate plus payoff if the hand lacks a way to move Atraxa, Grand Unifier or Griselbrand into the graveyard. Ephemerate is a payoff extender after reanimation or Solitude utility, not a discard outlet.
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Trap hand: do not keep Quest for the Nihil Stone, Nihil Spellbomb, Winternight Stories, and lands as a plan without matchup proof. Card text check required for Winternight Stories; the singleton graveyard or discard-adjacent cards are support pieces, not a replacement for a coherent opener.
Turn Arc
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Turn 1 priority: fix colors and preserve life while setting up turn-two action. Lead on the fetchland that can find the missing color pair; fetch untapped only for an immediate legal play such as Prismatic Ending, Nihil Spellbomb, or March of Otherworldly Light, and prefer a tapped typed land when no turn-one action matters.
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Turn 1 deviation: use Prismatic Ending or March of Otherworldly Light immediately only against a visible permanent that will deny the combo, accelerate a lethal clock, or stop the next setup spell. Do not spend removal on low-impact permanents when the hand needs white cards for Solitude or Ephemerate.
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Turn 2 priority: cast Psychic Frog or Faithful Mending when the hand needs a graveyard payoff. If Goryo's Vengeance is already ready and the opponent is tapped low, consider passing with black mana instead of exposing Psychic Frog into removal.
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Turn 2 deviation: hold up Force of Negation when the opponent's next noncreature spell can invalidate the graveyard plan or produce a faster kill. Use Solitude defensively when creature pressure would make waiting for Atraxa, Grand Unifier or Griselbrand too risky.
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Turn 3 priority: choose between protected setup and combo commitment. Teferi, Time Raveler is preferred when resolving it protects Goryo's Vengeance from instant-speed interaction; Goryo's Vengeance is preferred when a payoff is already in the graveyard, black mana is available, and waiting gives the opponent a better graveyard-hate or lethal window.
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Turn 3 deviation: cast Pest Control, Prismatic Ending, March of Otherworldly Light, or Solitude first when the visible battlefield threatens a short clock. A delayed combo is acceptable if the current board state would otherwise force an unfavorable reanimation turn.
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Turns 4-5 priority: convert the first resolved reanimation into lasting advantage. Reanimate Atraxa, Grand Unifier or Griselbrand at the safest instant-speed window; use Ephemerate on the reanimated creature only when the rules engine exposes it as legal and the line preserves or increases the payoff before the exile trigger matters.
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Turns 4-5 deviation: pivot to fair pressure when graveyard hate is visible or Goryo's Vengeance is not live. Psychic Frog, Solitude, Teferi, Time Raveler, Quantum Riddler, and interaction can buy time; Card text check required for Quantum Riddler before assigning exact tactical triggers or selection value.
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Late-game priority: protect the highest-impact live action rather than spending cards because mana is available. A late Goryo's Vengeance with Force of Negation, Teferi, Time Raveler, or removal support is stronger than a naked attempt into open interaction unless waiting is visibly worse.
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Late-game deviation: use singleton tools only when their legal text and visible targets matter. Nihil Spellbomb should answer public graveyard pressure, Quest for the Nihil Stone should be treated as conditional pressure only after Card text check required if the decision depends on exact trigger text, and Winternight Stories needs Card text check required before use as selection, removal, or engine material.
Card Roles
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Goryo's Vengeance is the deck's defining commitment spell, so cast it only when a legal graveyard target, black mana, and the current priority window line up. Prefer using it at an opponent end step or another low-risk instant-speed window when the engine allows, because Atraxa, Grand Unifier and Griselbrand generate immediate value while minimizing the opponent's untap opportunity. Do not fire Goryo's Vengeance into visible graveyard hate, open stack pressure, or lethal counterplay unless waiting is worse by visible board state.
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Atraxa, Grand Unifier is the primary reanimation payoff and the cleanest way to turn one graveyard action into a rebuilt hand. Put Atraxa, Grand Unifier into the graveyard with Faithful Mending, Psychic Frog, or another legal discard choice when the hand already has or can find Goryo's Vengeance. After reanimation, prioritize Ephemerate only if the action text makes the blink legal and the line preserves Atraxa, Grand Unifier as a new object or produces another enter-the-battlefield trigger before the delayed exile matters.
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Griselbrand is the higher-risk explosive payoff, so prefer it when life total is high enough and the matchup rewards immediate card volume. Reanimate Griselbrand when drawing a large burst can find Force of Negation, Ephemerate, Solitude, another Goryo's Vengeance, or mana to continue the turn. Avoid treating Griselbrand as automatic when the visible clock, life total, or opposing pressure makes paying life dangerous.
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Ephemerate is a payoff extender and Solitude enabler, not a setup card. Hold Ephemerate for reanimated Atraxa, Grand Unifier, reanimated Griselbrand if a legal blink line matters, or Solitude evoke sequences where blinking Solitude turns a temporary removal spell into a lasting creature. Do not keep or sequence around Ephemerate unless a creature worth blinking is already present, likely to be present, or exposed in legal action text.
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Faithful Mending is the cleanest main-deck setup spell because it filters cards, places payoffs in the graveyard, and buffers life total for races or Griselbrand lines. Cast Faithful Mending early when the hand needs to discard Atraxa, Grand Unifier or Griselbrand, but hold it when passing with Goryo's Vengeance is stronger and the graveyard is already stocked. Discard redundant payoffs, excess lands after color stability, and low-impact interaction before cutting the only live combo piece.
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Psychic Frog is both discard outlet and fair pressure, so deploy it early when the hand needs a graveyard route or when graveyard hate makes creature damage important. Use Psychic Frog discard decisions to enable Goryo's Vengeance first; only convert cards into combat pressure when the visible race or planeswalker pressure justifies spending resources. Protect Psychic Frog less than a live combo unless it is the only route to put Atraxa, Grand Unifier or Griselbrand into the graveyard.
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Quantum Riddler is a main-deck four-copy role player, but Card text check required before assigning exact trigger, selection, or combat rules. Treat Quantum Riddler as a potential fair-plan threat or value creature only when the rules engine exposes its legal actions and visible text. Do not assume it discards, draws, mills, surveils, blocks profitably, or protects the combo unless current card text confirms that role.
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Solitude is the main free creature answer and an Ephemerate partner, so value it highly against fast creature starts and creature-based disruption. Evoke Solitude when a visible creature threatens lethal, prevents the combo from functioning, or creates a clock too short for setup. Hard-cast Solitude when mana is stable and the game has slowed; do not pitch the only white card if Ephemerate, Prismatic Ending, or March of Otherworldly Light is needed for an imminent answer.
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Force of Negation protects combo turns and stops opposing noncreature hate, so reserve it for spells that invalidate Goryo's Vengeance, win the game first, or remove the ability to stabilize. Pitch cards carefully: extra Atraxa, Grand Unifier copies can be expendable only if another payoff or plan remains. Do not spend Force of Negation on medium card selection when the opponent still represents graveyard hate, a combo kill, or a decisive planeswalker/noncreature lock.
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Teferi, Time Raveler is the preferred bridge from setup to protected combo. Cast Teferi, Time Raveler before Goryo's Vengeance when the opponent is likely to interact at instant speed and the battlefield allows a three-mana setup turn. Use bounce only on visible permanents that disrupt the combo, pressure Teferi, Time Raveler, or buy a crucial turn; do not expose Teferi, Time Raveler as a low-impact tempo play when holding up Goryo's Vengeance is already lethal or decisive.
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Prismatic Ending is flexible permanent interaction, so aim it at hate pieces, cheap threats creating a short clock, and permanents that block setup. Sequence fetchlands to support the colors needed for the target's mana value when the visible board demands it. Avoid spending Prismatic Ending on a minor permanent if March of Otherworldly Light, Pest Control, or Solitude can answer the real problem later.
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March of Otherworldly Light is a singleton emergency answer, so use it for visible permanents that must be exiled immediately. Because it can consume cards and mana, preserve it when the hand needs white resources for Solitude or Ephemerate. Do not assume it answers every hate permanent without checking legal targets and action text at runtime.
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Pest Control is a two-copy sweeper or cleanup tool, but Card text check required if exact permanent types, mana values, or modes matter. Treat it as matchup-sensitive stabilization against small permanents and token-style pressure when legal action text confirms targets or mode. Do not cast it into your own critical permanents unless the board state requires a reset.
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Nihil Spellbomb is a singleton graveyard tool, so treat it as defensive interaction rather than part of the primary combo. Use it against public graveyard pressure, visible recursion, or opposing graveyard combo lines. Do not spend it early for low-value cycling if the opponent's deck or revealed actions indicate graveyard dependence.
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Quest for the Nihil Stone is a singleton pressure card, but Card text check required before using exact trigger or discard-deck assumptions. Treat it as conditional supplemental damage only when the opponent's hand size and legal text make it relevant. Do not keep hands or choose discard lines solely to support Quest for the Nihil Stone without confirmed text and matchup need.
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Winternight Stories is a singleton unknown-role spell, so Card text check required before treating it as selection, removal, graveyard setup, or card advantage. Cast it only when legal action text and visible context show its immediate role. Do not prioritize it over Faithful Mending, Psychic Frog, Goryo's Vengeance, or interaction until its exact function is confirmed.
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Flooded Strand, Polluted Delta, Marsh Flats, Godless Shrine, Hallowed Fountain, Watery Grave, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, Island, Plains, and Swamp define whether the deck can sequence white removal, blue setup, and black reanimation on time. Fetch for the color pair missing from the next two legal plays, not for abstract fixing. Preserve life total with tapped lands when no immediate spell matters, but fetch untapped when the turn requires Faithful Mending, Psychic Frog, Prismatic Ending, March of Otherworldly Light, Force of Negation support, or Goryo's Vengeance.
Card Hover Notes
Atraxa, Grand Unifier
- Deck role: Main deck, 4 copies, core reanimation payoff.
- Role type: combo finisher; engine payoff; lifegain/stabilization.
- Deck-specific job: Put Atraxa, Grand Unifier into the graveyard with Faithful Mending, Psychic Frog, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, or cleanup discard, then return it with Goryo's Vengeance for a 7/7 flying, vigilance, deathtouch, lifelink body and a top-ten card-type selection trigger.
- Timing: Best when Goryo's Vengeance can resolve in a low-risk instant window or under Teferi, Time Raveler; prioritize Atraxa over Griselbrand when life total is pressured or the hand needs a broad reload more than seven immediate cards.
- Inputs / outputs: Consumes graveyard access plus Goryo's Vengeance; outputs combat lifelink, a large blocker, and up to one artifact, battle, creature, enchantment, instant, land, planeswalker, and sorcery from the revealed ten.
- Partners / packages: Goryo's Vengeance returns it; Ephemerate can blink it if you control it; Faithful Mending and Psychic Frog discard it; Force of Negation and Teferi, Time Raveler protect the reanimation turn.
- Role peers: Griselbrand is the other main reanimation target; Quantum Riddler is only a fair backup threat, not an Atraxa peer.
- Failure modes: Do not discard Atraxa into visible graveyard exile without a near-term Goryo's Vengeance or answer; do not miss that Atraxa reveals, then may put one card of each listed card type into hand, with the rest put on the bottom randomly.
- Matchup / visibility hooks: Strong against removal-heavy, aggro, and midrange games where lifelink plus a mixed-type refill matters; weaker into open graveyard hate or counterspell shields unless Teferi, Time Raveler or Force of Negation changes the window.
Ephemerate
- Deck role: Main deck, 4 copies, core conversion/protection piece.
- Role type: protection/evasion; engine payoff; role glue.
- Deck-specific job: Exile target creature you control, then return it under its owner's control, mainly to convert Goryo's Vengeance on Atraxa, Grand Unifier or Griselbrand into a lasting creature, or to turn evoked Solitude into a permanent lifelink body while reusing its exile trigger.
- Timing: Hold for a creature that matters; one white mana is most valuable after Goryo's Vengeance resolves, during the end-step exile-trigger window, in response to removal, or after casting Solitude for evoke.
- Inputs / outputs: Consumes {W} and a legal creature you control; outputs a blink, a new object, another enter trigger for Atraxa, Grand Unifier or Solitude, and rebound if cast from hand.
- Mode map: Normal cast blinks immediately; rebound exiles Ephemerate as it resolves from hand and lets you cast it from exile at the beginning of your next upkeep without paying its mana cost.
- Partners / packages: Atraxa, Grand Unifier and Solitude are the highest-value blink targets; Griselbrand can be preserved if a legal blink line matters; Teferi, Time Raveler and Force of Negation make the blink window safer.
- Role peers: No direct peer; closest role overlap is Teferi, Time Raveler protecting the combo turn and Solitude stabilizing after a blink.
- Failure modes: It targets only a creature you control; it does not protect a spell on the stack, a creature you do not control, or a permanent from sacrifice effects that do not target.
- Matchup / visibility hooks: Prioritize against removal decks and creature pressure where Solitude plus rebound wins time; trim value use when the opponent threatens graveyard hate that must be answered first.
Faithful Mending
- Deck role: Main deck, 3 copies, core graveyard setup and life-buffer spell.
- Role type: discard outlet; card selection; lifegain/stabilization; mechanic enabler.
- Deck-specific job: At instant speed, gain 2 life, draw two cards, then discard two cards, most often placing Atraxa, Grand Unifier or Griselbrand into the graveyard while digging for Goryo's Vengeance, Ephemerate, Force of Negation, or missing lands.
- Timing: Cast early when the hand has a payoff stranded in hand or needs land/color smoothing; hold when the graveyard is already stocked and passing with black mana for Goryo's Vengeance is stronger.
- Inputs / outputs: Consumes {W}{U}, then later {1}{W}{U} from graveyard with flashback; outputs two life, two drawn cards, two discards, and graveyard setup, then exiles itself after flashback resolves.
- Mode map: Hand cast is the efficient setup spell; flashback lets the same effect be cast from the graveyard for {1}{W}{U}, then Faithful Mending is exiled.
- Partners / packages: Discard Atraxa, Grand Unifier or Griselbrand for Goryo's Vengeance; keep Ephemerate when a reanimation conversion is near; preserve Force of Negation when a noncreature hate spell is likely.
- Role peers: Psychic Frog is the repeatable discard outlet; Winternight Stories is a sorcery-speed draw-three discard spell with harmonize, not an instant life buffer.
- Failure modes: Do not discard the last Goryo's Vengeance or only protection piece unless survival or a stronger legal line requires it; the draw happens before discard, so graveyard payoffs must be chosen after seeing the new cards.
- Matchup / visibility hooks: Excellent against burn and tempo when 2 life plus setup matters; risky against graveyard-hate boards if discarding Atraxa, Grand Unifier or Griselbrand exposes the only payoff.
Flooded Strand
- Deck role: Main deck, 4 copies, mana resource and fetchland fixer.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Searches for a Plains or Island card, which in this list means Hallowed Fountain, Godless Shrine, Meticulous Archive, Shadowy Backstreet, Plains, Island, Undercity Sewers, or Watery Grave only if the target has Plains or Island.
- Timing: Crack at the last safe moment when waiting may clarify whether white for Ephemerate/Solitude, blue for Faithful Mending/Force of Negation, or black through a typed dual is needed; fetch immediately if the spell this turn requires exact mana.
- Inputs / outputs: Consumes tapping, 1 life, and sacrificing Flooded Strand; outputs the chosen Plains or Island card onto the battlefield, then shuffles.
- Partners / packages: Finds Hallowed Fountain for Faithful Mending and Teferi, Time Raveler, Godless Shrine or Shadowy Backstreet for Goryo's Vengeance plus white, and Undercity Sewers or Watery Grave for blue-black lines.
- Role peers: Marsh Flats searches Plains or Swamp; Polluted Delta searches Island or Swamp.
- Failure modes: Do not claim it finds Swamp-only access unless the card also has Plains or Island; paying 1 life plus shockland life can make Griselbrand activations unsafe.
- Matchup / visibility hooks: Against fast damage, prefer basic Plains, basic Island, or tapped typed lands when tempo allows; against combo, fetch untapped if holding up Goryo's Vengeance, Force of Negation mana, or March of Otherworldly Light changes the turn.
Godless Shrine
- Deck role: Main deck, 1 copy, fetchable black-white shock land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides {W} or {B}, the cleanest single land for Goryo's Vengeance plus Ephemerate/March of Otherworldly Light/Prismatic Ending planning when blue is already covered elsewhere.
- Timing: Fetch untapped only when immediate black or white mana matters; let it enter tapped when the turn is about preserving life for Griselbrand, fetches, or opposing pressure.
- Inputs / outputs: May cost 2 life as it enters; outputs white or black mana once available and counts as both Plains and Swamp for Flooded Strand, Marsh Flats, and Polluted Delta target mapping where applicable.
- Partners / packages: Enables Goryo's Vengeance, Ephemerate, March of Otherworldly Light, Prismatic Ending, Pest Control, Solitude hard-cast planning, Quest for the Nihil Stone, and Nihil Spellbomb's optional black draw payment.
- Role peers: Shadowy Backstreet provides the same colors tapped with surveil 1; Watery Grave and Hallowed Fountain cover the blue pairs.
- Failure modes: It does not provide blue; fetching it too early can strand Faithful Mending, Psychic Frog, Teferi, Time Raveler, Force of Negation, Quantum Riddler, and Winternight Stories.
- Matchup / visibility hooks: Important against graveyard hate when black reanimation and white removal must both be live; avoid unnecessary 2-life payments against burn or creature clocks.
Goryo's Vengeance
- Deck role: Main deck, 4 copies, defining combo enabler.
- Role type: combo enabler; recursion; mechanic enabler.
- Deck-specific job: Returns target legendary creature card from your graveyard to the battlefield with haste, then exiles that creature at the beginning of the next end step; in this deck the priority targets are Atraxa, Grand Unifier and Griselbrand.
- Timing: Cast at the latest safe instant-speed window, often after the opponent taps mana or under Teferi, Time Raveler; commit sooner if the opponent threatens graveyard exile, lethal pressure, or discard that would break the line.
- Inputs / outputs: Consumes {1}{B}, a target legendary creature card in your graveyard, and a priority window; outputs a hasty Atraxa, Grand Unifier or Griselbrand for immediate trigger/combat/draw pressure and a delayed end-step exile trigger.
- Mode map: Normal cast returns the target legendary creature card; splice onto Arcane {2}{B} exists, but this registered 75 has no other Arcane spell named in the decklist, so normal casting is the practical mode.
- Partners / packages: Faithful Mending, Psychic Frog, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, and Winternight Stories can stock targets; Ephemerate can convert the temporary creature if legal; Force of Negation and Teferi, Time Raveler protect the stack.
- Role peers: No direct peer; closest role overlap is Ephemerate preserving a reanimated creature after Goryo's Vengeance has done the returning.
- Failure modes: Do not cast into visible graveyard hate or with no legal legendary creature target; remember the returned creature gains haste but is scheduled to be exiled at the beginning of the next end step unless another legal effect changes the object.
- Matchup / visibility hooks: Central against almost every matchup; especially punish tapped-out control and big mana, but respect open mana, graveyard hate permanents, and known counterspells.
Griselbrand
- Deck role: Main deck, 1 copy, singleton explosive reanimation payoff.
- Role type: combo finisher; engine payoff; lifegain/stabilization.
- Deck-specific job: Reanimate with Goryo's Vengeance when paying 7 life to draw seven cards or attacking with flying lifelink can chain into Ephemerate, Force of Negation, Solitude, another Goryo's Vengeance, or enough stabilization.
- Timing: Choose Griselbrand over Atraxa, Grand Unifier when life total is high enough and immediate card volume is required; avoid it when paying 7 life leaves you dead to visible attackers or known damage.
- Inputs / outputs: Consumes graveyard setup and Goryo's Vengeance; outputs a 7/7 flying lifelink creature and optional draw-seven activations paid in chunks of 7 life.
- Partners / packages: Faithful Mending and Psychic Frog discard it; Goryo's Vengeance gives haste; Ephemerate can preserve it if legal; Force of Negation protects the high-investment window.
- Role peers: Atraxa, Grand Unifier is the safer broad reload and stabilizer; Griselbrand is the higher-ceiling burst draw payoff.
- Failure modes: Do not activate Pay 7 life by habit; the life payment is a cost and can lose the game before drawn cards matter if the board already represents lethal.
- Matchup / visibility hooks: Strong versus control, combo, and low-pressure boards where cards decide the game; prefer Atraxa, Grand Unifier against burn, wide attacks, or games where lifelink stabilization without life payment is the priority.
Hallowed Fountain
- Deck role: Main deck, 1 copy, fetchable blue-white shock land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Supplies the exact {W}{U} pair for Faithful Mending and Teferi, Time Raveler while keeping white open for Ephemerate, Prismatic Ending, March of Otherworldly Light, or Solitude hard-cast planning.
- Timing: Fetch untapped when turn-two Faithful Mending/Psychic Frog setup or turn-three Teferi, Time Raveler matters; enter tapped when the hand can absorb tempo and life is pressured.
- Inputs / outputs: May cost 2 life as it enters; outputs {W} or {U}; is both Plains and Island for Flooded Strand, Marsh Flats, and Polluted Delta target logic where those land types apply.
- Partners / packages: Works with Godless Shrine or Watery Grave to assemble Esper colors; enables Ephemerate plus Force of Negation mana sequencing when black is already available.
- Role peers: Meticulous Archive has the same colors but always enters tapped with surveil 1; Godless Shrine and Watery Grave cover black pairs.
- Failure modes: Does not provide black, so a Hallowed Fountain-only start can strand Goryo's Vengeance, Psychic Frog's black cost, Quest for the Nihil Stone, and Nihil Spellbomb's draw payment.
- Matchup / visibility hooks: Valuable against interactive decks where Teferi, Time Raveler and Faithful Mending define setup; against aggro, weigh 2 life against whether Solitude/Ephemerate/removal must be live immediately.
Island
- Deck role: Main deck, 1 copy, basic blue mana resource and fetchable Island.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides untapped blue without life loss for Faithful Mending with white, Psychic Frog with black, Force of Negation hard-cast lines, Teferi, Time Raveler, Quantum Riddler, Winternight Stories, Consign to Memory, Mystical Dispute, and Subtlety.
- Timing: Fetch when blue is needed and preserving life matters for Griselbrand activations, fetch/shock sequencing, or racing; avoid Island-only development when Goryo's Vengeance needs black immediately.
- Inputs / outputs: Uses a land drop or fetch target and taps for {U}; enters untapped and costs no life.
- Partners / packages: Found by Flooded Strand and Polluted Delta; pairs with Godless Shrine, Shadowy Backstreet, Plains, or Swamp depending on whether the next turn needs white blink/removal or black reanimation.
- Role peers: Hallowed Fountain, Meticulous Archive, Watery Grave, and Undercity Sewers also provide blue with another Esper color; Plains and Swamp are the other basic safety valves.
- Failure modes: Does not provide white or black, so relying on it alone can strand Goryo's Vengeance, Ephemerate, March of Otherworldly Light, Prismatic Ending, Pest Control, Solitude hard-cast planning, Quest for the Nihil Stone, and Nihil Spellbomb's black draw payment.
- Matchup / visibility hooks: High value against Burn, tempo, and nonbasic pressure when blue setup or stack interaction is required; lower priority when the hand already has blue and must protect black-white combo access.
March of Otherworldly Light
- Deck role: Main deck 1 copy and sideboard 1 copy, flexible exile answer.
- Role type: interaction-removal; post-board named bullet; role glue.
- Deck-specific job: Exiles target artifact, creature, or enchantment with mana value X or less, giving this deck instant-speed coverage for graveyard hate permanents, lethal creatures, and artifact/enchantment obstacles to Goryo's Vengeance.
- Timing: Hold for a permanent that stops the combo or creates a short clock; fire early if waiting lets the opponent untap with hate or lethal pressure.
- Inputs / outputs: Costs {X}{W}; may exile any number of white cards from hand as an additional cost, reducing the spell by {2} for each white card exiled; outputs exile on one legal artifact, creature, or enchantment.
- Partners / packages: White pitch options include Ephemerate, Solitude, Teferi, Time Raveler, Prismatic Ending, Pest Control, Faithful Mending, Atraxa, Grand Unifier, and March of Otherworldly Light itself if legal in hand; works beside Prismatic Ending, Solitude, Pest Control, and Engineered Explosives.
- Role peers: Prismatic Ending is sorcery-speed nonland permanent exile by converge; Solitude handles creatures; Engineered Explosives and Pest Control answer clusters.
- Failure modes: It cannot target planeswalkers, lands, instants, or sorceries; exiling the wrong white card can break Ephemerate conversion, Solitude evoke, or the next removal turn.
- Matchup / visibility hooks: Bring the sideboard copy against artifact, enchantment, creature, and graveyard-hate permanents; lower priority when the opponent is mostly stack-based and presents few legal targets.
Marsh Flats
- Deck role: Main deck, 3 copies, mana resource and fetchland fixer.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Searches for a Plains or Swamp card, mapping to Godless Shrine, Hallowed Fountain, Shadowy Backstreet, Meticulous Archive, Plains, Swamp, Watery Grave, or Undercity Sewers only if the target has Plains or Swamp.
- Timing: Use when black-white access is the immediate bottleneck for Goryo's Vengeance plus Ephemerate/March of Otherworldly Light, or when a basic Plains/Swamp saves life without stranding the turn.
- Inputs / outputs: Consumes tapping, 1 life, and sacrificing Marsh Flats; outputs the chosen Plains or Swamp card onto the battlefield, then shuffles.
- Partners / packages: Finds Godless Shrine for black-white, Hallowed Fountain or Meticulous Archive for white-blue, Watery Grave or Undercity Sewers for blue-black if Swamp is the searched type, and Shadowy Backstreet for surveil plus black-white.
- Role peers: Flooded Strand covers Plains/Island; Polluted Delta covers Island/Swamp.
- Failure modes: Does not find Island-only basic Island unless the target has Plains or Swamp; repeated fetch plus shock payments can cut off safe Griselbrand activations.
- Matchup / visibility hooks: Strong in hands needing Goryo's Vengeance and white interaction; choose basics more often versus burn or tempo when life preservation is worth the slower color map.
Meticulous Archive
- Deck role: Main deck, 1 copy, tapped blue-white surveil land.
- Role type: mana/fixing/ramp; card selection; mechanic enabler.
- Deck-specific job: Provides {W} or {U} while surveil 1 can put Atraxa, Grand Unifier or Griselbrand into the graveyard, keep Goryo's Vengeance/Force of Negation/Faithful Mending on top, or bin a redundant card.
- Timing: Best on turn one or a low-pressure turn where entering tapped does not miss Psychic Frog, Faithful Mending, Goryo's Vengeance, or interaction.
- Inputs / outputs: Enters tapped; when it enters, look at the top card of your library and you may put it into your graveyard; later outputs {W} or {U}.
- Partners / packages: Fetchable through Flooded Strand or Marsh Flats; supports Faithful Mending, Teferi, Time Raveler, Ephemerate, March of Otherworldly Light, Prismatic Ending, Solitude, Force of Negation hard-cast mana, and Quantum Riddler.
- Role peers: Hallowed Fountain gives immediate blue-white at a life cost; Shadowy Backstreet and Undercity Sewers are the other surveil lands for black pairs.
- Failure modes: Entering tapped is a real tempo cost; do not keep a hand relying on it for immediate turn-two black unless another land supplies black.
- Matchup / visibility hooks: Excellent in slower games where surveil selection improves graveyard setup; dangerous against fast starts if it delays Solitude support, Prismatic Ending, or Faithful Mending.
Plains
- Deck role: Main deck, 1 copy, basic white mana resource and fetchable Plains.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides untapped white without life loss for Ephemerate, March of Otherworldly Light, Prismatic Ending, Solitude hard-cast planning, Pest Control with black, Faithful Mending with blue, and Teferi, Time Raveler.
- Timing: Fetch when white interaction or Ephemerate conversion is needed and life preservation matters; avoid Plains-only sequencing when the live combo turn needs black for Goryo's Vengeance.
- Inputs / outputs: Uses a land drop or fetch target and taps for {W}; enters untapped and costs no life.
- Partners / packages: Found by Flooded Strand and Marsh Flats; pairs with Watery Grave, Undercity Sewers, Island, or Swamp to support blue setup or black reanimation turns.
- Role peers: Hallowed Fountain, Meticulous Archive, Godless Shrine, and Shadowy Backstreet also provide white with another Esper color; Island and Swamp are the other basic safety valves.
- Failure modes: Does not provide blue or black, so relying on Plains alone can strand Faithful Mending, Psychic Frog, Goryo's Vengeance, Force of Negation hard-cast lines, Quantum Riddler, Winternight Stories, Quest for the Nihil Stone, and Nihil Spellbomb's black draw payment.
- Matchup / visibility hooks: Highest value against creature pressure, Burn, and nonbasic hate when white removal or Ephemerate must stay live; lower priority in hands already white-rich but missing black.
Polluted Delta
- Deck role: Main deck, 4 copies, mana resource and fetchland fixer.
- Role type: mana/fixing/ramp; card selection.
- Deck-specific job: Searches for an Island or Swamp card, which makes it the best fetchland for blue-black starts involving Psychic Frog, Goryo's Vengeance, Force of Negation mana, and Faithful Mending once white is covered.
- Timing: Delay until the needed pair is clear unless immediate Watery Grave, Undercity Sewers, Hallowed Fountain, Meticulous Archive, Godless Shrine, Shadowy Backstreet, Island, or Swamp access changes this turn.
- Inputs / outputs: Consumes tapping, 1 life, and sacrificing Polluted Delta; outputs the chosen Island or Swamp card onto the battlefield, then shuffles.
- Partners / packages: Finds Watery Grave or Undercity Sewers for Psychic Frog and Goryo's Vengeance, Hallowed Fountain or Meticulous Archive for blue-white, and Godless Shrine or Shadowy Backstreet for black-white through Swamp typing.
- Role peers: Flooded Strand cannot find Swamp-only targets; Marsh Flats cannot find Island-only targets.
- Failure modes: Fetching blue-black too early may strand Ephemerate, Solitude, March of Otherworldly Light, Prismatic Ending, and Pest Control; fetching tapped can miss an instant-speed Goryo's Vengeance window.
- Matchup / visibility hooks: Strong against control/combo where blue-black matters most; against creature pressure, ensure white access is not delayed past the turn you need Solitude or removal.
Prismatic Ending
- Deck role: Main deck, 2 copies, flexible sorcery-speed permanent answer.
- Role type: interaction-removal; role glue.
- Deck-specific job: Exiles target nonland permanent if its mana value is less than or equal to the number of colors of mana spent, mainly clearing cheap graveyard hate, early creatures, artifacts, enchantments, or planeswalkers before the combo turn.
- Timing: Because it is a sorcery, use it proactively on your main phase before committing Goryo's Vengeance; do not hold it like an instant answer to a spell on the stack.
- Inputs / outputs: Consumes {X}{W} and colored mana diversity; outputs exile on one target nonland permanent meeting the converge condition.
- Partners / packages: Fetchlands and typed lands set the color count; pairs with March of Otherworldly Light for instant-speed artifact/creature/enchantment exile, Solitude for creatures, Pest Control for mana value 1-or-less clusters, and Teferi, Time Raveler bounce.
- Role peers: March of Otherworldly Light answers at instant speed but narrower target classes; Engineered Explosives can sweep equal mana values; Pest Control sweeps mana value 1 or less.
- Failure modes: Do not target a permanent whose mana value exceeds colors spent; it cannot answer lands or spells on the stack, and poor fetch sequencing can cap the answer below the needed mana value.
- Matchup / visibility hooks: Premium against cheap hate permanents and low-curve threats; weaker against stack combo or large single threats where Force of Negation, Subtlety, or Goryo's Vengeance racing matters more.
Psychic Frog
- Deck role: Main deck, 4 copies, core fair threat and repeatable discard outlet.
- Role type: discard outlet; threat/clock; card selection; mechanic enabler.
- Deck-specific job: Attacks or blocks while turning hand cards into +1/+1 counters and putting Atraxa, Grand Unifier or Griselbrand into the graveyard for Goryo's Vengeance; combat damage to a player or planeswalker draws a card.
- Timing: Deploy early when it enables the graveyard plan or forces removal before Goryo's Vengeance; preserve it if it is the only discard route for a payoff in hand.
- Inputs / outputs: Costs {U}{B}; discard a card puts a +1/+1 counter on Psychic Frog; exiling three cards from your graveyard gives it flying until end of turn; successful combat damage outputs one card drawn.
- Mode map: Discard ability is setup or combat sizing; graveyard-exile ability is temporary flying for evasion; combat trigger is card draw after damage to a player or planeswalker.
- Partners / packages: Discards Atraxa, Grand Unifier and Griselbrand for Goryo's Vengeance; extra lands and redundant payoffs are better discard fuel than Force of Negation, Ephemerate, or the last removal spell; Nihil Spellbomb and Surgical Extraction can compete for graveyard resources post-board.
- Role peers: Faithful Mending is the instant discard outlet; Winternight Stories is a sorcery draw/discard spell; no other card repeats Psychic Frog's threat alongside discard role.
- Failure modes: Do not exile three graveyard cards for flying if those cards are needed for Goryo's Vengeance targets or opposing graveyard fights; discard-before-combat pumps can walk into removal if no protection is available.
- Matchup / visibility hooks: Key against graveyard hate as a fair-plan pivot; against aggro, evaluate whether attacking gives up a necessary blocker.
Quantum Riddler
- Deck role: Main deck, 4 copies, fair threat and card-advantage role player.
- Role type: threat/clock; engine payoff; card selection.
- Deck-specific job: Provides a 4/6 flying body that draws a card when it enters and upgrades future draws while you have one or fewer cards in hand; it gives the deck a non-graveyard pressure plan when Goryo's Vengeance is disrupted.
- Timing: Cast when the game has slowed enough for a five-mana flier or when Warp {1}{U} is legally offered and the exact engine prompt makes that line better than holding up Goryo's Vengeance, Force of Negation, or removal.
- Inputs / outputs: Normal cast consumes {3}{U}{U}; outputs a flying 4/6, one enter-the-battlefield draw, and a draw replacement while your hand has one or fewer cards.
- Mode map: Normal cast is the reliable permanent threat; Warp {1}{U} is listed by Card Reference as an alternate access cost, but the reference does not include Warp reminder text, so follow rules-engine prompts for zone/timing/return behavior.
- Partners / packages: Ephemerate can reuse its enter draw if Quantum Riddler is a legal target, but Atraxa, Grand Unifier and Solitude are usually higher-value blink targets; Force of Negation can pitch it as a blue card when stopping a decisive noncreature spell.
- Role peers: Psychic Frog is cheaper pressure and discard; Atraxa, Grand Unifier is the primary large flying payoff; Griselbrand is the burst draw payoff.
- Failure modes: Do not treat Warp as generic card draw without the legal prompt; do not tap out for Quantum Riddler when black mana for a live Goryo's Vengeance or instant removal is required.
- Matchup / visibility hooks: Better against graveyard hate and removal-light fair decks; slower against fast combo or creature pressure where Solitude, Prismatic Ending, March of Otherworldly Light, or Goryo's Vengeance must come first.
Shadowy Backstreet
- Deck role: Main deck, 1 copy, tapped black-white surveil land.
- Role type: mana/fixing/ramp; card selection; mechanic enabler.
- Deck-specific job: Fixes {W}/{B} for Goryo's Vengeance plus white interaction while surveil 1 can stock Atraxa, Grand Unifier or Griselbrand or keep an urgent Goryo's Vengeance/removal spell on top.
- Timing: Play or fetch when the turn can afford a tapped land and the next turn needs black-white; avoid when immediate Faithful Mending, Psychic Frog, or Solitude timing matters.
- Inputs / outputs: Enters tapped; when it enters, look at the top card of your library and you may put it into your graveyard; later outputs {W} or {B}.
- Partners / packages: Fetchable with Flooded Strand through Plains and Marsh Flats/Polluted Delta through Swamp; supports Goryo's Vengeance, Ephemerate, March of Otherworldly Light, Prismatic Ending, Pest Control, Quest for the Nihil Stone, and Nihil Spellbomb's black payment.
- Role peers: Godless Shrine gives immediate black-white at a life cost; Meticulous Archive and Undercity Sewers are the other surveil lands.
- Failure modes: Does not make blue, so it can strand Faithful Mending, Psychic Frog, Force of Negation hard-cast, Teferi, Time Raveler, Quantum Riddler, and Winternight Stories.
- Matchup / visibility hooks: Strong in setup-heavy games; weak when the opponent's first turns demand untapped white or blue interaction.
Solitude
- Deck role: Main deck, 4 copies, core creature interaction and stabilization piece.
- Role type: interaction-removal; lifegain/stabilization; protection/evasion.
- Deck-specific job: With flash and lifelink, removes up to one other target creature on entry; it is the deck's main way to survive fast creature pressure while preserving a future Goryo's Vengeance turn.
- Timing: Evoke by exiling a white card when a creature threatens lethal, blocks a reanimated payoff, or shuts off the plan; hard-cast when five mana and a lifelink body matter.
- Inputs / outputs: Normal cost {3}{W}{W}; evoke costs exiling a white card from hand; outputs a 3/2 lifelink creature if it stays and exile of up to one other target creature, whose controller gains life equal to its power.
- Mode map: Normal cast keeps Solitude; evoke is an alternate cost that sacrifices it after entry unless Ephemerate or another legal effect changes the sequence.
- Partners / packages: Ephemerate can blink evoked Solitude to keep it and reuse removal; white cards available to pitch include Ephemerate, Faithful Mending, Atraxa, Grand Unifier, Teferi, Time Raveler, Prismatic Ending, March of Otherworldly Light, and Pest Control.
- Role peers: March of Otherworldly Light also exiles creatures; Prismatic Ending handles nonland permanents at sorcery speed; Subtlety post-board delays creature or planeswalker spells on the stack.
- Failure modes: It targets “other target creature,” so Solitude cannot target itself; giving life to the targeted player or planeswalker can matter if the fair damage plan is close.
- Matchup / visibility hooks: Excellent versus aggro, creature combo, and key blockers; lower priority versus spell combo unless a creature or planeswalker spell/creature is the decisive axis.
Swamp
- Deck role: Main deck, 1 copy, basic black mana resource and fetchable Swamp.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provides untapped black without life loss for Goryo's Vengeance, Psychic Frog with blue, Quest for the Nihil Stone, Nihil Spellbomb's optional draw payment, Pest Control with white, and Surgical Extraction when paying black instead of 2 life.
- Timing: Fetch when black reanimation access is the bottleneck and a shock land's life payment would endanger Griselbrand, fetch-heavy turns, or survival; avoid Swamp-only development when Faithful Mending or Ephemerate is the immediate setup.
- Inputs / outputs: Uses a land drop or fetch target and taps for {B}; enters untapped and costs no life.
- Partners / packages: Found by Marsh Flats and Polluted Delta; pairs with Hallowed Fountain, Meticulous Archive, Plains, or Island to support white blink/removal and blue setup.
- Role peers: Godless Shrine, Shadowy Backstreet, Watery Grave, and Undercity Sewers also provide black with another Esper color; Island and Plains are the other basic safety valves.
- Failure modes: Does not provide white or blue, so relying on Swamp alone can strand Ephemerate, Faithful Mending, March of Otherworldly Light, Prismatic Ending, Solitude hard-cast planning, Teferi, Time Raveler, Force of Negation hard-cast lines, and Quantum Riddler.
- Matchup / visibility hooks: High value against Burn, graveyard-hate pressure, and nonbasic punishment when Goryo's Vengeance must stay live; lower priority when black is already covered and white-blue interaction decides the turn.
Teferi, Time Raveler
- Deck role: Main deck, 2 copies, protection bridge and tempo planeswalker.
- Role type: protection/evasion; interaction-removal; card selection; role glue.
- Deck-specific job: Forces opponents to cast spells only any time they could cast a sorcery, making Goryo's Vengeance and Ephemerate sequences safer; −3 can return up to one target artifact, creature, or enchantment to its owner's hand and draw a card.
- Timing: Cast before committing Goryo's Vengeance when the opponent's instant-speed interaction is likely and the board allows a three-mana setup turn; use −3 immediately when a hate permanent or attacker blocks the plan.
- Inputs / outputs: Costs {1}{W}{U}; outputs a static timing restriction, +1 sorcery-flash permission for you until next turn, or −3 bounce plus draw.
- Mode map: Static ability protects stack timing; +1 lets you cast sorcery spells as though they had flash; −3 is a tempo answer to artifact, creature, or enchantment and draws a card.
- Partners / packages: Protects Goryo's Vengeance, Ephemerate, Prismatic Ending timing after +1, and Winternight Stories if sorcery-speed draw must be held; pairs with Force of Negation against stack-heavy decks.
- Role peers: Force of Negation protects on the stack; March of Otherworldly Light and Prismatic Ending remove permanents instead of bouncing them.
- Failure modes: −3 cannot target planeswalkers or land permanents; tapping out for Teferi can be wrong if the opponent's battlefield threatens lethal before the combo window.
- Matchup / visibility hooks: High value versus control, tempo, and instant-speed graveyard hate; fragile against wide creature boards unless Solitude, Pest Control, Prismatic Ending, or Engineered Explosives stabilizes first.
Undercity Sewers
- Deck role: Main deck, 1 copy, tapped blue-black surveil land.
- Role type: mana/fixing/ramp; card selection; mechanic enabler.
- Deck-specific job: Provides {U}/{B} for Psychic Frog, Faithful Mending support, Force of Negation hard-cast setup, and Goryo's Vengeance, while surveil 1 can stock a reanimation target or keep an urgent action on top.
- Timing: Best when turn tempo allows an enters-tapped land and the hand needs blue-black next; avoid as the only second land when white interaction is required immediately.
- Inputs / outputs: Enters tapped; when it enters, look at the top card of your library and you may put it into your graveyard; later outputs {U} or {B}.
- Partners / packages: Fetchable with Flooded Strand or Polluted Delta through Island and Marsh Flats or Polluted Delta through Swamp; supports Psychic Frog, Goryo's Vengeance, Faithful Mending, Force of Negation, Quantum Riddler, Winternight Stories, Quest for the Nihil Stone, and Nihil Spellbomb's black payment.
- Role peers: Watery Grave gives immediate blue-black at a life cost; Meticulous Archive and Shadowy Backstreet cover the other surveil color pairs.
- Failure modes: Does not produce white, so it can strand Ephemerate, Solitude, Prismatic Ending, March of Otherworldly Light, Pest Control, and Teferi, Time Raveler.
- Matchup / visibility hooks: Excellent for combo setup and Psychic Frog starts; risky against aggro if entering tapped prevents early removal or Solitude support.
Watery Grave
- Deck role: Main deck, 1 copy, fetchable blue-black shock land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Supplies {U} or {B}, enabling the deck's most important turn-two setup pair: Psychic Frog or Faithful Mending support plus Goryo's Vengeance access.
- Timing: Fetch untapped when a live Goryo's Vengeance, Psychic Frog, Force of Negation hard-cast, or Faithful Mending sequence depends on it; enter tapped when preserving life is more important than acting immediately.
- Inputs / outputs: May cost 2 life as it enters; outputs blue or black mana and counts as Island and Swamp for Flooded Strand, Marsh Flats, and Polluted Delta target mapping where applicable.
- Partners / packages: Works with Hallowed Fountain for white-blue-black coverage; works with Godless Shrine for black-heavy Goryo's Vengeance plus white interaction lines.
- Role peers: Undercity Sewers shares colors with surveil but enters tapped; Godless Shrine and Hallowed Fountain cover the white pairs.
- Failure modes: Does not provide white; relying on it alone can strand Ephemerate, Solitude, Prismatic Ending, March of Otherworldly Light, Pest Control, and Teferi, Time Raveler.
- Matchup / visibility hooks: Key versus combo/control where black plus blue interaction matters; against burn, count fetch plus shock life before planning any Griselbrand activation.
Quest for the Nihil Stone
- Deck role: Main deck, 1 copy, singleton/flex pressure enchantment.
- Role type: threat/clock; engine payoff; role glue.
- Deck-specific job: Punishes an opponent who discards and then reaches no cards in hand; it is a slow alternate pressure card, not the main Goryo's Vengeance plan.
- Timing: Cast early only when the matchup is likely to empty its hand or when spare black mana would otherwise be unused; do not prioritize it over Psychic Frog, Faithful Mending, Goryo's Vengeance setup, or removal.
- Inputs / outputs: Costs {B}; gains a quest counter whenever an opponent discards a card, then at each opponent's upkeep may make that player lose 5 life if they have no cards in hand and Quest for the Nihil Stone has two or more quest counters.
- Partners / packages: Psychic Frog and Faithful Mending discard your cards, not the opponent's, so they do not trigger this; it mainly benefits from opponent self-discard, cleanup discard, or matchup patterns that empty the opponent's hand.
- Role peers: Psychic Frog and Quantum Riddler are more reliable fair pressure; Atraxa, Grand Unifier and Griselbrand are true payoff threats.
- Failure modes: Do not assume this deck can force opponent discards reliably; without two counters and an empty opposing hand at upkeep, it deals no damage.
- Matchup / visibility hooks: Better versus decks that naturally dump their hand or self-discard; commonly cut against aggro, combo, graveyard decks, and matchups where immediate interaction is required.
Nihil Spellbomb
- Deck role: Main deck, 1 copy, singleton graveyard hate artifact.
- Role type: hate piece; card selection; role glue.
- Deck-specific job: Exiles target player's graveyard and can replace itself if you pay {B} when it goes to the graveyard from the battlefield, giving main-deck interaction against opposing graveyard engines without fully abandoning your own reanimation plan.
- Timing: Hold until the opponent's graveyard contains a card or resource that matters; cash in for a card only when graveyards are irrelevant or digging is more important than future hate.
- Inputs / outputs: Costs {1}; activated ability taps and sacrifices Nihil Spellbomb to exile target player's graveyard; when it is put into a graveyard from the battlefield, you may pay {B} to draw a card.
- Mode map: Graveyard-exile activation is the hate mode; optional black payment on death is the card-replacement mode.
- Partners / packages: Pairs with Surgical Extraction and Ashiok, Dream Render after sideboard; fetch black sources from Godless Shrine, Watery Grave, Shadowy Backstreet, Undercity Sewers, or Swamp if drawing matters.
- Role peers: Surgical Extraction is targeted name-based graveyard/library/hand exile; Ashiok, Dream Render exiles each opponent's graveyard after milling with −1.
- Failure modes: It is graveyard hate that happens to be an artifact, not an answer to artifacts; exiling your own graveyard can remove Atraxa, Grand Unifier or Griselbrand from Goryo's Vengeance access.
- Matchup / visibility hooks: Strong against recursion, escape, delve, flashback, and graveyard combo if used before costs are paid; weak versus decks whose decisive cards never rely on graveyards.
Pest Control
- Deck role: Main deck, 2 copies, small-permanent sweeper and cycler.
- Role type: interaction-sweeper; modal utility; sideboard-flex role glue.
- Deck-specific job: Destroys all nonland permanents with mana value 1 or less, cleaning up cheap creatures, tokens with mana value 0, and low-cost hate while sparing most of this deck's larger engine.
- Timing: Cast when it removes multiple relevant permanents or clears a hate piece plus pressure; cycle when the matchup has few mana-value-1-or-less nonland permanents and the hand needs to find Goryo's Vengeance, a payoff, or mana.
- Inputs / outputs: Sorcery costs {W}{B}; cycling costs {2}, discards Pest Control, and draws a card.
- Mode map: Sweeper mode destroys all nonland permanents with mana value 1 or less; cycling mode trades Pest Control for a new card without affecting the battlefield.
- Partners / packages: Complements Prismatic Ending, March of Otherworldly Light, Solitude, and Engineered Explosives; can destroy your own Quest for the Nihil Stone or Nihil Spellbomb if their mana values qualify.
- Role peers: Engineered Explosives can be set to specific charge counters; Prismatic Ending is single-target exile; March of Otherworldly Light is instant-speed single-target exile.
- Failure modes: It is a sorcery and destroys your qualifying permanents too; cycling is not graveyard setup for Atraxa, Grand Unifier or Griselbrand unless the discarded card itself matters as a graveyard card, which Pest Control usually does not.
- Matchup / visibility hooks: Strong versus go-wide low-curve boards and cheap hate; often cut versus control, big mana, and spell combo with few qualifying permanents.
Force of Negation
- Deck role: Main deck 2 copies and sideboard 1 copy, stack protection and noncreature interaction.
- Role type: interaction-stack; protection/evasion; post-board named bullet.
- Deck-specific job: Counters target noncreature spell and exiles it if countered, protecting Goryo's Vengeance from hate/counters and stopping opposing combo, cascade, planeswalker, artifact, enchantment, or sorcery-speed haymakers while they are spells on the stack.
- Timing: On the opponent's turn, you may exile a blue card from hand instead of paying {1}{U}{U}; on your turn, plan to pay mana unless another effect changes costs.
- Inputs / outputs: Consumes {1}{U}{U} or, only when it is not your turn, a blue card from hand as alternate cost; outputs a countered noncreature spell exiled instead of going to its owner's graveyard.
- Partners / packages: Blue pitch cards include Faithful Mending, Psychic Frog, Quantum Riddler, Teferi, Time Raveler, Atraxa, Grand Unifier, Winternight Stories, Consign to Memory, Mystical Dispute, Subtlety, and Force of Negation; Teferi, Time Raveler reduces opposing instant-speed fights.
- Role peers: Mystical Dispute counters any spell unless its controller pays {3} and is cheaper against blue spells; Consign to Memory hits triggered abilities or colorless spells; Subtlety hits creature or planeswalker spells.
- Failure modes: It cannot counter creature spells or resolved permanents; do not pitch the only blue setup card if the stopped spell is low impact.
- Matchup / visibility hooks: Add the sideboard copy versus combo, control, cascade, and noncreature hate; trim against creature-heavy decks when stack targets are scarce.
Winternight Stories
- Deck role: Main deck, 1 copy, singleton sorcery-speed draw/discard engine.
- Role type: card selection; discard outlet; mechanic enabler.
- Deck-specific job: Draws three cards, then discards two unless you discard a creature card, giving a high-card-volume way to find Goryo's Vengeance and put Atraxa, Grand Unifier, Griselbrand, Solitude, Psychic Frog, or Quantum Riddler into the graveyard when useful.
- Timing: Cast when sorcery speed is safe and the hand needs a large refill or discard outlet; avoid tapping out if holding black mana for a live Goryo's Vengeance or interaction is more urgent.
- Inputs / outputs: Costs {2}{U}; draws three, then discards either two cards or one creature card; harmonize {4}{U} lets you cast it from your graveyard, may tap a creature you control to reduce that cost by that creature's power, then exiles the spell.
- Mode map: Hand cast is draw-three plus discard; harmonize is graveyard recast with optional creature tapping for cost reduction, then exile.
- Partners / packages: Discarding Atraxa, Grand Unifier or Griselbrand can turn on Goryo's Vengeance; tapping Psychic Frog, Solitude, Quantum Riddler, Atraxa, Grand Unifier, or Griselbrand for harmonize may reduce cost if the board and timing make tapping safe.
- Role peers: Faithful Mending is cheaper, instant-speed, and gains life; Psychic Frog is repeatable discard; Quantum Riddler is a creature-based draw threat.
- Failure modes: Sorcery speed exposes you to pressure; discarding two noncreature cards can cost protection or removal, while discarding one creature card may be best only if that creature is the intended graveyard payoff.
- Matchup / visibility hooks: Better in slower matchups where a draw-three reload matters; commonly cut when aggro, graveyard hate, or stack pressure punishes a three-mana sorcery.
Consign to Memory
- Deck role: Sideboard, 4 copies, colorless-spell and triggered-ability stack answer.
- Role type: interaction-stack; post-board named bullet; hate piece.
- Deck-specific job: Counters target triggered ability or colorless spell, giving this deck efficient protection against colorless threats, triggered hate, and engine abilities that Force of Negation or Mystical Dispute may not line up against cleanly.
- Timing: Hold for a decisive triggered ability or colorless spell on the stack; use replicate {1} when multiple relevant targets or copies need to be covered.
- Inputs / outputs: Costs {U}; replicate costs {1} per copy as you cast it; outputs one or more counters on target triggered abilities or colorless spells, with new targets allowed for copies.
- Mode map: Base cast answers one legal triggered ability or colorless spell; replicated copies let you answer additional legal triggered abilities or colorless spells in the same stack exchange.
- Partners / packages: Complements Force of Negation against noncreature spells, Mystical Dispute against blue spells, Damping Sphere against mana/spell-chain decks, and March of Otherworldly Light or Engineered Explosives against resolved permanents.
- Role peers: Force of Negation cannot hit triggered abilities; Mystical Dispute can hit any spell but not abilities; Subtlety answers creature or planeswalker spells only.
- Failure modes: It cannot counter a non-colorless spell unless the target is a triggered ability; it does not answer resolved permanents or activated abilities.
- Matchup / visibility hooks: Bring versus big mana, colorless shells, cascade/colorless payoff decks, and opponents whose triggered abilities are decisive; leave out versus ordinary creature decks with few colorless spells or critical triggers.
Surgical Extraction
- Deck role: Sideboard, 2 copies, targeted graveyard and library disruption.
- Role type: hate piece; interaction-stack; post-board named bullet.
- Deck-specific job: Chooses target card in a graveyard other than a basic land card, then searches that card's owner's graveyard, hand, and library for any number of cards with the same name and exiles them, giving precise disruption against graveyard engines, combo pieces, or answers already in public graveyards.
- Timing: Use after the target card is in a graveyard and before the opponent can reuse, shuffle, or protect that card; preemptive use matters against flashback, escape, delve, recursion, and combo redundancy before costs are paid.
- Inputs / outputs: Costs {B/P}, paid with either {B} or 2 life; outputs information from hand/library search and exiles selected same-name cards, then that player shuffles.
- Mode map: Payment choice is black mana or 2 life; the effect always targets a nonbasic-land card in a graveyard and searches by exact card name.
- Partners / packages: Pairs with Nihil Spellbomb and Ashiok, Dream Render for graveyard fights; Force of Negation and Mystical Dispute can force the window against stack decks.
- Role peers: Nihil Spellbomb exiles a whole target player's graveyard; Ashiok, Dream Render prevents opponent searching and exiles each opponent's graveyard after milling.
- Failure modes: Do not name/speculate from hidden zones without a legal graveyard target; paying 2 life can be dangerous against burn or creature pressure.
- Matchup / visibility hooks: Bring versus graveyard combo, recursion, and control/combo where a key card reaches the graveyard; weaker against decks with redundant threats and no graveyard reliance.
Mystical Dispute
- Deck role: Sideboard, 1 copy, efficient blue-stack interaction.
- Role type: interaction-stack; post-board named bullet.
- Deck-specific job: Counters target spell unless its controller pays {3}, with a cost reduction of {2} if it targets a blue spell, making it a cheap fight over opposing Teferi-style cards, counters, blue combo pieces, and blue card selection.
- Timing: Hold for a spell on the stack that affects Goryo's Vengeance, Teferi, Time Raveler, Force of Negation fights, or the opponent's protected combo turn; use early only if the target's controller cannot pay {3} and the spell matters.
- Inputs / outputs: Costs {2}{U}, or effectively {U} if targeting a blue spell; outputs a soft counter unless the controller pays {3}.
- Partners / packages: Works with Force of Negation and Teferi, Time Raveler in blue matchups; Goryo's Vengeance benefits when Mystical Dispute clears the counterspell fight.
- Role peers: Force of Negation counters noncreature spells and exiles them; Consign to Memory counters triggered abilities or colorless spells; Subtlety handles creature or planeswalker spells.
- Failure modes: It does not answer resolved permanents, and the opponent may pay {3}; do not call it hard permission unless their mana is constrained.
- Matchup / visibility hooks: Bring versus blue control, blue tempo, blue combo, and Teferi mirrors; avoid versus mostly nonblue creature decks or artifact decks where Consign to Memory and removal are better.
Subtlety
- Deck role: Sideboard, 1 copy, tempo answer to creature and planeswalker spells.
- Role type: interaction-stack; threat/clock; post-board named bullet.
- Deck-specific job: With flash and flying, chooses up to one target creature spell or planeswalker spell as it enters; that spell's owner puts it on their choice of the top or bottom of their library, buying a critical turn for Goryo's Vengeance.
- Timing: Use on the stack against a creature or planeswalker spell that creates lethal pressure, disrupts the graveyard plan, or beats Teferi/Force protection; hard-cast when a 3/3 flying flash threat matters.
- Inputs / outputs: Costs {2}{U}{U}; evoke by exiling a blue card from hand; outputs a 3/3 flying body if it remains and a tempo answer where the spell's owner chooses top or bottom.
- Mode map: Normal cast keeps Subtlety; evoke is an alternate cost using a blue card and usually temporary unless another legal effect changes the object.
- Partners / packages: Blue pitch cards include Faithful Mending, Psychic Frog, Quantum Riddler, Teferi, Time Raveler, Atraxa, Grand Unifier, Winternight Stories, Force of Negation, Consign to Memory, Mystical Dispute, and Subtlety; Ephemerate can blink it only if you control it and the timing is legal.
- Role peers: Solitude answers resolved creatures; Force of Negation and Mystical Dispute answer different spell classes on the stack.
- Failure modes: It targets creature spells or planeswalker spells, not resolved creatures or planeswalkers; the owner chooses top or bottom, so it may only delay the card.
- Matchup / visibility hooks: Bring versus creature combo, planeswalker-heavy midrange/control, and fast pressure where one turn opens a reanimation window.
Engineered Explosives
- Deck role: Sideboard, 1 copy, flexible battlefield reset.
- Role type: interaction-sweeper; post-board named bullet; modal utility.
- Deck-specific job: Enters with charge counters equal to the number of colors of mana spent, then can destroy each nonland permanent with mana value equal to its charge counters, clearing clusters of tokens, cheap hate, or same-cost threats.
- Timing: Cast for the exact counter number you need, then activate when it catches enough relevant permanents or removes the obstacle to Goryo's Vengeance.
- Inputs / outputs: Costs {X}; sunburst counts colors of mana spent to cast it; activation costs {2} and sacrificing Engineered Explosives to destroy each matching nonland permanent.
- Mode map: Zero counters handles mana value 0 permanents; one or more counters require that many colors spent, not generic mana amount alone; activation is a separate delayed sweeper mode.
- Partners / packages: Fetchlands and shock/surveil lands set white-blue-black colors; complements Pest Control for mana value 1 or less, Prismatic Ending for one target, and March of Otherworldly Light for instant exile.
- Role peers: Pest Control is fixed at mana value 1 or less; Prismatic Ending exiles one nonland permanent; March of Otherworldly Light exiles artifact, creature, or enchantment.
- Failure modes: It destroys your own nonland permanents with the matching mana value, including Quest for the Nihil Stone, Nihil Spellbomb, Psychic Frog, or Teferi, Time Raveler if their mana values match.
- Matchup / visibility hooks: Bring versus tokens, cheap hate permanents, and low-curve battlefield decks; poor against single large threats or stack-only combo.
Ashiok, Dream Render
- Deck role: Sideboard, 2 copies, search-denial and graveyard-hate planeswalker.
- Role type: hate piece; post-board named bullet; card selection disruption.
- Deck-specific job: Stops spells and abilities opponents control from causing their controller to search their library, then −1 mills target player four cards and exiles each opponent's graveyard.
- Timing: Cast before the opponent's fetch/tutor/search turn when search denial matters, or when its −1 immediately attacks a relevant opposing graveyard without harming your own graveyard.
- Inputs / outputs: Costs {1}{U/B}{U/B}; outputs a static search lock against opponents' self-searching and a −1 that mills target player four, then exiles each opponent's graveyard.
- Mode map: Static ability is continuous hate; −1 is the active graveyard-pressure mode and can target either player for mill while only opponents' graveyards are exiled.
- Partners / packages: Works with Nihil Spellbomb and Surgical Extraction against graveyard decks; Damping Sphere and Consign to Memory cover big-mana/search-adjacent engines from different angles.
- Role peers: Nihil Spellbomb is cheaper one-shot graveyard exile; Surgical Extraction removes exact names; Damping Sphere attacks mana and spell volume instead of search.
- Failure modes: Does not exile your graveyard, but milling yourself can put Atraxa, Grand Unifier or Griselbrand into your graveyard while still costing Ashiok loyalty; do not tap out for Ashiok if a live Goryo's Vengeance or removal turn is more urgent.
- Matchup / visibility hooks: Bring versus fetch/tutor/search-heavy decks and graveyard strategies; weak when the opponent pressures planeswalkers easily and search denial is irrelevant.
Damping Sphere
- Deck role: Sideboard, 2 copies, mana-scaling and spell-chain hate artifact.
- Role type: hate piece; post-board named bullet.
- Deck-specific job: Reduces lands that would produce two or more mana to {C} instead, and taxes each spell a player casts by {1} for each other spell that player has cast that turn, slowing big mana and storm/cascade-style chains.
- Timing: Cast early when the opponent's mana scaling or multi-spell turn will beat Goryo's Vengeance; delay or avoid if the tax harms your own same-turn setup plus protection more than the opponent.
- Inputs / outputs: Costs {2}; outputs a symmetrical artifact tax on lands producing two or more mana and spell sequencing after the first spell each turn.
- Partners / packages: Consign to Memory helps against colorless spells and triggers; Force of Negation protects against noncreature payoff spells; Goryo's Vengeance can still win while Damping Sphere buys time.
- Role peers: Ashiok, Dream Render stops searching and graveyards; Consign to Memory counters colorless spells/triggers; Force of Negation counters noncreature spells on the stack.
- Failure modes: It affects you too, so Faithful Mending into Goryo's Vengeance, Goryo's Vengeance plus Ephemerate, or protection chains may cost extra after the first spell.
- Matchup / visibility hooks: Bring versus Tron-style mana, storm-like spell chains, cascade-style pressure, and lands producing multiple mana; poor versus fair one-spell creature decks.
Interaction Priorities
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Protect Goryo's Vengeance first when the graveyard contains Atraxa, Grand Unifier or Griselbrand and the hand can execute this turn or next turn. Use Force of Negation on visible noncreature interaction that stops the reanimation spell, exiles the graveyard, prevents spell casting, or represents an opposing combo kill before the reanimated creature matters.
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Remove graveyard hate before spending the reanimation spell. Prioritize Prismatic Ending, March of Otherworldly Light, Teferi, Time Raveler bounce, or sideboard answers on visible permanents that stop Goryo's Vengeance from targeting or resolving; do not fire Goryo's Vengeance into public hate unless the rules engine presents a legal line that bypasses it.
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Counter noncreature hate and combo pieces over medium card selection. Force of Negation should usually cover graveyard hate, opposing planeswalkers or lock pieces, and game-ending noncreature spells; let low-impact filtering, fair threats, and replaceable setup resolve when the hand already has a live plan.
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Exile creatures by threat function, not size alone. Solitude should answer creatures that create lethal pressure, disrupt the graveyard plan, invalidate combat stabilization, or force the game to end before Faithful Mending, Psychic Frog, or Goryo's Vengeance can assemble a payoff.
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Use Teferi, Time Raveler bounce as interaction when it opens a protected combo turn or removes a blocker/threat that immediately matters. Avoid bouncing a harmless permanent if Teferi, Time Raveler is needed to shut off instant-speed resistance before Goryo's Vengeance.
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Use Psychic Frog discard as self-setup before combat enhancement. Put Atraxa, Grand Unifier or Griselbrand into the graveyard when that creates a live Goryo's Vengeance line; spend other cards on Psychic Frog pressure only when the fair clock, planeswalker pressure, or damage race is visibly important.
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Treat Faithful Mending as interaction with bad hands and races. Cast it to find Goryo's Vengeance, place payoffs in the graveyard, and gain life against pressure; hold it when passing with open mana threatens an immediate Goryo's Vengeance and the graveyard is already prepared.
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Use Nihil Spellbomb defensively against public opposing graveyard engines. Do not cash it in for low-value cycling when the opponent's visible graveyard, revealed deck role, or legal actions indicate recursion, escape-style pressure, or graveyard combo.
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Treat Pest Control, Quantum Riddler, Quest for the Nihil Stone, and Winternight Stories with text discipline. Pest Control is a likely small-permanent tool, but exact mode and target use require legal text; Quantum Riddler, Quest for the Nihil Stone, and Winternight Stories require card text checks before the agent assumes removal, discard, selection, or clock functions.
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Bait with fair pieces when the combo is not yet protected. Lead with Psychic Frog, Quantum Riddler when text supports the role, Teferi, Time Raveler, or Faithful Mending to draw interaction before exposing Goryo's Vengeance; do not bait with the only Goryo's Vengeance unless waiting loses to the visible board.
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Ignore creatures that do not shorten the clock or disrupt the graveyard. Preserve Solitude, March of Otherworldly Light, Prismatic Ending, and Force of Negation for hate, lethal pressure, or protected-combo windows instead of trading resources for incidental damage.
Combat And Trading Rules
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Attack only when combat advances a real plan. Psychic Frog and Quantum Riddler can pressure life totals or planeswalkers, but the deck's highest-value turn often involves holding mana for Faithful Mending, Goryo's Vengeance, Force of Negation, March of Otherworldly Light, or Solitude rather than maximizing damage.
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Preserve Psychic Frog when it is the only discard outlet. Do not trade it in combat if Atraxa, Grand Unifier or Griselbrand is still stranded in hand and no Faithful Mending or other graveyard route is available; trading becomes acceptable when the graveyard is stocked, the opponent threatens a key planeswalker, or the fair race is the only visible path.
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Convert Psychic Frog into pressure only with visible purpose. Discard extra payoffs, excess lands, or redundant spells to support combat when the attack changes a lethal clock, kills Teferi-threatening pressure, or forces the opponent to respect fair damage; do not discard critical interaction for cosmetic damage.
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Use Solitude as both removal and stabilizer. Evoked Solitude is correct when it prevents lethal, removes hate-bearing creatures, or buys the combo turn; hard-cast Solitude is preferred when the game slows and a lifelink body can race while keeping Goryo's Vengeance live.
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Blink Solitude with Ephemerate when the legal sequence produces lasting board control. The strongest defensive Ephemerate line turns evoked Solitude into a permanent creature while exiling a crucial threat; avoid spending Ephemerate on low-impact value if it may be needed for a reanimated Atraxa, Grand Unifier or Griselbrand line.
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Treat reanimated Atraxa, Grand Unifier and Griselbrand as temporary combat resources unless a legal blink or other effect changes that. Attack when the rules engine exposes a profitable attack and the creature will leave anyway, but prioritize enter-the-battlefield value, lifelink stabilization, card draw, and post-combat setup over unnecessary risk.
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Respect life thresholds before using Griselbrand. Drawing cards with Griselbrand is powerful, but do not activate into a visible lethal backswing or burn-like pressure unless the drawn cards are needed to survive, combo again, or immediately stabilize according to legal actions.
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Block to preserve combo time, not to protect an abstract life total. Take small damage when blocking would lose Psychic Frog, Solitude, or another key creature needed for setup; block aggressively when the visible clock makes the next Goryo's Vengeance turn impossible without reducing damage.
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Trade fair creatures differently by matchup role. Against fast creature decks, trade Psychic Frog or Quantum Riddler when it buys the turn needed for Solitude, Faithful Mending, or Goryo's Vengeance; against control or combo, preserve threats that force action and keep mana open for protected reanimation.
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Pressure planeswalkers when they interfere with combo execution. Attack Teferi-style or graveyard-hate-enabling planeswalkers before face damage if their visible abilities block instant-speed play, recur hate, or threaten a lock; ignore planeswalkers whose public loyalty actions do not change the combo race.
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Do not assume Quantum Riddler combat text. Card text check required before using it as a blocker, evasive attacker, selection engine, or protection piece; follow rules-engine legal actions and visible text for all Quantum Riddler attack and block choices.
Selection And Tutor Rules
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Use fetchlands as mana selection before spell selection. Flooded Strand, Marsh Flats, and Polluted Delta should find the shock land, basic, or surveil land that lets the current hand cast Faithful Mending, Goryo's Vengeance, Psychic Frog, Prismatic Ending, Teferi, Time Raveler, Force of Negation, or Solitude on time; do not crack a fetchland blindly when waiting could clarify whether white, blue, black, or splash access matters.
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Sequence surveil lands when the turn can absorb tapped mana. Meticulous Archive, Shadowy Backstreet, and Undercity Sewers are selection tools as well as lands; put Atraxa, Grand Unifier or Griselbrand into the graveyard when Goryo's Vengeance is present or likely, keep missing combo pieces or required interaction on top, and bottom redundant lands only after future colored requirements are covered.
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Treat Faithful Mending as the main controlled filter. Cast it when the hand needs to place Atraxa, Grand Unifier or Griselbrand in the graveyard, find Goryo's Vengeance, hit land drops, or gain life under pressure; hold it when the graveyard is already prepared and passing with mana open represents immediate Goryo's Vengeance or interaction.
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Discard to Psychic Frog for setup before damage. Use Psychic Frog to move Atraxa, Grand Unifier or Griselbrand from hand to graveyard when that creates a live reanimation line; discard excess lands, redundant payoffs, or dead interaction before spending unique protection, removal, or the only Goryo's Vengeance.
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Resolve Atraxa, Grand Unifier selection by role and urgency. When its trigger legally offers multiple card types, prioritize Goryo's Vengeance or Force of Negation if another combo turn or protection is needed, Solitude, March of Otherworldly Light, Prismatic Ending, or Pest Control if survival or hate removal is urgent, and lands only when missing future colored access breaks the follow-up turn.
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Use Griselbrand cards as a bridge to the next forced action. Draw only when life total, visible pressure, and legal responses allow it; look for Goryo's Vengeance redundancy, Ephemerate, Force of Negation, Solitude, March of Otherworldly Light, Prismatic Ending, Faithful Mending, or mana needed to continue the turn.
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Use Quantum Riddler and Winternight Stories with text discipline. Card text check required before treating Quantum Riddler as selection, recursion, evasion, or pressure, and Card text check required before treating Winternight Stories as draw, discard, or graveyard setup; follow only the legal actions and visible prompts exposed by Veles.
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Do not over-cycle Nihil Spellbomb. Draw with Nihil Spellbomb only when opposing graveyard pressure is not visible and the hand needs a fresh card; preserve it when the opponent's public graveyard or deck role makes graveyard denial strategically relevant.
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Use sideboard selection cards for their registered role after boarding. Ashiok, Dream Render should be selected or protected when search denial or graveyard pressure matters, Damping Sphere when spell-chaining or mana scaling matters, Surgical Extraction when a public graveyard card is a high-impact target, and Consign to Memory, Mystical Dispute, Force of Negation, Subtlety, Engineered Explosives, or March of Otherworldly Light according to the visible threat class.
Priority And Stack Rules
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Cast Goryo's Vengeance at the latest safe window that still accomplishes the plan. Prefer opponent end step or protected main-phase windows when Teferi, Time Raveler is active, interaction is accounted for, or Ephemerate is available; move earlier only when the visible clock, discard threat, graveyard pressure, or mana constraints make waiting worse.
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Protect the reanimation spell over routine value. Use Force of Negation, Teferi, Time Raveler, and targeted removal to defend Goryo's Vengeance or clear hate; let low-impact spells resolve when stopping them would leave the combo exposed.
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Use Ephemerate as a stack-sensitive conversion spell. Ephemerate is strongest when it blinks a reanimated Atraxa, Grand Unifier or Griselbrand before the delayed sacrifice/exile instruction matters, or when it saves evoked Solitude as a permanent body; do not spend it on minor value if a protected Goryo's Vengeance line is imminent.
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Respond to graveyard hate before it resolves or activates when legal. If the opponent presents a visible effect that would exile or invalidate Atraxa, Grand Unifier, Griselbrand, Goryo's Vengeance, or the graveyard plan, consider Force of Negation, March of Otherworldly Light, Prismatic Ending, Pest Control, Teferi, Time Raveler bounce, or immediate Goryo's Vengeance according to legal timing.
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Let harmless stack objects resolve when resources are tight. Do not Force of Negation, Solitude, March of Otherworldly Light, or Prismatic Ending a spell or permanent that does not affect the combo, survival, mana, or hate axis unless the fair pressure plan is the only visible route.
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Use Teferi, Time Raveler before committing when stack fights are likely. If Teferi, Time Raveler can legally resolve and survive long enough to restrict instant-speed resistance, deploy it before Goryo's Vengeance unless waiting with instant-speed reanimation is clearly stronger from visible information.
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Time Solitude around combat and priority. Evoke Solitude before damage when a creature creates lethal pressure, blocks a reanimated attack, or carries graveyard hate; hold it when the opponent may commit a better target and current damage is absorbable.
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Use March of Otherworldly Light and Prismatic Ending on hate, locks, and lethal pressure first. Spend flexible removal on visible permanents that stop Goryo's Vengeance, shut off graveyards, prevent attacks, or create a short clock; avoid firing them into replaceable creatures or artifacts when the stack suggests a more important permanent is coming.
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Handle optional payments conservatively. Pay additional costs, alternate costs, or optional effects only when the legal prompt and visible board show the payment advances survival, protection, or combo execution; preserve cards for Force of Negation, Solitude, Psychic Frog discard setup, and Faithful Mending unless the payment is decisive.
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Respect cleanup and discard windows as combo setup. If forced to discard, prioritize placing Atraxa, Grand Unifier or Griselbrand into the graveyard when Goryo's Vengeance is present or plausible; discard redundant lands or dead cards when the graveyard is already stocked.
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Use Surgical Extraction timing only on public information. After sideboarding, target a card only when it is visible in a graveyard or otherwise legally selectable; prefer cards that enable the opponent's main engine, answer Goryo's Vengeance, or create immediate lethal pressure rather than speculative names.
Sideboard Map
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Sideboard by role first, then by exact visible opponent pressure. Keep the Goryo's Vengeance core intact unless the opponent has enough graveyard hate, instant-speed stack pressure, or speed to force a lower-curve control posture; the deck still wins most post-board games by placing Atraxa, Grand Unifier or Griselbrand into the graveyard and converting them through Goryo's Vengeance, Ephemerate, or protected combat.
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Consign to Memory is the high-volume answer for colorless spells, triggered abilities, and artifact or Eldrazi-style pressure. Add it against colorless engine decks, cascade decks with colorless payoffs, artifact mana shells, and opponents whose public game actions show triggered abilities that matter more than creature combat. It is weak against low-curve creature decks with few colorless spells, graveyard mirrors where the decisive fight is over graveyards, and matchups where Mystical Dispute or Force of Negation answers the relevant stack fights more cleanly.
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Surgical Extraction is graveyard pressure and information leverage. Add it when the opponent uses the graveyard as a combo zone, when a public graveyard card is a known engine card, or when removing all copies of an answer to Goryo's Vengeance meaningfully clears the way. It is poor as a speculative spell when no high-impact card is in a public graveyard, and it should not distract from protecting the reanimation turn.
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Mystical Dispute is the efficient blue-stack tool. Add it against blue interactive decks, blue combo, Teferi mirrors, and opponents showing counterspells or blue card-selection engines. It loses value against nonblue creature pressure, permanent-heavy hate decks, and artifact strategies where Consign to Memory or March of Otherworldly Light lines up better.
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Force of Negation is the extra protection slot for matchups where the stack determines the game. Add it against combo, control, cascade, and decks with noncreature hate that must not resolve. It gets worse when the opponent forces creature combat and when pitching a blue card would leave no path to stock the graveyard, answer the battlefield, or actually cast Goryo's Vengeance.
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Subtlety is tempo interaction against creature or planeswalker commitments. Add it against creature combo, fast pressure with key creatures, and planeswalker-heavy blue or midrange decks where delaying one card buys the reanimation window. It is less useful against artifact locks, graveyard mirrors, low-threat control, and decks that can replay the same threat without losing tempo.
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Engineered Explosives is the flexible battlefield reset. Add it against tokens, cheap hate permanents, one-mana pressure, and board states where multiple permanents share mana value. It is weaker when the opponent presents single large threats, mostly stack interaction, or hate spread across several mana values that Prismatic Ending, March of Otherworldly Light, or Pest Control can answer more precisely.
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Ashiok, Dream Render is the search-and-graveyard lock piece. Add it against fetch-heavy engines, tutor-heavy combo, graveyard decks, and strategies that rely on searching libraries or recurring public graveyards. It is poor when the opponent attacks planeswalkers easily, when search denial does not affect their visible plan, or when tapping three mana would expose a necessary Goryo's Vengeance turn.
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Damping Sphere is the spell-chain and mana-scaling brake. Add it against storm-like turns, cascade-adjacent spell chains, Tron-style mana scaling, and opponents whose public mana development suggests one land producing far more than one mana. It is weak when the opponent is a fair one-spell-per-turn creature deck, when the deck must spend turn two on Faithful Mending or Psychic Frog setup, and when the tax interferes with protecting a near-term combo line more than it disrupts the opponent.
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March of Otherworldly Light is the extra clean answer to hate and pressure. Add it when the opponent shows graveyard hate permanents, cheap artifacts, enchantments, or creatures that must be answered at instant speed. It is less attractive when there are few targets, when exile pitching would consume cards needed for Solitude or Force of Negation, or when Prismatic Ending already covers the visible permanent class.
Anti-Colorless Big Mana / Artifact Engine Side in: 4 Consign to Memory; 2 Damping Sphere; 1 March of Otherworldly Light; 1 Engineered Explosives Cut: 1 Quest for the Nihil Stone; 1 Nihil Spellbomb; 2 Pest Control; 1 Winternight Stories; 1 Prismatic Ending; 1 Faithful Mending; 1 Quantum Riddler
Blue Control / Blue Combo Side in: 1 Mystical Dispute; 1 Force of Negation; 2 Surgical Extraction; 1 Subtlety Cut: 1 Quest for the Nihil Stone; 1 Nihil Spellbomb; 2 Pest Control; 1 March of Otherworldly Light
Graveyard Combo / Graveyard Midrange Side in: 2 Surgical Extraction; 2 Ashiok, Dream Render; 1 Force of Negation; 1 March of Otherworldly Light Cut: 1 Quest for the Nihil Stone; 2 Pest Control; 1 Winternight Stories; 1 Quantum Riddler; 1 Prismatic Ending
Creature Aggro / Low-Curve Battlefield Pressure Side in: 1 Engineered Explosives; 1 March of Otherworldly Light; 1 Subtlety Cut: 1 Quest for the Nihil Stone; 1 Force of Negation; 1 Winternight Stories
Spell-Chain Combo / Cascade-Style Pressure Side in: 4 Consign to Memory; 2 Damping Sphere; 1 Force of Negation; 1 Mystical Dispute Cut: 1 Quest for the Nihil Stone; 1 Nihil Spellbomb; 2 Pest Control; 1 March of Otherworldly Light; 1 Prismatic Ending; 1 Winternight Stories; 1 Quantum Riddler
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Add role cards: Against graveyard decks, prioritize Surgical Extraction and Ashiok, Dream Render, then add Force of Negation if the opponent uses noncreature enablers. Reduce main-deck emphasis: Quest for the Nihil Stone, Winternight Stories, slower Quantum Riddler pressure, and removal that does not touch the opponent's graveyard engine.
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Add role cards: Against permanent hate, prioritize March of Otherworldly Light, Engineered Explosives, Consign to Memory for colorless hate, and existing Prismatic Ending or Pest Control lines. Reduce main-deck emphasis: Nihil Spellbomb when the opponent is not graveyard-based, Quest for the Nihil Stone when discard pressure is not the plan, and slow selection when survival or hate removal is urgent.
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Add role cards: Against blue stack decks, prioritize Mystical Dispute, Force of Negation, and sometimes Surgical Extraction after a counterspell or key engine card reaches a public graveyard. Reduce main-deck emphasis: Pest Control, March of Otherworldly Light when targets are scarce, and Nihil Spellbomb unless the opponent also uses the graveyard.
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Add role cards: Against fast creature decks, prioritize Engineered Explosives, March of Otherworldly Light, Subtlety, Solitude already in the main, and efficient Prismatic Ending lines. Reduce main-deck emphasis: slow discard-pressure cards, excess Force of Negation when noncreature spells are not decisive, and speculative graveyard hate that does not affect the board.
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Add role cards: Against big mana and spell-scaling decks, prioritize Damping Sphere and Consign to Memory, then Force of Negation for must-stop noncreature spells. Reduce main-deck emphasis: small-creature sweepers with few targets, Quest for the Nihil Stone, and narrow graveyard cards unless public information shows a graveyard subplan.
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Role change after sideboarding: Psychic Frog becomes both a graveyard enabler and a pressure source when opponents overload on graveyard hate. Use it to stock Atraxa, Grand Unifier or Griselbrand only when a reanimation line is protected or hate is answered; otherwise let it pressure life totals while holding removal and permission.
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Role change after sideboarding: Teferi, Time Raveler becomes a commitment gate against instant-speed interaction. Protect it when resolving it makes Goryo's Vengeance safer, but do not tap out for it against visible lethal pressure unless Solitude, Subtlety, March of Otherworldly Light, or Engineered Explosives covers the board.
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Role change after sideboarding: Nihil Spellbomb is not automatic graveyard hate in every matchup. Preserve it when the opponent's public graveyard matters, cycle it when graveyards are irrelevant and cards are needed, and reduce reliance on it when Surgical Extraction or Ashiok, Dream Render provides the stronger graveyard plan.
Matchup Guidance
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Aggro: Prioritize survival first, then convert one protected Goryo's Vengeance turn into a stabilizing swing with Atraxa, Grand Unifier or Griselbrand. Keep hands that cast early Prismatic Ending, March of Otherworldly Light, Pest Control, Solitude, or Psychic Frog; be skeptical of hands that only draw and discard without a creature answer. Add role cards: Engineered Explosives, March of Otherworldly Light, and Subtlety. Reduce main-deck emphasis: Quest for the Nihil Stone, Winternight Stories, and excess Force of Negation when the opponent's pressure is mostly creatures. Use Faithful Mending aggressively when life and graveyard setup both matter, but do not spend turn two on selection if the visible board demands removal.
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Burn: Treat life total as the primary resource and make every shockland, fetchland, Faithful Mending, Griselbrand activation, and Solitude pitch decision pass through a survival check. Fetch basics or low-pain colors when legal mana still supports Ephemerate, Goryo's Vengeance, Prismatic Ending, or March of Otherworldly Light. Add role cards: March of Otherworldly Light and Subtlety only when it answers a visible creature or buys a lethal-turn buffer. Reduce main-deck emphasis: Quest for the Nihil Stone, Winternight Stories, and slow value lines that do not affect damage. Use Atraxa, Grand Unifier as the preferred reanimation target when Griselbrand life payment is unsafe.
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Go-wide decks: Preserve sweep-like effects for clustered mana values or small bodies rather than spending them on the first minor permanent. Pest Control and Engineered Explosives are the cleanest catch-up tools, while Solitude and March of Otherworldly Light should cover the largest or most dangerous single attacker. Add role cards: Engineered Explosives and March of Otherworldly Light. Reduce main-deck emphasis: Force of Negation when noncreature spells are not deciding combat, Quest for the Nihil Stone, and slow card-advantage setup. Use Goryo's Vengeance for Atraxa, Grand Unifier when the resulting card burst plus lifelink-sized body changes the board, and remember Ephemerate can preserve a reanimated creature only when Forge exposes that legal line.
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Single-threat decks: Aim interaction at the threat that converts fastest, not at incidental setup. Solitude, Prismatic Ending, March of Otherworldly Light, and Subtlety should be held for the threat that races Goryo's Vengeance or invalidates Psychic Frog combat. Add role cards: Subtlety, March of Otherworldly Light, and Consign to Memory when the threat or enabling permanent is colorless. Reduce main-deck emphasis: Pest Control when the battlefield is not going wide and Quest for the Nihil Stone when discard pressure is not backed by enough disruption. If Teferi, Time Raveler can safely resolve, use it to force a sorcery-speed window before committing Goryo's Vengeance.
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Control: Play as an instant-speed graveyard combo deck with a pressure backup, not as a pure long-game value deck. Prioritize discard-to-graveyard setup with Faithful Mending and Psychic Frog, then commit Goryo's Vengeance when Teferi, Time Raveler, Force of Negation, Mystical Dispute, or visible tapped mana improves the exchange. Add role cards: Mystical Dispute, Force of Negation, Surgical Extraction after a key public card reaches a graveyard, and Subtlety if creature-based finishers matter. Reduce main-deck emphasis: Pest Control, March of Otherworldly Light when no targets are visible, Nihil Spellbomb when graveyards are irrelevant, and Quest for the Nihil Stone if it cannot become real pressure. Do not fire Goryo's Vengeance into open interaction merely because it is available unless waiting gives the opponent a stronger known window.
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Tempo: Respect the opponent's ability to combine pressure with cheap interaction, and sequence to tax their mana across multiple axes. Psychic Frog is valuable because it blocks, pressures planeswalkers, and enables Atraxa, Grand Unifier or Griselbrand, but do not discard premium resources into visible graveyard hate. Add role cards: Mystical Dispute, Force of Negation, Subtlety, and March of Otherworldly Light for cheap threats or hate. Reduce main-deck emphasis: Winternight Stories, Quest for the Nihil Stone, and clunky selection when board presence is behind. Use Teferi, Time Raveler only when it is likely to resolve or when forcing the opponent to spend their turn answering it protects the next Goryo's Vengeance.
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Midrange: Trade resources patiently while preserving a decisive reanimation payload. Solitude, Prismatic Ending, March of Otherworldly Light, and Pest Control should answer pressure or hate, while Faithful Mending and Psychic Frog stock the graveyard without overcommitting into graveyard interaction. Add role cards: Surgical Extraction if the opponent uses recursive threats, Ashiok, Dream Render if searching or graveyard recursion is visible, and March of Otherworldly Light for hate permanents. Reduce main-deck emphasis: Force of Negation against mostly creature-and-discard builds, Quest for the Nihil Stone when it does not punish hand size, and Winternight Stories when tempo matters. Atraxa, Grand Unifier is usually the better reanimation target for rebuilding through removal-heavy exchanges.
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Removal-heavy decks: Make their removal line up poorly by alternating Psychic Frog pressure, Teferi, Time Raveler, and instant-speed Goryo's Vengeance. Avoid relying on a single creature staying in play unless Ephemerate is legal and mana is available. Add role cards: Force of Negation, Mystical Dispute for blue removal shells, Surgical Extraction if key removal or recursion becomes public, and Subtlety when creature threats are part of their plan. Reduce main-deck emphasis: Pest Control when there are few small permanents and March of Otherworldly Light when targets are scarce. Choose Atraxa, Grand Unifier when card flow beats removal; choose Griselbrand only when life payment is safe and immediate card volume is needed.
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Combo: Become the faster protected combo deck or the interactive deck depending on clock and known disruption. Force of Negation, Teferi, Time Raveler, Solitude, Subtlety, Surgical Extraction, Ashiok, Dream Render, Damping Sphere, Consign to Memory, and Mystical Dispute are all role cards, but choose the ones matching the visible axis rather than adding every disruptive effect. Reduce main-deck emphasis: Pest Control, Quest for the Nihil Stone, and slow creature combat unless Psychic Frog is needed as both pressure and discard outlet. Commit Goryo's Vengeance when the opponent is tapped low, the stack is protected, or waiting gives them a deterministic visible kill. Card text check required for Quantum Riddler and Winternight Stories before using them as combo-specific tactical anchors.
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Big mana: Slow mana scaling while protecting a fast reanimation kill. Damping Sphere and Consign to Memory are the priority role cards, with Force of Negation for must-stop noncreature payoffs and March of Otherworldly Light or Prismatic Ending for hate permanents. Reduce main-deck emphasis: Pest Control, Quest for the Nihil Stone, Nihil Spellbomb unless graveyards matter, and slow Winternight Stories lines. Fetch mana to cast early Damping Sphere or hold interaction without stranding Goryo's Vengeance. Use Atraxa, Grand Unifier to find more disruption if the first attack does not end the game.
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Graveyard decks: Fight on both graveyard axes while protecting your own reanimation plan from collateral hate. Surgical Extraction, Ashiok, Dream Render, Nihil Spellbomb, Force of Negation, and March of Otherworldly Light are the key role cards, with Teferi, Time Raveler helping force through critical windows. Reduce main-deck emphasis: Pest Control unless it hits visible threats, Quest for the Nihil Stone, and slower Quantum Riddler pressure when graveyard control is urgent. Use Nihil Spellbomb only when the opponent's public graveyard matters or card cycling is worth the mana. Do not exile your own necessary graveyard resources unless the rules engine presents a survival-critical choice.
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Artifact/enchantment decks: Treat hate permanents and engine permanents as priority targets before committing the graveyard line. Prismatic Ending, March of Otherworldly Light, Pest Control, Engineered Explosives, Consign to Memory, and Force of Negation form the role package, with Damping Sphere only when spell volume or mana scaling is the issue. Reduce main-deck emphasis: Nihil Spellbomb when graveyards are irrelevant, Quest for the Nihil Stone, and Griselbrand lines if life payment does not solve the board. Use Consign to Memory especially against colorless threats or colorless hate, but do not hold it while a different legal answer can remove the only obstacle to Goryo's Vengeance.
Specific Matchup Notes
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General/archetype-only note: exact opponent decklists are absent, so revealed cards, public zones, legal actions, and rules-engine prompts override every matchup assumption here. Treat these notes as role selection: identify the opponent's visible axis, then choose whether Goryo's Vengeance should be protected, delayed, or used immediately before the opponent untaps into a stronger public position.
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Fast creature pressure: prioritize survival while preserving a reanimation payload. Add role cards: March of Otherworldly Light, Engineered Explosives, Subtlety, and Force of Negation only when the opponent's key pressure or pump is noncreature. Reduce main-deck emphasis: Quest for the Nihil Stone, Winternight Stories, slow Quantum Riddler lines, and excess Force of Negation against creature-heavy draws. Priority targets are hate permanents, lethal attackers, and creatures that make Solitude or Prismatic Ending mana-inefficient if ignored.
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Blue interaction or tempo: force the opponent to answer different card types before committing Goryo's Vengeance. Add role cards: Mystical Dispute, Force of Negation, Consign to Memory when colorless threats or abilities are visible, and Subtlety against creature-based pressure. Reduce main-deck emphasis: Pest Control when it lacks targets, Nihil Spellbomb when graveyards do not matter, and Quest for the Nihil Stone unless discard pressure is actually supported. Priority targets are open-counterspell windows, graveyard hate, and threats that shorten the clock below the next protected reanimation attempt.
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Graveyard mirrors or recursion decks: protect your own graveyard plan while attacking the opponent's public graveyard only when it changes the race. Add role cards: Surgical Extraction, Ashiok, Dream Render, Nihil Spellbomb, Force of Negation, and March of Otherworldly Light for visible hate. Reduce main-deck emphasis: Pest Control without targets and slow pressure that does not affect graveyards. Priority targets are public recursive payoffs, opposing graveyard enablers, and hate permanents that stop Atraxa, Grand Unifier or Griselbrand from returning.
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Big mana, artifact, or colorless engines: race with a protected Goryo's Vengeance while buying one or two turns of disruption. Add role cards: Damping Sphere, Consign to Memory, Force of Negation, Engineered Explosives, March of Otherworldly Light, and Ashiok, Dream Render when searching is visible. Reduce main-deck emphasis: Nihil Spellbomb, Quest for the Nihil Stone, and Pest Control unless small permanents matter. Priority targets are mana engines, lock pieces, and hate permanents that block the reanimation line.
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Combo: decide early whether the hand is faster combo, disruption plus pressure, or forced control. Add role cards: Force of Negation, Mystical Dispute, Consign to Memory, Surgical Extraction, Ashiok, Dream Render, Damping Sphere, and Subtlety according to the visible axis. Reduce main-deck emphasis: Pest Control, Quest for the Nihil Stone, and creature combat that does not race. Priority targets are deterministic public combo pieces, stack-based protection, and any action that opens a same-turn Goryo's Vengeance kill or Atraxa, Grand Unifier reload.
Risk Summary
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Mana risk: fetch-shock sequencing can strand Goryo's Vengeance, Ephemerate, Teferi, Time Raveler, Prismatic Ending, and Force of Negation in the same hand if colors are fetched casually. Preserve black-white access for Goryo's Vengeance plus Ephemerate, blue access for Faithful Mending and interaction, and enough life to make Griselbrand realistic.
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Matchup risk: the deck can misassign roles by playing control against a faster combo deck or racing against a deck overloaded with graveyard hate. Recheck the role whenever the opponent reveals hate, taps low, presents lethal pressure, or exposes a public combo piece.
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Draw risk: hands with Atraxa, Grand Unifier or Griselbrand but no discard outlet, no Goryo's Vengeance, and no meaningful interaction are fragile. Psychic Frog and Faithful Mending are setup cards, but do not discard the only payoff into visible graveyard hate without a plan.
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Over-sideboarding risk: adding every disruptive post-board named card can dilute the Goryo's Vengeance kill and leave the deck unable to close. Keep enough payload, discard, and protection to make Atraxa, Grand Unifier or Griselbrand matter.
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Graveyard risk: opposing graveyard hate can turn strong-looking hands into fair midrange draws. Use Prismatic Ending, March of Otherworldly Light, Pest Control, Engineered Explosives, Teferi, Time Raveler, or stack interaction before committing if the hate is visible and answerable.
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Sweeper/removal risk: Psychic Frog, Quantum Riddler, and reanimated creatures can disappear before they convert into a win. Card text check required for Quantum Riddler before treating it as a reliable closer; use Ephemerate only when the legal target and timing are confirmed.
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Closer risk: Atraxa, Grand Unifier often rebuilds but may not end the game immediately, while Griselbrand may be unsafe at low life. Choose the payoff based on visible clock, life total, available follow-up mana, and whether drawing cards or stabilizing bodies matters more.
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Interaction risk: Force of Negation, Mystical Dispute, Consign to Memory, Subtlety, and Solitude answer different axes and can be wasted on low-impact spells. Spend them on cards that stop the combo, create lethal pressure, or prevent the opponent from winning before the next reanimation window.
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Sequencing risk: casting setup spells into open punishment can expose the graveyard plan too early. Prefer sequences that make the opponent commit mana first, then use Goryo's Vengeance at instant speed when legal actions, visible mana, and stack state show the lowest-risk window.
Test Feedback Checklist
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Decide the actual loss or win axis before tuning. Record whether the match turned on fast Goryo's Vengeance, fair Psychic Frog pressure, Atraxa, Grand Unifier reloads, Griselbrand cards, Solitude stabilization, Teferi, Time Raveler protection, sideboard hate, or opponent disruption.
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Audit mulligans by role. For each opener, ask whether the kept hand had payload, graveyard access, Goryo's Vengeance or velocity toward it, interaction, and a coherent mana path; flag keeps with Atraxa, Grand Unifier or Griselbrand stranded without discard or protection.
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Track mana failures precisely. Note whether Flooded Strand, Marsh Flats, Polluted Delta, Godless Shrine, Hallowed Fountain, Watery Grave, Meticulous Archive, Shadowy Backstreet, Undercity Sewers, Island, Plains, or Swamp sequencing stranded black for Goryo's Vengeance, white for Ephemerate or Solitude, blue for Faithful Mending or Force of Negation, or multicolor mana for Prismatic Ending.
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Measure velocity quality, not only cards seen. Record whether Faithful Mending, Psychic Frog, Quantum Riddler, and Winternight Stories put the right card types in the right zones soon enough; Card text check required for Quantum Riddler and Winternight Stories when judging engine reliability.
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Review graveyard timing. Ask whether Atraxa, Grand Unifier or Griselbrand entered the graveyard before a legal reanimation window, whether visible hate made that commitment unsafe, and whether Nihil Spellbomb or Surgical Extraction changed either graveyard race.
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Check interaction spending against decisive threats. For each Force of Negation, March of Otherworldly Light, Prismatic Ending, Pest Control, Solitude, Teferi, Time Raveler, Consign to Memory, Mystical Dispute, Subtlety, Engineered Explosives, Ashiok, Dream Render, and Damping Sphere decision, record whether it stopped a blocker, hate permanent, lethal clock, stack fight, search engine, or combo piece.
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Evaluate closing turns. Ask whether Atraxa, Grand Unifier found enough follow-up, whether Griselbrand was safe at the current life total, whether Ephemerate converted the reanimated creature, and whether Psychic Frog or Quantum Riddler closed when the graveyard plan was disrupted.
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Identify role mistakes. Mark turns where the pilot should have raced, protected the combo, played control, or pivoted to fair pressure based on public board state, revealed cards, life totals, and available legal actions.
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Capture stranded-card patterns. List cards stuck in hand because of mana, timing, no legal target, wrong matchup, or missing support, especially Ephemerate, Goryo's Vengeance, Force of Negation, Pest Control, Quest for the Nihil Stone, Nihil Spellbomb, and post-board named cards.
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Compare overperformers and underperformers by matchup. Separate cards that won games from cards that merely looked good, and separate dead cards from cards that were held correctly for a later legal window.
First Tuning Questions
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If combo starts too slowly, should the deck increase graveyard velocity or reanimation consistency around Faithful Mending, Psychic Frog, Goryo's Vengeance, Atraxa, Grand Unifier, and Griselbrand rather than adding more reactive cards?
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If openers mulligan too often, is the issue payoff density, discard access, one-lander frequency, color imbalance, or hands overloaded with Ephemerate, Solitude, Force of Negation, Quest for the Nihil Stone, Nihil Spellbomb, Pest Control, or Winternight Stories?
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If mana loses games, should the fetch-shock mix change to improve black-white-blue access while preserving enough basics against pressure and enough life for Griselbrand activations?
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If aggressive decks win before reanimation matters, should the main deck emphasize more early stabilizers such as Solitude, March of Otherworldly Light, Prismatic Ending, or Pest Control, or should the sideboard allocate more space to Engineered Explosives and Subtlety?
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If control or tempo counters Goryo's Vengeance too often, should the plan increase proactive protection with Teferi, Time Raveler, Force of Negation, Mystical Dispute, or discard-style pressure from Quest for the Nihil Stone only when that card proves functional?
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If graveyard hate dominates, should the deck rely more on answer density from Prismatic Ending, March of Otherworldly Light, Pest Control, Engineered Explosives, Consign to Memory, and Teferi, Time Raveler, or increase fair threats that win without the graveyard?
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If Atraxa, Grand Unifier reloads but fails to close, should Griselbrand remain a one-copy closer, should fair pressure from Psychic Frog and Quantum Riddler be strengthened, or should the deck add another deterministic finish without weakening setup?
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If sideboard plans dilute the combo, which post-board named cards are too narrow: Consign to Memory, Surgical Extraction, Mystical Dispute, Force of Negation, Subtlety, Engineered Explosives, Ashiok, Dream Render, Damping Sphere, or March of Otherworldly Light?
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If role conflicts recur, should matchup guidance more sharply separate racing hands, protected-combo hands, and control hands so the pilot stops spending Force of Negation, Solitude, or Teferi, Time Raveler on medium exchanges?
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If Quantum Riddler or Winternight Stories drives important decisions, should testing pause for exact card-text verification before assigning them engine, velocity, or closer responsibilities?
Veles Tactical Policy
Policy: Mulligan For A Live Reanimation Plan
Priority: High Decision families: mulligan Cards: Goryo's Vengeance; Atraxa, Grand Unifier; Griselbrand; Faithful Mending; Psychic Frog; Force of Negation; Solitude Phase windows: pregame Runtime cues: opening hand; mulligan choice Use when: the hand is being kept or sent back. Avoid when: engine state has already advanced past mulligans. Instructions: Keep hands with mana, a credible way to put Atraxa, Grand Unifier or Griselbrand into the graveyard, and either Goryo's Vengeance, pressure, or interaction. Mulligan hands with only payoffs and no discard/velocity unless they contain a strong fair plan and usable colors. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes
Policy: Early Setup Permanent And Looting Plan
Priority: Medium Decision families: priority; selection; mana Cards: Psychic Frog; Faithful Mending; Quantum Riddler; Winternight Stories Phase windows: main phase; opponent end step Runtime cues: legal cast actions for early setup cards Use when: no immediate protected Goryo's Vengeance line is available. Avoid when: casting setup exposes the pilot to lethal pressure or leaves no interaction against a visible decisive threat. Instructions: Develop Psychic Frog early when it can pressure or discard payoffs. Use Faithful Mending to stock the graveyard and stabilize life. Card text check required for Quantum Riddler and Winternight Stories before treating them as deterministic setup engines. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes
Policy: Combo Commitment Gate
Priority: High Decision families: priority; interaction; mana Cards: Goryo's Vengeance; Atraxa, Grand Unifier; Griselbrand; Ephemerate; Teferi, Time Raveler; Force of Negation Phase windows: opponent end step; combat; main phase; stack response Runtime cues: legal Goryo's Vengeance action Use when: a payoff is in the graveyard and Goryo's Vengeance is legal. Avoid when: visible graveyard hate, open stack pressure, or lethal opponent pressure makes waiting or answering first materially stronger. Instructions: Prefer instant-speed windows after the opponent spends mana. Commit when the payoff can reload, win, stabilize, or be protected by Ephemerate, Teferi, Time Raveler, or Force of Negation. Pilot skill floor: high No-API allowed: no Light-model allowed: yes
Policy: Reanimate Atraxa Target Execution
Priority: Medium Decision families: priority; selection Cards: Goryo's Vengeance; Atraxa, Grand Unifier Phase windows: target prompt; stack resolution Runtime cues: action:target self Atraxa, Grand Unifier Use when: Goryo's Vengeance is already selected and the only visible legal self graveyard target named Atraxa, Grand Unifier is offered. Avoid when: multiple self graveyard targets are offered. Instructions: Choose Atraxa, Grand Unifier only for the already committed reanimation line; later trigger selections require legal engine output and card-text categories. Pilot skill floor: low No-API allowed: yes Light-model allowed: yes
Policy: Reanimate Griselbrand Target Execution
Priority: Medium Decision families: priority; selection Cards: Goryo's Vengeance; Griselbrand Phase windows: target prompt; stack resolution Runtime cues: action:target self Griselbrand Use when: Goryo's Vengeance is already selected and the only visible legal self graveyard target named Griselbrand is offered. Avoid when: life total, replacement effects, or multiple target choices require strategic comparison. Instructions: Choose Griselbrand for the committed line; drawing cards after resolution must account for current life total and visible lethal risk. Pilot skill floor: low No-API allowed: yes Light-model allowed: yes
Policy: Ephemerate Protection Gate
Priority: High Decision families: priority; interaction; selection Cards: Ephemerate; Atraxa, Grand Unifier; Griselbrand; Solitude Phase windows: end step; removal response; exile trigger window Runtime cues: legal Ephemerate action Use when: a creature that matters to the current plan is a legal Ephemerate target. Avoid when: blinking loses necessary blockers, fizzles a stronger line, or targets are ambiguous. Instructions: Use Ephemerate to keep a reanimated payoff, reuse Atraxa, Grand Unifier or Solitude, or dodge removal. Do not spend it on small tempo unless the board state demands survival. Pilot skill floor: high No-API allowed: no Light-model allowed: yes
Policy: Fetch And Shock Mana Discipline
Priority: Medium Decision families: mana Cards: Flooded Strand; Marsh Flats; Polluted Delta; Godless Shrine; Hallowed Fountain; Watery Grave; Meticulous Archive; Shadowy Backstreet; Undercity Sewers; Island; Plains; Swamp Phase windows: land play; fetch activation; payment prompt Runtime cues: legal land or fetch action Use when: choosing land sequencing or mana payment. Avoid when: exact available choices are hidden from the request. Instructions: Prioritize black for Goryo's Vengeance, white for Ephemerate and Solitude, and blue for Faithful Mending and Force of Negation. Preserve life when Griselbrand may matter, but pay life when tempo or color access is decisive. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes
Policy: Mandatory Exact Mana Payment
Priority: Low Decision families: mana Cards: none Phase windows: mana payment prompt Runtime cues: action:pay exact Use when: exactly one legal action pays the full displayed cost and leaves no alternative source choice. Avoid when: multiple lands, colors, life payments, or floating mana choices are legal. Instructions: Submit the exact payment action only after the strategic spell or ability has already been selected. Pilot skill floor: low No-API allowed: yes Light-model allowed: yes
Policy: Permission Spending Gate
Priority: High Decision families: interaction; priority Cards: Force of Negation; Mystical Dispute; Consign to Memory; Subtlety; Teferi, Time Raveler Phase windows: stack response; opponent main phase; combo turn Runtime cues: legal counterspell, bounce, or stack-interaction action Use when: the opponent casts or activates a spell or ability that can stop the combo, win before the next turn, or protect a hate piece. Avoid when: the target is low-impact and preserving interaction protects a stronger future window. Instructions: Spend permission to force through Goryo's Vengeance, stop graveyard hate, stop lethal engines, or answer opposing stack fights. Respect visible mana and already revealed cards. Pilot skill floor: high No-API allowed: no Light-model allowed: yes
Policy: Removal And Hate-Permanent Answer Gate
Priority: Medium Decision families: interaction; priority; mana Cards: Solitude; March of Otherworldly Light; Prismatic Ending; Pest Control; Engineered Explosives Phase windows: main phase; combat; stack response Runtime cues: legal removal or sweeper action Use when: a visible creature, artifact, enchantment, token group, or hate permanent blocks the combo or creates a short clock. Avoid when: removal would not change the clock, combo access, or survival. Instructions: Prefer cheap answers before committing Goryo's Vengeance into known hate. Use Solitude for survival and major blockers; use broad answers on hate that prevents graveyard or spell execution. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes
Policy: Graveyard Resource Fight
Priority: Medium Decision families: interaction; priority; selection Cards: Nihil Spellbomb; Surgical Extraction; Ashiok, Dream Render Phase windows: opponent graveyard action; main phase; stack response Runtime cues: legal graveyard interaction action Use when: the opponent's graveyard, search, or recursion plan is visibly relevant. Avoid when: spending graveyard hate delays a live Goryo's Vengeance kill or answers no visible resource. Instructions: Use Nihil Spellbomb and Surgical Extraction to break visible graveyard lines. Use Ashiok, Dream Render when search prevention or graveyard pressure matters; do not assume hidden-library contents. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes
Policy: Fair Pressure Pivot
Priority: Medium Decision families: combat; priority Cards: Psychic Frog; Quantum Riddler; Teferi, Time Raveler; Quest for the Nihil Stone Phase windows: main phase; combat Runtime cues: legal attack or cast action with fair threats Use when: graveyard access is blocked or the opponent is spending resources on hate. Avoid when: attacking gives up needed blockers under a short clock. Instructions: Turn Psychic Frog and other threats sideways when pressure advances the game without exposing the combo. Card text check required for Quantum Riddler and Quest for the Nihil Stone before assigning exact pressure math. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes
Policy: Combat Survival And Solitude Timing
Priority: High Decision families: combat; interaction Cards: Solitude; Ephemerate; March of Otherworldly Light; Prismatic Ending Phase windows: declare attackers; declare blockers; before damage; end step Runtime cues: legal block, removal, or blink action Use when: visible combat damage threatens lethal or removes the pilot's last path to stabilize. Avoid when: the board is stable and interaction is needed for a hate permanent or combo fight. Instructions: Block to preserve life for Griselbrand and future turns. Use Solitude or instant removal before damage when it prevents lethal, removes a key attacker, or creates an Ephemerate recovery line. Pilot skill floor: high No-API allowed: no Light-model allowed: yes
Policy: Atraxa Selection Resolution
Priority: Medium Decision families: selection Cards: Atraxa, Grand Unifier; Goryo's Vengeance; Ephemerate Phase windows: triggered ability selection Runtime cues: legal Atraxa, Grand Unifier selection prompt Use when: Atraxa, Grand Unifier trigger choices are displayed. Avoid when: card categories or revealed options are not visible in the request. Instructions: Select cards that rebuild the next turn: Goryo's Vengeance, Ephemerate, interaction, mana, and another payoff outrank redundant slow pieces. Follow rules-engine category legality exactly. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes
Policy: Griselbrand Draw Gate
Priority: High Decision families: selection; priority Cards: Griselbrand Phase windows: activated ability window; post-reanimation window Runtime cues: legal Griselbrand activated ability Use when: Griselbrand is visible and the draw ability is legal. Avoid when: paying life creates visible lethal risk before the drawn cards can matter. Instructions: Draw when the life payment can find protection, Ephemerate, another Goryo's Vengeance line, or survival. Do not assume specific draws; evaluate only deck composition, visible pressure, and current life. Pilot skill floor: high No-API allowed: no Light-model allowed: yes
Policy: Sideboard Plan Selection
Priority: High Decision families: sideboard Cards: Consign to Memory; Surgical Extraction; Mystical Dispute; Force of Negation; Subtlety; Engineered Explosives; Ashiok, Dream Render; Damping Sphere; March of Otherworldly Light Phase windows: between games Runtime cues: sideboard prompt Use when: Veles requests sideboarding after a completed game. Avoid when: no legal sideboard plan preserves the registered 75. Instructions: Add stack interaction versus spell-combo and control, graveyard tools versus graveyard decks, sweepers/removal versus creature pressure, Ashiok, Dream Render or Damping Sphere versus search or mana engines. Do not dilute below a coherent reanimation plan. Pilot skill floor: high No-API allowed: no Light-model allowed: yes
Policy: Teferi Protection Window
Priority: Medium Decision families: priority; interaction; mana Cards: Teferi, Time Raveler; Goryo's Vengeance; Ephemerate; Force of Negation Phase windows: main phase before combo; opponent response window Runtime cues: legal Teferi, Time Raveler cast or activation Use when: Teferi, Time Raveler can constrain opposing interaction or clear a visible obstacle. Avoid when: tapping out lets a visible threat win before the combo window. Instructions: Use Teferi, Time Raveler to make Goryo's Vengeance safer, reset hate when legal, or force sorcery-speed play. Treat it as protection, not a default tempo play. Pilot skill floor: medium No-API allowed: no Light-model allowed: yes