145 KiB
Strategy Specifications
Deck Name And Archetype
4c Control is registered as a 60-card Standard control deck with a 15-card sideboard, using the submitted tags control, control; the duplicate tag should be normalized by Veles as a single control identity while preserving the user-provided archetype label. The main deck count validates at 60 cards and the sideboard count validates at 15 cards from the supplied list, so the guide can treat this as a complete registered configuration rather than an incomplete shell.
4c Control is a rogue or hybrid control strategy rather than a stock archetype, because the registered card mix combines four-color mana, heavy draw or engine cards, sweepers, spot interaction, and a large spell package without a known stock Standard template supplied in the prompt. The deck should be piloted as a reactive tap-out control deck until card text and legality checks prove a more specific engine identity for Tablet of Discovery, Jeskai Revelation, Consult the Star Charts, Stock Up, Thunder Magic, and Flashback.
Format status is declared as Standard, but card legality and exact Oracle text are not verified inside this batch. Card text check required for Mistrise Village, Cori Mountain Monastery, Erode, Three Steps Ahead, Inevitable Defeat, Flashback, Thunder Magic, Great Hall of the Biblioplex, Consult the Star Charts, Jeskai Revelation, Stock Up, Tablet of Discovery, Multiversal Passage, Riverpyre Verge, Gloomlake Verge, Fire Magic, High Noon, Wan Shi Tong, Librarian, Emeritus of Ideation, and Outrageous Robbery before any rule-specific claims are trusted. Veles should prefer rules-engine legal actions over this guide whenever the action list contradicts an assumed role.
The mana base validates as four-color with a Jeskai core and light black splash: Hallowed Fountain, Sacred Foundry, Steam Vents, Stormcarved Coast, Sundown Pass, Riverpyre Verge, Shattered Sanctum, Watery Grave, Godless Shrine, Gloomlake Verge, Great Hall of the Biblioplex, Mistrise Village, Multiversal Passage, Cori Mountain Monastery, and Plains imply white-blue-red as the main operating colors with black available for selected costs. The largest role concern is that a control deck with many colored spells may lose games to tapped lands, missing early red or white interaction, or drawing black sources when it needs Jeskai sequencing.
The main-deck nonland cards with 2+ copies that must receive full tactical coverage in the assembled guide are Inevitable Defeat, Flashback, Thunder Magic, Consult the Star Charts, Jeskai Revelation, Stock Up, and Tablet of Discovery. One-copy main-deck interaction and reset cards, including Negate, Erode, Three Steps Ahead, Pyroclasm, Abrade, Ill-Timed Explosion, Get Lost, Sear, Day of Judgment, and Fire Magic, should be treated as high-leverage singleton tools whose use depends on exact legal targets, stack state, and matchup pressure.
The sideboard contains reactive role cards rather than a transformational creature package: Disdainful Stroke, High Noon, Wan Shi Tong, Librarian, Get Lost, Pyroclasm, Emeritus of Ideation, Outrageous Robbery, Rest in Peace, Flashfreeze, and Day of Judgment must all be covered in the Sideboard Map and matchup guidance. The sideboard’s first strategic question is whether each opponent requires more stack interaction, graveyard hate, sweepers, removal density, or slow-game engines.
Opponent information status is currently unknown because no matchup decklist, archetype, revealed cards, or game history is supplied for this section. At runtime, Veles should classify the opponent from visible lands, spells, graveyard contents, sideboard stage, and match history, then apply this guide only as a control baseline until public information supports a narrower plan.
Thesis
4c Control assembles time, mana, and card volume until its singleton answers and high-copy engines can dominate a game that has slowed down. The deck’s default plan is to survive the first pressure wave with Pyroclasm, Abrade, Sear, Get Lost, Day of Judgment, Inevitable Defeat, and conditional stack interaction, then convert repeated or high-impact draw from Stock Up, Consult the Star Charts, Jeskai Revelation, and Tablet of Discovery into enough answers, lands, and finishers to lock the opponent out of meaningful attacks.
4c Control wins by exhausting opposing threats, resolving a durable engine or payoff, and eventually ending the game with whatever legal threat or damage source the rules engine presents from Thunder Magic, Fire Magic, Ill-Timed Explosion, Jeskai Revelation, Tablet of Discovery, creature-lands or utility lands such as Mistrise Village, and sideboard threats like Wan Shi Tong, Librarian or Emeritus of Ideation. Card text check required for those payoffs before treating any one of them as a deterministic finisher, so runtime decisions should ask what the visible legal action actually does rather than assuming a known kill pattern.
4c Control is not trying to curve out, race blindly, or spend interaction just because mana is available. Prioritize land drops, color stability, life-total preservation, and answer quality over early damage; pass with mana open when the opponent’s next spell matters more than your current low-impact proactive action; tap out only when the resolved spell changes the next turn cycle more than holding up interaction would.
4c Control should trade resources asymmetrically whenever possible, but it must not hoard answers until dead. Use sweepers when they protect a meaningful life buffer or recover multiple cards of material, spend spot removal on threats that shorten the clock or invalidate your engines, and reserve Negate, Three Steps Ahead, Disdainful Stroke, Flashfreeze, or similar legal stack actions for spells that beat your current plan rather than for replaceable pressure.
Role Package
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Threats: Treat
Thunder Magic,Fire Magic,Ill-Timed Explosion,Jeskai Revelation,Tablet of Discovery,Mistrise Village,Wan Shi Tong, Librarian,Emeritus of Ideation, andOutrageous Robberyas possible win-condition cards only when their current legal action or visible text confirms they generate damage, bodies, inevitability, theft, or repeatable advantage. Card text check required for every named card in this threat module except where the rules engine exposes the effect directly. -
Payoffs: Use
Jeskai Revelation,Tablet of Discovery,Consult the Star Charts,Stock Up, andThunder Magicas the main payoff cluster when they legally convert mana into cards, selection, board control, or a closing position. Prioritize payoff deployment after stabilizing the board, unless the current hand lacks future land drops or answers and the payoff is the only legal route to find them. -
Engines: Build around repeated or scaling advantage from
Tablet of Discovery,Great Hall of the Biblioplex,Jeskai Revelation,Stock Up,Consult the Star Charts, and sideboardEmeritus of Ideationwhen the board state gives time to invest mana. Card text check required forTablet of Discovery,Great Hall of the Biblioplex,Jeskai Revelation,Stock Up,Consult the Star Charts, andEmeritus of Ideation; if the legal action is slow and the opponent has lethal or a short clock, stabilize first. -
Velocity: Use
Stock Up,Consult the Star Charts,Jeskai Revelation,Flashback,Three Steps Ahead, andOutrageous Robberyto find lands, sweepers, counters, and finishers according to the current bottleneck. Card text check required forFlashback; if it is recursion, selection, or a spell-copy effect, choose lines that recover the highest-impact known card only when the rules engine presents that exact legal action. -
Interaction: Assign
Pyroclasm,Day of Judgment,Ill-Timed Explosion,Abrade,Sear,Get Lost,Inevitable Defeat,Erode,Negate,Three Steps Ahead,Disdainful Stroke,Flashfreeze, and sideboardRest in Peaceto the opponent’s most relevant axis. Card text check required forInevitable Defeat,Erode,Sear,Three Steps Ahead, andFlashfreeze; do not assume target classes beyond legal action text. -
Protection: Protect engines and life total by holding
Negate,Three Steps Ahead,Disdainful Stroke,Flashfreeze, and instant-speed removal when passing creates a better answer window than tapping out. Protection also includes sequencing lands so white sweepers, red cheap removal, blue stack interaction, and black splash cards remain castable on the turns they matter. -
Recursion: Treat
Flashbackas the named recursion or replay module only conditionally, because card text check required. If runtime legal actions showFlashbackcan reuse a spell, rebuy interaction, or generate delayed value, select the target based on visible graveyards, current pressure, and whether the recovered card answers the next opposing turn. -
Mana: Use
Hallowed Fountain,Sacred Foundry,Steam Vents,Stormcarved Coast,Sundown Pass,Riverpyre Verge,Shattered Sanctum,Watery Grave,Godless Shrine,Gloomlake Verge,Great Hall of the Biblioplex,Mistrise Village,Multiversal Passage,Cori Mountain Monastery, andPlainsto establish Jeskai colors first, then support black splash costs when required by hand and legal actions. Prioritize untapped early red or white when facing creature pressure and untapped blue when the opponent’s next noncreature spell is the main danger. -
Sideboard modules: Use
Disdainful StrokeandFlashfreezefor stack-based matchups,High Noonfor spell-chain or velocity opponents,Rest in Peacefor graveyard reliance,PyroclasmandDay of Judgmentfor creature density,Get Lostfor extra broad removal, andWan Shi Tong, Librarian,Emeritus of Ideation, orOutrageous Robberyfor slow mirrors or attrition games. Card text check required forHigh Noon,Wan Shi Tong, Librarian,Emeritus of Ideation, andOutrageous Robbery; sideboard use must follow exact legal plans in the Sideboard Map.
Primary Win Conditions
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Control-then-convert is the default win path: survive with
Inevitable Defeat,Pyroclasm,Abrade,Get Lost,Day of Judgment,Sear,Negate,Erode, andThree Steps Ahead, then useStock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, andGreat Hall of the Biblioplexto find repeated answers and the eventual closing action. Prioritize this path when the opponent is presenting fair threats, your mana is developing, and each answer buys a full turn or removes multiple cards of pressure. -
Jeskai Revelationis a main endgame candidate when the legal action shows card draw, damage, life gain, token creation, or other scaling payoff. Card text check required; prioritize it after stabilizing or when the current hand needs a high-impact refill more than holding up a narrow answer. Protect the turn cycle aroundJeskai Revelationwith available blue interaction when the opponent can punish a tap-out payoff. -
Tablet of Discoveryis the primary durable-engine candidate when the rules engine exposes repeatable value, selection, mana, or inevitability. Card text check required; deploy it when the board is not threatening immediate lethal and the opponent cannot turn your setup turn into a decisive tempo loss. IfTablet of Discoveryis already active, bias toward preserving life and mana so its future activations or triggers can dominate instead of chasing low-value damage. -
Thunder MagicandFire Magicare potential direct closing tools only when legal action text confirms damage, removal-plus-damage, tokens, or another game-ending effect. Card text check required for both; prioritize them when they end the game, remove the opponent’s last meaningful threat while advancing a clock, or convert stored mana into a fast finish after card advantage is secured. -
Mistrise Villageis a likely creature-land or utility-land win path only if runtime legal actions confirm it can attack, animate, buff, or generate a threat. Card text check required; prioritize this path in long games where keeping spells in hand matters, sweepers are awkward, or the opponent is low on visible removal. Do not exposeMistrise Villageto combat or removal if it is your only stable mana source for a required color next turn.
Secondary Win Conditions
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Incremental damage becomes correct when the opponent is low on life and the rules engine presents safe attacks or burn-like actions from
Thunder Magic,Fire Magic,Ill-Timed Explosion,Sear, orMistrise Village. Card text check required for all damage assumptions except visible legal action text; choose this line only when it shortens the clock without giving up survival or a key answer window. -
Ill-Timed Explosionis a backup stabilizer-finisher when legal text shows it can sweep, deal damage, discard, draw, or otherwise swing both board and resources. Card text check required; prioritize it when one spell can reset the board while preserving a path to win, and avoid it if the discard or collateral cost removes the only remaining finisher or necessary answer. -
Value recursion or reuse through
Flashbackis a fallback win path only when the rules engine confirms the exact graveyard or spell-reuse action. Card text check required; target the visible card that either answers the opponent’s next turn or rebuilds your endgame, not a speculative future payoff. -
Sideboard threats become secondary closers after sideboarding: use
Wan Shi Tong, Librarian,Emeritus of Ideation, andOutrageous Robberyas attrition payoffs only when their legal actions confirm cards, board presence, theft, or inevitability. Card text check required; prioritize them in slow matchups after answering the opponent’s most punishing threat axis. -
Hard-lock pressure through
High NoonorRest in Peaceis a secondary route when those cards visibly constrain the opponent’s engine enough that ordinary draw spells and lands can finish later. Card text check required forHigh Noon;Rest in Peaceshould be treated as graveyard suppression only if legal text confirms it. Do not count these cards as win conditions unless they materially stop the opponent’s primary plan.
Emergency Lines
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When behind on life, stop trying to maximize cards and spend interaction to change the next combat step. Prefer
Pyroclasm,Day of Judgment,Get Lost,Abrade,Sear,Inevitable Defeat, orIll-Timed Explosionover slowStock Up,Consult the Star Charts,Tablet of Discovery, orJeskai Revelationunless the draw spell is the only legal path to find a sweeper. -
When behind on board, prioritize sweepers and broad answers before one-for-one trades. Use
Day of JudgmentorPyroclasmwhen they remove enough visible pressure to buy at least one meaningful turn, and use spot removal only on the threat that makes sweeping too late or attacks your life total fastest. -
When behind on cards, preserve high-impact answers and use
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, orGreat Hall of the Biblioplexto rebuild once the board is stable. If the opponent has a must-answer permanent or stack threat, answer first and rebuild second. -
When behind on mana or colors, select lands and draw effects that unlock castable answers over speculative finishers. Prioritize access to white for
Day of JudgmentandGet Lost, red forPyroclasm,Abrade,Sear,Ill-Timed Explosion,Thunder Magic, andFire Magic, blue forNegate,Three Steps Ahead,Consult the Star Charts,Stock Up, andJeskai Revelation, and black only when visible hand or legal actions requireInevitable Defeator splash costs. -
When the engine or finisher is removed, return to attrition instead of forcing a replacement threat. Win through remaining legal actions from
Jeskai Revelation,Tablet of Discovery,Thunder Magic,Fire Magic,Ill-Timed Explosion,Mistrise Village, or sideboard threats, but treat each as conditional until visible action text confirms it advances the game. -
When facing graveyard recursion or combo pressure, switch from generic value to axis-specific disruption. Use
Rest in Peace,High Noon,Disdainful Stroke,Flashfreeze,Negate,Three Steps Ahead,Erode, or removal only when the legal action interacts with the visible engine piece, stack spell, graveyard dependency, or lethal setup. Card text check required for uncertain interaction modes."}
Resource Model
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Life is a turn-buying resource, not a prize to preserve at all costs. Spend life on untapped
Hallowed Fountain,Steam Vents,Sacred Foundry,Watery Grave, orGodless Shrinewhen doing so enables a current-turn answer, keepsNegateorThree Steps Aheadavailable, casts a sweeper before combat, or prevents a worse life loss next turn. -
Hand size is the deck's main late-game weapon. Convert early one-for-one answers into time, then rebuild with
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, andGreat Hall of the Biblioplexonly after visible pressure is controlled. Card text check required for exact draw or selection modes; choose the legal action that preserves answers before choosing a pure refill line. -
Mana advantage is the deck's cleanest path to inevitability. Prioritize land drops through the first six turns, because
Jeskai Revelation,Ill-Timed Explosion,Three Steps Ahead,Tablet of Discovery,Great Hall of the Biblioplex, and utility actions fromMistrise VillageorMultiversal Passagemay scale with excess mana. Card text check required for scaling assumptions. -
Board material is mostly something to neutralize, not something to race with. Convert
Pyroclasm,Day of Judgment,Get Lost,Abrade,Sear,Inevitable Defeat,Thunder Magic,Fire Magic, andIll-Timed Explosioninto fewer opposing attackers before spending mana on engines. Use one-for-one answers only when they prevent a meaningful attack, protect a future sweeper, or stop a must-answer permanent. -
Graveyard value is conditional and must follow engine output.
Flashbackmay convert graveyard cards into extra spells only if legal action text confirms the exact card or mode. Opposing graveyards become a resource to attack after sideboarding withRest in Peace; do not assume graveyard suppression unless the rules engine confirms the action or static effect. -
Exile is primarily a public-information zone and a permission zone. Track exiled cards for known resources,
Rest in Peaceeffects, and any temporary play permissions from visible legal actions; never assume exiled cards are castable unless the engine presents them as legal actions. -
Lands are both resources and constraints. Treat
Great Hall of the Biblioplex,Mistrise Village,Multiversal Passage, and possible Verge or Village actions as utility only after color needs are met. Do not risk a key utility land in combat or activation if losing it would lock you out of white sweepers, blue interaction, or red removal. -
Sacrifice fodder is not a default part of the maindeck plan. Unless
Jeskai Revelation,Tablet of Discovery,Thunder Magic,Fire Magic, or another visible card creates expendable material, decline sacrifice-cost lines that consume important lands, engines, or the only blocker. Card text check required for any token or fodder assumption. -
Tempo is purchased through cheap answers and untapped mana. Use
Pyroclasm,Abrade,Sear,Get Lost,Negate,Erode, andThree Steps Aheadto stop the opponent's highest-impact turn, then convert the recovered tempo into a draw spell, sweeper, or durable engine. -
Information is worth mana when it changes the next decision. Use revealed cards, graveyards, known matchup roles, and legal action labels to decide whether to hold
Negate, fireDay of Judgment, or tap out forStock Up; do not infer exact hidden cards beyond archetype-level risk. -
Sideboard bullets convert narrow cards into axis control.
Disdainful Stroke,Flashfreeze,High Noon,Rest in Peace,Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery, extraGet Lost, extraPyroclasm, and extraDay of Judgmentshould be valued by the visible matchup axis they answer, not by generic card quality. Card text check required for all uncertain bullet functions.
Mana Guide
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Build mana around white, blue, and red first, then black. White unlocks
Day of JudgmentandGet Lost; blue unlocksNegate,Three Steps Ahead,Stock Up,Consult the Star Charts, andJeskai Revelation; red unlocksPyroclasm,Abrade,Sear,Ill-Timed Explosion,Thunder Magic, andFire Magic; black appears to supportInevitable Defeatand splash costs only when visible hand or legal action text requires it. -
Keep hands that cast early interaction and develop toward four or more lands. A keep should usually have at least two lands, at least two relevant colors, and either early removal, a sweeper path, or a draw spell that can find the missing piece. Mulligan hands with lands that cannot cast any early spell, hands with only utility-color access, or hands that rely on one tapped land plus expensive spells against fast pressure.
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Sequence shock lands by the next two turns, not by life total alone. Play
Hallowed Fountain,Steam Vents,Sacred Foundry,Watery Grave, orGodless Shrineuntapped when a current answer matters; play them tapped when the turn has no useful instant-speed action and the opponent cannot punish the tempo loss. -
Lead with tapped or conditional lands when the hand already has the colors for the next interaction window. Use
Shattered Sanctum,Stormcarved Coast,Sundown Pass,Riverpyre Verge,Gloomlake Verge,Cori Mountain Monastery,Great Hall of the Biblioplex,Mistrise Village, andMultiversal Passageto preserve life only if they still let you cast the next required spell. -
Prioritize untapped red against creature starts.
Pyroclasm,Abrade,Sear,Thunder Magic,Fire Magic, andIll-Timed Explosionmay be the bridge to the late game; do not delay red access for a speculative blue draw spell when visible attackers threaten a large life swing. -
Prioritize untapped blue against stack-centric or control opponents. Holding
Negate,Three Steps Ahead, or possiblyErodematters more than spending mana onTablet of DiscoveryorStock Upwhen the opponent's likely high-impact play is a noncreature spell or engine piece. Card text check required forErode. -
Prioritize untapped white when sweepers or clean removal are needed. If
Day of JudgmentorGet Lostis the stabilizing play, sequence lands so white is available on the critical turn even if that delays black splash mana or a utility activation. -
Play lands before draw effects when land-drop certainty or mana availability changes the current turn. If
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, orGreat Hall of the Biblioplexcan reveal or draw a land that you may still play, consider waiting on the land drop unless a pre-draw land is needed to cast the spell or hold interaction. -
Hold a land before draw effects only when the current land drop is optional and the hand has multiple choices. After seeing new cards, choose the land that fixes the next missing color, enters untapped for the opponent's turn, or preserves a utility land for later. Do not hold lands so long that you miss land drops in a control deck built to spend large mana.
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Activate utility lands only after checking color obligations.
Great Hall of the Biblioplex,Mistrise Village, andMultiversal Passagemay be powerful mana sinks, but their activation is wrong if it prevents a necessaryNegate,Get Lost,Pyroclasm,Day of Judgment, or post-combat answer from being legal.
Mulligan Guide
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Strong keep: keep three lands with at least two of
Hallowed Fountain,Steam Vents,Sacred Foundry,Stormcarved Coast,Shattered Sanctum, orRiverpyre Verge, plus one early answer such asPyroclasm,Abrade,Sear,Get Lost,Negate,Erode, orThree Steps Ahead, and one reload spell such asStock Up,Consult the Star Charts,Jeskai Revelation, orTablet of Discovery. This hand can answer the first threat, hit land drops, and turn the corner without gambling on unknown draws. -
Medium keep: keep two lands plus
Stock UporTablet of Discoverywhen the lands already cast one relevant early spell and can plausibly reach the third land. Prefer this on the draw, against slower decks, or when one land is an untapped shock land; be more skeptical on the play against creature decks. -
Risky keep: consider two tapped or conditional lands plus multiple three-mana spells only when the matchup is slow and the hand contains
Stock Up,Consult the Star Charts, orTablet of Discoveryto recover. Ship this shape against visible aggro pressure becauseDay of Judgment,Ill-Timed Explosion, and lateJeskai Revelationdo not matter if the early turns are skipped. -
Automatic ship: mulligan zero-land, one-land, six-land, and seven-land hands unless the rules engine presents an exceptional legal pregame effect. Also ship hands whose lands cannot cast any visible nonland spell by turn two, hands with only utility access such as
Great Hall of the BiblioplexplusMistrise Village, and hands with expensive draw or sweepers but no early red, white, or blue access. -
Matchup-dependent keep: keep answer-heavy hands with
Pyroclasm,Abrade,Sear,Get Lost, orDay of Judgmentagainst fast creature decks even if the card-advantage spell is delayed. KeepNegate,Three Steps Ahead,Erode,Stock Up, andJeskai Revelationhands against control or combo only if mana lets you hold interaction before tapping out. Card text check required forErode,Flashback,Thunder Magic,Fire Magic,Inevitable Defeat,Consult the Star Charts,Jeskai Revelation, andTablet of Discovery; use their keep value only when visible text or legal actions confirm the role. -
Play/draw adjustment: on the play, require a proactive stabilizing plan by turn two or three because missed mana is punished harder. On the draw, accept slightly slower two-land keeps with
Stock Up,Consult the Star Charts, orTablet of Discoverywhen the first two turns still provide legal interaction or land development. -
Trap hand: ship hands that look powerful because they contain
Day of Judgment,Ill-Timed Explosion,Jeskai Revelation, andStock Upbut have no untapped early color or no red/white source for the first removal window. Ship hands that contain multipleInevitable Defeat,Thunder Magic, orFlashbackwithout confirmed mana and card text, because unknown high-impact cards are not a substitute for legal early plays.
Turn Arc
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Turn 1: play the land that unlocks the next two turns, usually
Hallowed Fountainfor blue-white,Steam Ventsfor blue-red, orSacred Foundryfor red-white. UseShattered Sanctum,Stormcarved Coast,Sundown Pass,Riverpyre Verge,Gloomlake Verge,Cori Mountain Monastery,Great Hall of the Biblioplex,Mistrise Village, orMultiversal Passagetapped or utility-first only when the hand already has the required early color. Do not shock yourself for no legal instant or relevant next-turn spell. -
Turn 2: hold or cast cheap interaction according to visible pressure. Cast
Abrade,Sear,Get Lost,Pyroclasm, or a confirmed legalThunder Magic/Fire Magicline when it prevents a meaningful attack or protects life total; holdNegate,Erode, orThree Steps Aheadagainst noncreature engines, planeswalker-like threats, sweepers, or combo pieces when the opponent can cast them. If no answer is needed, developTablet of Discoveryonly when card text and legal actions confirm it improves future turns without exposing you. -
Turn 3: stabilize first, then draw. Use
Pyroclasm,Abrade,Get Lost,Sear,Inevitable Defeat,Thunder Magic, orFire Magicif legal and tactically necessary; otherwise castStock Up,Consult the Star Charts,Tablet of Discovery, or holdNegate/Three Steps Aheadif the opponent's next spell matters more than raw cards. Card text check required before treating any uncertain spell as removal, selection, or card advantage. -
Turns 4-5: choose between sweeper, reload, and protected tap-out. Cast
Day of Judgmentwhen multiple visible creatures or one overwhelming board makes one-for-one answers insufficient. UseIll-Timed Explosiononly when legal action text confirms its effect and the exchange improves survival or board parity. Tap out forStock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, orGreat Hall of the Biblioplexactions when the opponent cannot punish with a known high-impact spell; otherwise leaveNegate,Erode, orThree Steps Aheadavailable. -
Late game: convert land drops into inevitability while preserving an answer. Use
Jeskai Revelation,Stock Up,Consult the Star Charts,Great Hall of the Biblioplex,Mistrise Village,Tablet of Discovery, and any legalFlashbacklines to pull ahead, but keep mana forGet Lost,Day of Judgment,Abrade,Negate, orThree Steps Aheadwhen the opponent can still present lethal, a protected engine, or a haymaker. Attack or activateMistrise Villageonly when losing that mana or blocker role cannot reopen the game.
Card Roles
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Stock Up: useStock Upas the cleanest early reload spell when the board is stable or when missing the next land drop would lose the game. Prioritize casting it over slower engines when you need to hit land four, findPyroclasm/Day of Judgment, or maintain a counter-plus-answer turn. Avoid tapping out forStock Upwhen the opponent can resolve a known haymaker and you haveNegate,Erode, orThree Steps Aheadavailable. -
Jeskai Revelation: treatJeskai Revelationas a major late-game resource conversion spell, not an automatic curve play. Card text check required; when legal action text confirms card draw, lifegain, damage, selection, or other scalable value, cast it after stabilizing or with enough mana to keep interaction available. Against aggro, value the life or board-stabilizing mode only if visible text confirms it; against control, use it to pull ahead at end step or through a protected tap-out window. -
Tablet of Discovery: treatTablet of Discoveryas an engine piece that rewards time, mana, or repeated use only when visible text confirms the payoff. Card text check required; deploy it early only when the opponent is not pressuring life total or when the legal action improves future card flow without skipping removal. Do not spend turn two or three onTablet of DiscoveryoverAbrade,Sear,Pyroclasm,Get Lost, orInevitable Defeatwhen a creature is already creating a short clock. -
Consult the Star Charts: useConsult the Star Chartsas selection or card advantage only after checking legal action text. Card text check required; prioritize it when you need a specific category such as land, sweeper, counter, or finisher and can afford a setup turn. Against control, it is a way to keep land drops and interaction dense; against aggro, it is secondary to any legal answer that changes the board immediately. -
Inevitable Defeat: assignInevitable Defeatthe role shown by the rules engine, usually as a high-impact answer or finisher only if legal text confirms that function. Card text check required; hold it for the permanent, spell, or combat state it actually answers rather than firing it because it is expensive or dramatic. With three copies, it can be spent more freely than singleton interaction, but do not strand early turns waiting for it when cheaper legal removal stabilizes. -
Thunder Magic: treatThunder Magicas a repeatable role card whose exact tactical value depends on visible text. Card text check required; if legal actions show damage, removal, or tempo, use it before broader sweepers when it answers one threat cleanly and preservesDay of Judgment. If it is selection, reach, or a spell-matters effect, cast it only when that advances the current role and does not consume mana needed forNegateorThree Steps Ahead. -
Flashback: useFlashbackonly according to the legal actions the engine exposes, because the card name alone does not establish the effect. Card text check required; if it recasts, copies, returns, or reuses a spell, prioritize lines that rebuyStock Up,Consult the Star Charts,Pyroclasm,Get Lost,Abrade,Negate, or a confirmed high-impact spell. Do not assume graveyard access, timing permission, or target legality unless Forge presents the action. -
Negate: holdNegatefor noncreature spells that swing the game: opposing card engines, planeswalker-like permanents, sweepers against your activeMistrise Village, combo pieces, opposing permission fights, or large finishers. Do not useNegateon a low-impact cantrip if your hand already has removal for creatures and the opponent can still cast a decisive noncreature. Against creature decks, keep it only when the opposing list has visible engines, burn finishers, or sideboard haymakers. -
Three Steps Ahead: treatThree Steps Aheadas flexible permission or a modal instant only after reading the legal action text. Card text check required for available modes and costs; preserve it when the opponent can force through a must-answer spell, and cash it in for a lower mode only when mana efficiency or survival matters more than holding a premium counter. In long games, its flexibility can justify passing with mana up instead of sorcery-speed draw. -
Erode: useErodeas interaction only when the rules engine confirms what it counters, removes, taxes, or disrupts. Card text check required; prefer it overNegateorThree Steps Aheadwhen its legal text matches the current threat more narrowly and preserves broader answers. Do not assume it handles creatures, artifacts, lands, or graveyards without visible legality. -
Pyroclasm: usePyroclasmto reset small-creature boards before damage snowballs, especially when it kills multiple attackers or clears utility creatures without spendingDay of Judgment. Avoid casting it into a board where it only damages creatures that survive unless the damage combines with blocks,Sear,Abrade,Fire Magic, orThunder Magicto finish key threats. Against creature-light control, treat it as a low-value card unless tokens or small utility creatures appear. -
Day of Judgment: reserveDay of Judgmentfor boards where one-for-one removal cannot preserve life total or tempo. Cast it even through your own creature land plan when visible attackers threaten lethal or force too many future answers. Do not delayDay of Judgmentfor theoretical extra value if the next combat step makes stabilization unlikely. -
Ill-Timed Explosion: treatIll-Timed Explosionas a risky sweeper, removal, or card-selection spell only when legal text confirms the exchange. Card text check required; use it when the board state makes the downside acceptable and the effect either stabilizes immediately or finds a missing answer. Do not choose it overDay of Judgmentwhen the clean sweeper is legal and the uncertainty ofIll-Timed Explosionis unnecessary. -
Abrade: useAbradeas cheap flexible interaction, especially against early creatures or artifacts that create immediate pressure. PreferAbradeoverGet Loston small creatures when it trades cleanly and preserves premium exile/destroy effects for larger permanents. Against artifact decks, hold it when an artifact engine or payoff is more dangerous than the current creature. -
Get Lost: useGet Lostfor threats that cheap damage cannot handle, including large creatures, planeswalker-like permanents, or must-remove nonland permanents if legal. Respect any drawback the engine shows; do not give the opponent extra material unless the target is worth the exchange or survival requires it. Post-sideboard, the secondGet Lostincreases willingness to answer medium threats, but the first copy should still be protected from bait. -
Sear: treatSearas cheap removal or reach only if legal text confirms damage or a similar effect. Card text check required; spend it early when it prevents multiple damage steps or enablesPyroclasmmath. Do not point it at the opponent unless the legal action contributes to a clear lethal clock or closes a game that is otherwise stabilized. -
Fire Magic: assignFire Magicthe role shown by visible legal text. Card text check required; if it is burn or removal, use it to preserve broader answers for threats outside damage range. If it is a modal or engine spell, choose the mode that solves the current bottleneck rather than the mode with the largest theoretical value. -
Great Hall of the Biblioplex: treatGreat Hall of the Biblioplexas both mana and late-game utility, with mana consistency taking priority. Activate it only when the action text is legal, the activation will not strandNegate,Get Lost,Day of Judgment,Abrade, or a key draw spell, and the current turn does not require holding up interaction. Multiple copies make it a strong inevitability source, but utility lands should not replace colored requirements in opening-hand evaluation. -
Mistrise Village: useMistrise Villageas a late-game threat or utility land only after stabilizing. Card text check required for activation and creature stats; attack when the opponent is low on visible blockers/removal or when pressure matters more than holding mana. Do not expose it into a sweeper, removal spell, or combat trade unless the damage materially advances the endgame. -
Multiversal Passage: treatMultiversal Passageas a flexible land or fixer only according to legal text. Card text check required; use it to solve color bottlenecks before using it as a value sink. Do not spend an activation if it prevents same-turn interaction. -
Shock and dual lands: use
Hallowed Fountain,Steam Vents,Sacred Foundry,Watery Grave,Godless Shrine,Shattered Sanctum,Stormcarved Coast,Riverpyre Verge,Gloomlake Verge,Sundown Pass,Cori Mountain Monastery, andPlainsto sequence colors around the next two turns, not just the current spell. Blue supportsStock Up,Consult the Star Charts,Negate, andThree Steps Ahead; white supportsGet LostandDay of Judgment; red supportsPyroclasm,Abrade,Sear,Ill-Timed Explosion, and likelyThunder Magic/Fire Magic; black access appears splash-oriented and should not be prioritized unless legal actions demand it.
Card Hover Notes
Mistrise Village
- Deck role: Main deck, 2 copies; blue mana resource and anti-countermagic utility slot.
- Role type: mana/fixing/ramp; protection/evasion; modal utility.
- Deck-specific job: Cast blue interaction and card flow, then force through high-value spells by making the next spell you cast this turn unable to be countered.
- Timing: Accept the tapped entry when no Mountain from
Sacred FoundryorSteam Ventsis present and no turn-two blue action is required; save the{U}, {T}ability forJeskai Revelation,Stock Up,Day of Judgment,Outrageous Robbery, or a decisive answer through open permission. - Inputs / outputs: Produces
{U}; consumes{U}and tapping itself to protect only the next spell from being countered, not from discard, removal after resolution, or abilities. - Mode map: Mana mode adds
{U}; protection mode makes your next spell this turn unable to be countered and is best used before committing a tap-out payoff. - Partners / packages: Protects
Jeskai Revelation,Stock Up,Consult the Star Charts,Day of Judgment,Inevitable Defeat,Outrageous Robbery,Wan Shi Tong, Librarian, andEmeritus of Ideation. - Role peers: No direct peer; closest role overlap is
NegateandThree Steps Ahead, which fight opposing spells on the stack instead of protecting your own next spell. - Failure modes: Does not animate, attack, or make red/white/black mana; using the protection ability too early can leave you unable to cast
Negate,Consult the Star Charts, orStock Up. - Matchup / visibility hooks: Highest value against control, tempo, and big-spell mirrors with visible blue permission; lower value against creature pressure where tapped entry costs a removal window.
Cori Mountain Monastery
- Deck role: Main deck, 1 copy; red mana resource and late-card-access utility slot.
- Role type: mana/fixing/ramp; card selection; modal utility.
- Deck-specific job: Supply red for cheap removal while offering a mana sink that exiles the top card of your library and lets you play it until the end of your next turn.
- Timing: Prefer early when
Hallowed Fountain,Steam Vents,Watery Grave,Sacred Foundry,Godless Shrine, orPlainsalready lets it enter untapped; activate only with spare{3}{R}after holding needed interaction. - Inputs / outputs: Produces
{R}; the utility activation consumes{3}{R}and tapping this land to create temporary access to the top card, including a playable land only if a land play remains. - Mode map: Mana mode adds
{R}; impulse mode exiles the top card and creates a play permission through your next turn. - Partners / packages: Finds extra looks at
Pyroclasm,Abrade,Sear,Thunder Magic,Fire Magic,Stock Up,Consult the Star Charts, or a missing mana source. - Role peers: Closest role overlap is
Tablet of Discoveryfor temporary play access and red mana, andStock Upfor safer card selection. - Failure modes: The exiled card is not drawn, may be uncastable for color or timing, and can be wasted if activated before making necessary land-drop or interaction decisions.
- Matchup / visibility hooks: Strongest in slow games and stalled boards; against aggro, use it primarily as an untapped or tapped red source for removal.
Negate
- Deck role: Main deck, 1 copy; narrow stack-interaction role player.
- Role type: interaction-stack.
- Deck-specific job: Counter target noncreature spell that would beat your control plan, such as opposing card engines, sweepers, planeswalkers as spells, removal for a protected endgame threat, or combo pieces.
- Timing: Hold when the opponent can cast a decisive noncreature spell; spend on a lower-value spell only when that spell changes lethal math or prevents your stabilizing turn.
- Inputs / outputs: Consumes
{1}{U}and a card to trade for a noncreature spell on the stack; produces tempo and protects futureStock Up,Day of Judgment, orJeskai Revelationturns. - Partners / packages: Pairs with
Three Steps Ahead,Disdainful Stroke,Flashfreeze, andMistrise Villageto protect late-game spell windows. - Role peers:
Three Steps Aheadcan counter any target spell at higher cost;Disdainful Strokehits mana value 4 or greater;Flashfreezehits red or green spells only. - Failure modes: Cannot counter creature spells, resolved permanents, activated abilities, triggered abilities, or combat damage.
- Matchup / visibility hooks: Excellent against control, combo, artifact/enchantment engine decks, and burn finishers; weak against creature swarms unless their key spell is noncreature.
Erode
- Deck role: Main deck, 1 copy; cheap white spot-removal singleton.
- Role type: interaction-removal.
- Deck-specific job: Destroy target creature or planeswalker when one mana is the difference between answering pressure and still holding up another spell.
- Timing: Use early on snowballing creatures or planeswalkers; save when the opponent’s current creature can be handled by
Pyroclasm,Abrade,Sear,Thunder Magic, orFire Magic. - Inputs / outputs: Consumes
{W}and gives the destroyed permanent’s controller the option to search their library for a basic land card onto the battlefield tapped. - Partners / packages: Works beside
Get Lost,Inevitable Defeat,Sear,Abrade,Day of Judgment, andPyroclasmas the cheapest hard removal. - Role peers:
Get Lostalso answers enchantments but gives Map tokens;Inevitable Defeatexiles any nonland permanent with life swing;Searonly damages creatures or planeswalkers. - Failure modes: Ramping the opponent can be costly, and Erode cannot hit artifacts, enchantments, lands, spells on the stack, or abilities.
- Matchup / visibility hooks: Best when tempo matters more than the basic-land drawback; worse against ramp, big mana, or opponents happy to receive another basic land.
Three Steps Ahead
- Deck role: Main deck, 1 copy; flexible blue interaction and card-flow singleton.
- Role type: interaction-stack; card selection; discard outlet; modal utility.
- Deck-specific job: Let this control deck pass with options: counter a decisive spell, copy a valuable artifact or creature you control, or draw two then discard one.
- Timing: Hold up when the opponent’s next spell matters; use draw-discard at end step when no counter target appears; copy only when
Tablet of Discovery,Wan Shi Tong, Librarian,Emeritus of Ideation, Monk tokens fromJeskai Revelation, or animatedGreat Hall of the Biblioplexcreates real value. - Inputs / outputs: Base cost is
{U}plus chosen spree costs; outputs a counter, a token copy of target artifact or creature you control, and/or two drawn cards with one discard. - Mode map: Counter mode costs
+ {1}{U}and counters target spell; copy mode costs+ {3}and copies target artifact or creature you control; draw mode costs+ {2}and draws two then discards one. - Partners / packages: Copy targets are
Tablet of Discovery,Wan Shi Tong, Librarian,Emeritus of Ideation,Jeskai RevelationMonk tokens, and animatedGreat Hall of the Biblioplex; discard fuelsFlashbackandEmeritus of Ideation. - Role peers:
Negate,Disdainful Stroke, andFlashfreezeare narrower counters;Stock UpandConsult the Star Chartsare safer card-flow spells. - Failure modes: Copy mode cannot target opposing permanents or noncreature, nonartifact permanents; combining modes is mana-heavy and can strand white or red answers.
- Matchup / visibility hooks: Best in uncertain open-mana turns where the opponent may present either a must-counter spell or no target at all.
Shattered Sanctum
- Deck role: Main deck, 2 copies; white-black mana resource for removal and black splash costs.
- Role type: mana/fixing/ramp.
- Deck-specific job: Cast
Erode,Get Lost,Day of Judgment,Inevitable Defeat,Rest in Peace,High Noon, and sideboardOutrageous Robbery. - Timing: Prefer after two other mana sources are already controlled so it enters untapped; avoid relying on it as the only early white source against fast creatures.
- Inputs / outputs: Produces
{W}or{B}; supports black only forInevitable DefeatandOutrageous Robbery, while white is needed across removal and sweepers. - Partners / packages: Color partners are
Godless Shrine,Watery Grave,Gloomlake Verge,Great Hall of the Biblioplex, andMultiversal Passage. - Role peers:
Godless Shrineis the untapped shock-style white-black source;Watery GraveandGloomlake Vergesupply blue-black overlap instead. - Failure modes: Enters tapped before the third controlled mana source and cannot make blue or red for
Negate,Stock Up,Pyroclasm, orAbrade. - Matchup / visibility hooks: High priority when hand contains
Inevitable Defeat,Day of Judgment, orOutrageous Robbery; lower priority when red removal or blue counters are the immediate need.
Inevitable Defeat
- Deck role: Main deck, 3 copies; premium four-color removal and stabilizing life-swing core piece.
- Role type: interaction-removal; lifegain/stabilization; reach/finisher.
- Deck-specific job: Exile target nonland permanent, drain that permanent’s controller for 3 life, and gain you 3 life through counterspell-heavy or resilient-board states.
- Timing: Hold for threats that dodge damage, enchantments or artifacts that drive an engine, planeswalkers, or a permanent whose controller losing 3 changes the race; use earlier when the 6-point life swing prevents a lethal turn.
- Inputs / outputs: Consumes
{1}{R}{W}{B}and a card; outputs exile, opponent life loss, your life gain, and an uncounterable answer. - Partners / packages: Competes with
Get Lost,Erode,Abrade,Sear,Thunder Magic, andDay of Judgmentfor removal sequencing; uses red fromSteam Vents,Sacred Foundry,Riverpyre Verge,Tablet of Discovery, orCori Mountain Monastery. - Role peers:
Get Lostis cheaper but narrower and gives Map tokens;Erodeis one mana but grants a basic land option;Day of Judgmentsweeps creatures only. - Failure modes: Cannot target lands or spells on the stack, and the black requirement can strand it if
Shattered Sanctum,Watery Grave,Godless Shrine,Gloomlake Verge, orMultiversal Passageis missing. - Matchup / visibility hooks: Strong against single resilient permanents, control finishers, and liferace pressure; less efficient against expendable tokens or boards better handled by
Pyroclasm.
Pyroclasm
- Deck role: Main deck, 1 copy plus sideboard, 1 copy; small-creature sweeper and anti-swarm sideboard bullet.
- Role type: interaction-sweeper; sideboard bullet.
- Deck-specific job: Deal 2 damage to each creature to reset small battlefield pressure before
Day of Judgmentis needed. - Timing: Cast when it kills multiple creatures, prevents a major attack, or combines with damage already marked by
Thunder Magic,Fire Magic,Sear, orAbrade. - Inputs / outputs: Consumes
{1}{R}at sorcery speed; outputs 2 damage to each creature, including your Monk tokens fromJeskai Revelation,Wan Shi Tong, Librarianif small, and animatedGreat Hall of the Biblioplex. - Partners / packages: Combines with
Fire Magic,Thunder Magic,Sear,Abrade,Ill-Timed Explosion, andDay of Judgmentfor staged creature control. - Role peers:
Fire Magicscales from 1 to 3 damage;Ill-Timed Explosioncan scale by discarded mana value;Day of Judgmentprovides global creature destruction. - Failure modes: Damage is not shrinking; creatures with more than 2 toughness survive unless prior damage or another effect finishes them.
- Matchup / visibility hooks: Bring and prioritize against tokens, low-curve aggro, and go-wide creatures; cut or devalue against control and single-threat decks.
Abrade
- Deck role: Main deck, 1 copy; flexible red interaction singleton.
- Role type: interaction-removal; modal utility.
- Deck-specific job: Answer either an early creature with 3 damage or a target artifact that would otherwise generate ongoing value.
- Timing: Use the creature mode before damage snowballs; hold the artifact mode when a visible artifact engine is more dangerous than the current creature.
- Inputs / outputs: Consumes
{1}{R}and one card; outputs either 3 damage to target creature or destruction of target artifact. - Mode map: Creature mode deals 3 damage to target creature; artifact mode destroys target artifact.
- Partners / packages: Preserves
Get LostandInevitable Defeatfor enchantments, planeswalkers, large creatures, and nonland permanents. - Role peers:
Seardeals 4 to creature or planeswalker;Thunder Magicscales creature damage;Get Losthandles creature, enchantment, or planeswalker but gives Map tokens. - Failure modes: Cannot hit players, planeswalkers with damage mode, enchantments unless they are also artifacts for artifact mode, or resolved nonartifact engines.
- Matchup / visibility hooks: Best against artifact decks, early creature pressure, and tempo threats; weak against creatureless control unless artifacts appear.
Stormcarved Coast
- Deck role: Main deck, 2 copies; blue-red mana resource for interaction, draw, and removal.
- Role type: mana/fixing/ramp.
- Deck-specific job: Support
Negate,Three Steps Ahead,Consult the Star Charts,Stock Up,Pyroclasm,Abrade,Sear,Thunder Magic,Fire Magic, andJeskai Revelation. - Timing: Strong after two other mana sources are controlled; plan around tapped entry in the first two turns when removal or permission must be online.
- Inputs / outputs: Produces
{U}or{R}once untapped; fixes the deck’s most-used control colors without spending life. - Partners / packages: Color partners are
Steam Vents,Riverpyre Verge,Mistrise Village,Cori Mountain Monastery,Great Hall of the Biblioplex, andTablet of Discovery. - Role peers:
Steam Ventscan enter untapped for 2 life and has Island Mountain types;Riverpyre Vergealways makes red and makes blue only with Island or Mountain support. - Failure modes: Does not produce white for
Get LostorDay of Judgment, and does not produce black forInevitable DefeatorOutrageous Robbery. - Matchup / visibility hooks: High priority in openers with
Stock Upplus red removal; weaker when white sweeper access is the missing resource.
Flashback
- Deck role: Main deck, 2 copies; graveyard spell-reuse role player.
- Role type: recursion; mechanic enabler; role glue.
- Deck-specific job: Give target instant or sorcery card in your graveyard flashback until end of turn with flashback cost equal to its mana cost, then that spell is exiled after being cast from the graveyard.
- Timing: Use when the graveyard already contains a spell that matters now; avoid spending it speculatively when no recast target changes the current turn cycle.
- Inputs / outputs: Consumes
{R}plus the target card’s flashback cost; outputs a second use of a graveyard instant or sorcery and then exiles that card. - Partners / packages: High-value targets include
Day of Judgment,Jeskai Revelation,Stock Up,Consult the Star Charts,Get Lost,Inevitable Defeat,Pyroclasm,Abrade,Negate,Disdainful Stroke,Flashfreeze, andOutrageous Robbery. - Role peers: No direct peer; closest role overlap is
Tablet of Discovery,Ill-Timed Explosion, andThree Steps Ahead, which put instant or sorcery cards into the graveyard for later use. - Failure modes: Cannot target lands, artifacts, enchantments, or creatures;
Rest in Peaceexiles the graveyard and can turn Flashback off. - Matchup / visibility hooks: Strong in attrition games with traded answers; weaker against graveyard hate or games where tapping red plus the recast cost loses tempo.
Thunder Magic
- Deck role: Main deck, 3 copies; scalable creature-removal core piece.
- Role type: interaction-removal; modal utility.
- Deck-specific job: Convert red mana and excess late-game mana into exact creature damage at 2, 4, or 8 damage breakpoints.
- Timing: Use Thunder early for one-toughness creatures, Thundara for medium creatures when preserving
Get Lostmatters, and Thundaga only when 8 damage answers a threat that cheaper removal cannot. - Inputs / outputs: Base cost is
{R}plus the chosen tiered additional cost; outputs damage only to target creature. - Mode map: Thunder costs
+ {0}and deals 2 damage to target creature; Thundara costs+ {3}and deals 4 damage to target creature; Thundaga costs+ {5}{R}and deals 8 damage to target creature. - Partners / packages: Combines with
Pyroclasm,Fire Magic,Abrade,Sear, andIll-Timed Explosionto finish creatures after damage is marked. - Role peers:
Seardeals 4 to creature or planeswalker;Abradedeals 3 to creature or destroys artifact;Inevitable Defeatexiles any nonland permanent. - Failure modes: Cannot target planeswalkers, players, artifacts without being creatures, or spells on the stack; large modes can consume mana needed for
Negate,Get Lost, orStock Up. - Matchup / visibility hooks: Best against creature decks with toughness breakpoints; low value against control unless creature finishers appear.
Great Hall of the Biblioplex
- Deck role: Main deck, 4 copies; core utility mana resource and late creature-land-style finisher.
- Role type: mana/fixing/ramp; threat/clock; engine payoff; role glue.
- Deck-specific job: Provide generic mana, restricted any-color mana for instant or sorcery spells, and a late 2/4 Wizard body that grows in power when you cast instant or sorcery spells.
- Timing: Use as a spell-fixing source early when life payment is acceptable; animate only after stabilization or when a 2/4 body plus spell casts creates a safe clock.
- Inputs / outputs: Adds
{C}or pays 1 life to add one mana of any color for instant or sorcery spells only;{5}turns it into a 2/4 Wizard creature if it is not already a creature. - Mode map: Colorless mode pays generic costs; life-payment mode fixes instant or sorcery colors; animation mode creates a Wizard land creature with an instant/sorcery power trigger.
- Partners / packages: Casts or helps cast
Inevitable Defeat,Jeskai Revelation,Stock Up,Consult the Star Charts,Day of Judgment,Outrageous Robbery,Negate, andThree Steps Ahead. - Role peers:
Tablet of Discoveryalso supplies spell mana;Mistrise Villageprotects a spell from counters;Cori Mountain Monasteryprovides late temporary card access. - Failure modes: Restricted any-color mana cannot cast colored permanent costs such as
Tablet of Discovery,Rest in Peace,High Noon,Wan Shi Tong, Librarian, orEmeritus of Ideation; animation exposes it to creature removal and sweepers. - Matchup / visibility hooks: Best in slow games where land-based pressure matters; against aggro, life payment and animation must be subordinate to survival.
Consult the Star Charts
- Deck role: Main deck, 3 copies; instant-speed selection and scalable card-flow role player.
- Role type: card selection; modal utility.
- Deck-specific job: Look at the top X cards, where X is the number of lands you control, then take one card or two cards if kicked.
- Timing: Cast at the opponent’s end step when no interaction was needed; kick when the game is stable enough that two chosen cards matter more than holding up removal or permission.
- Inputs / outputs: Consumes
{1}{U}or{2}{U}{U}with kicker; outputs one or two selected cards and puts the rest on the bottom in a random order. - Mode map: Unkicked mode finds one card; kicked mode costs an additional
{1}{U}and finds two cards from the same look range. - Partners / packages: Looks for exact missing needs such as
Day of Judgment,Pyroclasm,Get Lost,Negate,Three Steps Ahead,Stock Up,Jeskai Revelation, or missing colored mana sources. - Role peers:
Stock Upsees five and takes two at sorcery speed;Jeskai Revelationdraws two while stabilizing;Three Steps Aheaddraw mode draws two then discards one. - Failure modes: Early X can be too small, it is not a tutor, and the bottom order is random rather than controllable.
- Matchup / visibility hooks: Strong against control and midrange for answer density; against aggro, cast only when life total and board state allow a non-removal turn.
Ill-Timed Explosion
- Deck role: Main deck, 1 copy; risky card-flow sweeper singleton.
- Role type: interaction-sweeper; card selection; discard outlet.
- Deck-specific job: Draw two, optionally discard two, then sweep creatures for damage equal to the greatest mana value among cards discarded this way.
- Timing: Use when drawing two plus a discard-sweeper stabilizes better than
Day of Judgment; avoid when the required discard would lose your only future answer or finisher. - Inputs / outputs: Consumes
{2}{U}{R}at sorcery speed; outputs two drawn cards and, if two cards are discarded, damage to each creature based on the greatest discarded mana value. - Mode map: Draw-only line keeps the two cards and deals no sweep damage; draw-plus-discard line discards two cards and damages each creature for the highest mana value among those discarded cards.
- Partners / packages: Discarding
Jeskai Revelation,Day of Judgment,Inevitable Defeat,Stock Up, orConsult the Star Chartscan set upFlashback; collateral hits Monk tokens fromJeskai Revelation,Wan Shi Tong, Librarian,Emeritus of Ideation, and animatedGreat Hall of the Biblioplex. - Role peers:
Day of Judgmentis cleaner creature destruction;PyroclasmandFire Magicare cheaper damage sweepers. - Failure modes: Sorcery speed matters, damage hits your creatures too, and the sweeper fails if the discarded mana value is too low for visible toughness.
- Matchup / visibility hooks: Best against creature boards where one scalable damage sweep wins the turn; weak against control or graveyard hate from
Rest in Peace.
Get Lost
- Deck role: Main deck, 1 copy plus sideboard, 1 copy; broad white removal role player and sideboard bullet.
- Role type: interaction-removal; sideboard bullet.
- Deck-specific job: Destroy target creature, enchantment, or planeswalker when damage removal or counters cannot handle a resolved threat.
- Timing: Use on must-answer permanents, oversized creatures, enchantment engines, and planeswalkers; avoid giving Map tokens for low-impact targets unless life total demands it.
- Inputs / outputs: Consumes
{1}{W}; destroys one legal target and gives that permanent’s controller two Map tokens. - Partners / packages: Complements
Erode,Inevitable Defeat,Abrade,Sear,Thunder Magic,Pyroclasm, andDay of Judgment. - Role peers:
Inevitable Defeatexiles any nonland permanent without Map tokens but needs black and red;Erodeis cheaper for creature or planeswalker but may ramp;Abradehandles artifact permanents and one- to three-toughness creatures. - Failure modes: Cannot hit artifacts unless they are also creatures, enchantments, or planeswalkers; Map tokens can let the opponent explore creatures at sorcery speed.
- Matchup / visibility hooks: Bring extra copy against midrange, enchantment threats, planeswalkers, and creature decks with threats outside damage range.
Hallowed Fountain
- Deck role: Main deck, 3 copies; core white-blue typed shock mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Cast blue selection and permission while enabling white removal and sweepers.
- Timing: Pay 2 life when
Negate,Erode,Get Lost,Consult the Star Charts,Stock Up, orDay of Judgmenttiming matters; enter tapped when no current interaction is required. - Inputs / outputs: As a Plains Island, adds
{W}or{U}and supports conditional checks forCori Mountain Monastery,Riverpyre Verge, andGloomlake Verge. - Partners / packages: Supports
Negate,Three Steps Ahead,Consult the Star Charts,Stock Up,Get Lost,Erode,Day of Judgment,Jeskai Revelation,Rest in Peace, andHigh Noon. - Role peers:
Steam Ventssupplies Island Mountain;Watery Gravesupplies Island Swamp;Godless Shrinesupplies Plains Swamp;Sacred Foundrysupplies Mountain Plains. - Failure modes: Paying 2 life can matter against burn, while entering tapped can miss a critical answer window.
- Matchup / visibility hooks: Highest priority in hands needing both blue card flow and white stabilization.
Jeskai Revelation
- Deck role: Main deck, 4 copies; primary seven-mana stabilizer, refill, and endgame payoff.
- Role type: engine payoff; lifegain/stabilization; reach/finisher; threat/clock.
- Deck-specific job: Return target spell or permanent to its owner’s hand, deal 4 damage to any target, create two 1/1 white Monk creature tokens with prowess, draw two cards, and gain 4 life.
- Timing: Cast when seven mana converts a stable or nearly stable game into a winning position; on the stack, the bounce target can be a spell, while after resolution targets must be permanents.
- Inputs / outputs: Consumes
{4}{U}{R}{W}; outputs tempo, 4 damage, two prowess Monk tokens, two cards, and 4 life. - Partners / packages: Protect with
Mistrise Village,Negate, orThree Steps Ahead; Monk tokens benefit from laterFlashback,Thunder Magic,Fire Magic,Consult the Star Charts, andStock Upcasts but die toPyroclasm,Day of Judgment, and high enoughFire Magic. - Role peers:
Stock UpandConsult the Star Chartsare cheaper card flow;Inevitable Defeatis cheaper life swing;Outrageous Robberyis a sideboard attrition payoff. - Failure modes: Expensive and color-intensive; bounce is temporary, and creating tokens before your own sweeper can waste part of the spell.
- Matchup / visibility hooks: Excellent against aggro when 4 life and two bodies matter, and against control when protected by
Mistrise Villageor permission.
Sundown Pass
- Deck role: Main deck, 1 copy; red-white mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Supply the shared colors for
Get Lost,Day of Judgment,Pyroclasm,Abrade,Sear,Thunder Magic,Fire Magic,Inevitable Defeat, andJeskai Revelation. - Timing: Sequence after two other mana sources when possible; avoid early reliance if turn-two interaction must be untapped.
- Inputs / outputs: Produces
{R}or{W}once untapped, with no life payment and no blue or black access. - Partners / packages: Color partners are
Sacred Foundry,Steam Vents,Hallowed Fountain,Shattered Sanctum,Cori Mountain Monastery, andGreat Hall of the Biblioplex. - Role peers:
Sacred Foundrycan enter untapped for life and has Mountain Plains types;Stormcarved Coastcovers blue-red instead. - Failure modes: Enters tapped before two other mana sources and cannot cast
Negate,Stock Up, orOutrageous Robbery. - Matchup / visibility hooks: Valuable against creature pressure when red and white answers are both present.
Sear
- Deck role: Main deck, 1 copy; efficient red creature-or-planeswalker removal singleton.
- Role type: interaction-removal.
- Deck-specific job: Deal 4 damage to target creature or planeswalker, giving this deck a clean answer to medium threats without using
Get LostorInevitable Defeat. - Timing: Fire before combat when the target threatens repeated damage or a planeswalker activation; save if
Pyroclasm,Fire Magic, orThunder Magiccan answer the same creature more efficiently. - Inputs / outputs: Consumes
{1}{R}and deals damage only to a target creature or planeswalker. - Partners / packages: Combines with
Pyroclasm,Fire Magic,Thunder Magic,Abrade, andIll-Timed Explosionwhen marked damage matters. - Role peers:
Thunder Magiccan hit creatures for 2, 4, or 8;Abradehits creatures for 3 or artifacts;Get Lostdestroys creature, enchantment, or planeswalker. - Failure modes: Cannot target players, battles, artifacts without being creatures, enchantments, or spells on the stack.
- Matchup / visibility hooks: Strong against midrange creatures and planeswalkers; low value against creatureless control.
Multiversal Passage
- Deck role: Main deck, 1 copy; flexible basic-type fixing mana resource.
- Role type: mana/fixing/ramp; modal utility.
- Deck-specific job: Choose the basic land type that solves the current hand’s color bottleneck and conditional land checks.
- Timing: Pay 2 life when the chosen type is needed immediately; let it enter tapped when the next spell window is not urgent.
- Inputs / outputs: As it enters, choose a basic land type, then it becomes that type; the chosen type determines the color access and conditional support it provides.
- Mode map: Choose Plains for
Erode,Get Lost,Day of Judgment,High Noon, orRest in Peace; Island forNegate,Consult the Star Charts,Stock Up, orJeskai Revelation; Mountain forPyroclasm,Abrade,Sear,Thunder Magic,Fire Magic,Tablet of Discovery, or Mistrise entry; Swamp forInevitable DefeatorOutrageous Robbery; Forest has no registered spell-color payoff and matters mainly for Mistrise entry. - Partners / packages: Can satisfy
Mistrise Villageentry by choosing Mountain or Forest,Cori Mountain Monasteryentry by choosing Plains or Island,Riverpyre Vergeblue access by choosing Island or Mountain, andGloomlake Vergeblack access by choosing Island or Swamp. - Role peers: No direct peer; closest role overlap is shock-style typed sources
Hallowed Fountain,Steam Vents,Sacred Foundry,Watery Grave, andGodless Shrine. - Failure modes: The type choice is locked in on entry, so choosing black too early can strand white, blue, or red interaction later.
- Matchup / visibility hooks: Choose the type by the next two turns: white for sweepers, red for creature removal, blue for counters or draw, black only when
Inevitable DefeatorOutrageous Robberyis visible.
Day of Judgment
- Deck role: Main deck, 1 copy plus sideboard, 1 copy; clean creature reset and anti-creature sideboard bullet.
- Role type: interaction-sweeper; sideboard bullet.
- Deck-specific job: Destroy every creature on the battlefield when spot removal cannot contain the board.
- Timing: Cast before the next combat step would put you into burn range or lethal range; do not wait for extra value if current attackers already force a losing race.
- Inputs / outputs: Consumes
{2}{W}{W}at sorcery speed; destroys your creatures too, including Monk tokens fromJeskai Revelation,Wan Shi Tong, Librarian,Emeritus of Ideation, and animatedGreat Hall of the Biblioplex. - Partners / packages: Complements
Pyroclasm,Fire Magic,Ill-Timed Explosion,Get Lost,Erode, andInevitable Defeat. - Role peers:
PyroclasmandFire Magicare cheaper damage sweepers;Ill-Timed Explosioncan scale through discards. - Failure modes: Does not answer planeswalkers, enchantments, artifacts, lands, or spells on the stack unless those objects are also creatures when it resolves.
- Matchup / visibility hooks: Bring the sideboard copy against creature decks with threats above 2 or 3 toughness; trim against control or combo with few creatures.
Sacred Foundry
- Deck role: Main deck, 2 copies; core red-white typed shock mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Enable early red removal and white sweepers while counting as Mountain for
Mistrise Villageand Plains forCori Mountain Monastery. - Timing: Pay 2 life when
Pyroclasm,Abrade,Sear,Get Lost,Erode, orDay of Judgmentmust be available; enter tapped when life matters and no immediate answer is needed. - Inputs / outputs: As a Mountain Plains, adds
{R}or{W}and unlocks conditional entry or activation checks. - Partners / packages: Supports
Inevitable Defeat,Jeskai Revelation,High Noon,Pyroclasm,Fire Magic,Thunder Magic,Get Lost, andDay of Judgment. - Role peers:
Hallowed Fountaincovers white-blue;Steam Ventscovers blue-red;Sundown Passcovers red-white without life payment but can enter tapped early. - Failure modes: Does not produce blue for
Stock Upor black forInevitable Defeat; shock damage can matter against burn. - Matchup / visibility hooks: High priority against creature decks where red removal and white sweepers must both be online.
Stock Up
- Deck role: Main deck, 4 copies; main sorcery-speed card-selection core piece.
- Role type: card selection.
- Deck-specific job: Look at the top five cards, put two into hand, and put the rest on the bottom in any order to maintain land drops and answer density.
- Timing: Cast when the board is stable or when missing the next land or answer is more dangerous than tapping out; avoid when the opponent can punish the sorcery-speed window.
- Inputs / outputs: Consumes
{2}{U}and a main-phase card; outputs two selected cards from five and controlled bottom ordering for the other three. - Partners / packages: Finds
Pyroclasm,Day of Judgment,Get Lost,Negate,Three Steps Ahead,Inevitable Defeat,Jeskai Revelation,Great Hall of the Biblioplex, or missing colored mana sources. - Role peers:
Consult the Star Chartsis instant and scales with controlled lands;Jeskai Revelationrefills while stabilizing;Three Steps Aheaddraw mode is instant but discards. - Failure modes: Does not affect the battlefield, does not draw at instant speed, and can lose tempo against aggro if cast before removal.
- Matchup / visibility hooks: Strong against midrange and control; against aggro, use only after a sweeper or spot answer has bought the turn.
Watery Grave
- Deck role: Main deck, 1 copy; blue-black typed shock mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Supply blue for the control core and black for
Inevitable Defeator sideboardOutrageous Robbery. - Timing: Pay 2 life when untapped blue or black is required now; enter tapped when black is only a future splash need.
- Inputs / outputs: As an Island Swamp, adds
{U}or{B}and enablesCori Mountain Monastery,Riverpyre Verge, andGloomlake Verge. - Partners / packages: Supports
Negate,Three Steps Ahead,Consult the Star Charts,Stock Up,Inevitable Defeat, andOutrageous Robbery. - Role peers:
Godless Shrinecovers white-black;Gloomlake Vergecovers blue with conditional black;Hallowed Fountaincovers white-blue. - Failure modes: Does not make red or white, and paying 2 life can be costly against burn or aggro.
- Matchup / visibility hooks: Prioritize when blue permission and black exile/removal are both relevant; deprioritize when red-white stabilization is missing.
Riverpyre Verge
- Deck role: Main deck, 2 copies; red source with conditional blue access.
- Role type: mana/fixing/ramp.
- Deck-specific job: Cast red removal early and become blue-red fixing once an Island or Mountain is controlled.
- Timing: Strong when paired with
Steam Vents,Sacred Foundry,Hallowed Fountain,Watery Grave, orMultiversal Passagechosen as Island or Mountain; risky as the only blue plan. - Inputs / outputs: Always adds
{R}; adds{U}only if you control an Island or Mountain. - Partners / packages: Enables
Pyroclasm,Abrade,Sear,Thunder Magic,Fire Magic,Negate,Consult the Star Charts,Stock Up, andJeskai Revelation. - Role peers:
Stormcarved Coastmakes blue or red once untapped;Steam Ventsis a typed Island Mountain that can enable Riverpyre’s blue mode. - Failure modes: Does not make white or black, and without Island or Mountain support it cannot cast blue spells.
- Matchup / visibility hooks: Excellent in hands with typed shock support; dangerous in openers needing turn-two
NegateorConsult the Star Chartswithout an Island or Mountain.
Plains
- Deck role: Main deck, 1 copy; basic white mana resource and tempo-stable white source.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provide untapped white without life payment for
Erode,Get Lost,Day of Judgment,High Noon,Rest in Peace, and the white part ofJeskai Revelation. - Timing: Lead on Plains when white interaction matters and other colors are already covered; avoid over-prioritizing it when red or blue is the urgent color.
- Inputs / outputs: Adds
{W}and counts as Plains forCori Mountain Monastery. - Partners / packages: Works with
Hallowed Fountain,Sacred Foundry,Godless Shrine,Shattered Sanctum, andSundown Passto support double-white sweepers. - Role peers:
Hallowed Fountain,Sacred Foundry, andGodless Shrinealso provide Plains type with additional colors and optional life payment. - Failure modes: Does not produce blue, red, or black and does not help
Mistrise Village,Riverpyre Verge, orGloomlake Verge. - Matchup / visibility hooks: Valuable against aggro when untapped white removal or
Day of Judgmenttiming matters more than color breadth.
Tablet of Discovery
- Deck role: Main deck, 4 copies; red artifact engine, ramp piece, and spell-mana core piece.
- Role type: engine piece; mechanic enabler; mana/fixing/ramp; modal utility.
- Deck-specific job: Mill a card on entry and let you play that card this turn, then provide red mana or red-red restricted to instant and sorcery spells.
- Timing: Cast early only when the board allows setup; prioritize removal over Tablet when attackers already threaten a short clock.
- Inputs / outputs: Costs
{2}{R}; outputs temporary play access to the milled card,{R}for any use, or{R}{R}only to cast instant and sorcery spells. - Mode map: Entry trigger mills one card and grants play permission this turn; first tap ability adds
{R}; second tap ability adds{R}{R}restricted to instant and sorcery spells. - Partners / packages: Fuels
Flashbackwith milled instants or sorceries; helps castThunder Magic,Fire Magic,Pyroclasm,Abrade,Sear,Ill-Timed Explosion,Inevitable Defeat, andJeskai Revelation. - Role peers:
Great Hall of the Biblioplexfixes any color for instant or sorcery spells at a life cost;Cori Mountain Monasteryoffers later temporary card access. - Failure modes: The milled card is not drawn, may be unplayable this turn, and
Rest in Peaceprevents Tablet from building graveyard fuel forFlashbackorEmeritus of Ideation. - Matchup / visibility hooks: Strong in slower games and mana-hungry matchups; trim or delay against fast creature decks when three mana must answer the board.
Steam Vents
- Deck role: Main deck, 3 copies; core blue-red typed shock mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provide the deck’s most important early colors for permission, card selection, and red removal.
- Timing: Pay 2 life when
Negate,Consult the Star Charts,Pyroclasm,Abrade,Sear,Thunder Magic, orFire Magictiming matters; enter tapped when no immediate spell is required. - Inputs / outputs: As an Island Mountain, adds
{U}or{R}and enablesMistrise Village,Cori Mountain Monastery,Riverpyre Verge, andGloomlake Verge. - Partners / packages: Supports
Stock Up,Three Steps Ahead,Jeskai Revelation,Ill-Timed Explosion,Tablet of Discovery, and red damage interaction. - Role peers:
Stormcarved Coastgives blue-red without life later;Riverpyre Vergeneeds Island or Mountain support for blue. - Failure modes: Does not produce white for sweepers or black for
Inevitable Defeat; shock damage can shorten the burn clock. - Matchup / visibility hooks: One of the best openers against unknown opponents because it unlocks both blue control and red removal.
Godless Shrine
- Deck role: Main deck, 1 copy; white-black typed shock mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Bridge white control spells and black splash costs without relying solely on
Shattered Sanctum. - Timing: Pay 2 life when
Erode,Get Lost,Day of Judgment,Inevitable Defeat, orOutrageous Robberymust be online; enter tapped when the black splash is not urgent. - Inputs / outputs: As a Plains Swamp, adds
{W}or{B}and enablesCori Mountain MonasteryandGloomlake Verge. - Partners / packages: Supports
Inevitable Defeat,Outrageous Robbery,Rest in Peace,High Noon,Get Lost, andDay of Judgment. - Role peers:
Shattered Sanctumcovers white-black without life after two other mana sources;Watery Gravecovers blue-black. - Failure modes: Does not make red or blue, so it can strand
Pyroclasm,Abrade,Negate, orStock Up. - Matchup / visibility hooks: Prioritize when a hand contains black-cost payoffs plus white answers; deprioritize when early red removal is mandatory.
Gloomlake Verge
- Deck role: Main deck, 1 copy; blue source with conditional black access.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provide reliable blue while turning on black for
Inevitable DefeatorOutrageous Robberywhen Island or Swamp support is present. - Timing: Use as an early blue source; do not assume black unless
Hallowed Fountain,Steam Vents,Watery Grave,Godless Shrine, orMultiversal Passagechosen as Island or Swamp supports it. - Inputs / outputs: Always adds
{U}; adds{B}only if you control an Island or Swamp. - Partners / packages: Casts
Negate,Three Steps Ahead,Consult the Star Charts, andStock Up; black mode supportsInevitable DefeatandOutrageous Robbery. - Role peers:
Watery Gravemakes blue-black immediately if untapped;Shattered Sanctumcovers white-black;Riverpyre Vergemirrors this pattern for red with conditional blue. - Failure modes: Cannot make white or red, and black access can be unavailable in the wrong opener.
- Matchup / visibility hooks: Strong in control hands that need blue first and black later; poor as the only path to red or white stabilization.
Fire Magic
- Deck role: Main deck, 1 copy; scalable damage sweeper singleton.
- Role type: interaction-sweeper; modal utility.
- Deck-specific job: Sweep one- to three-toughness creatures at three different damage breakpoints while preserving
Day of Judgmentfor larger boards. - Timing: Use Fire for x/1 boards, Fira for x/2 boards, and Firaga for x/3 boards only when spending the extra mana changes enough combat math.
- Inputs / outputs: Base cost is
{R}plus the chosen tiered additional cost; deals damage to each creature, including your own Monk tokens,Wan Shi Tong, Librarian,Emeritus of Ideation, and animatedGreat Hall of the Biblioplex. - Mode map: Fire costs
+ {0}and deals 1 damage to each creature; Fira costs+ {2}and deals 2 damage to each creature; Firaga costs+ {5}and deals 3 damage to each creature. - Partners / packages: Combines with
Pyroclasm,Thunder Magic,Abrade,Sear, andIll-Timed Explosionfor damage-based cleanup. - Role peers:
Pyroclasmis fixed 2 damage for{1}{R};Day of Judgmentprovides global creature destruction;Ill-Timed Explosionscales with discarded card mana value. - Failure modes: Does not hit players or planeswalkers, and damage does not reduce toughness; high modes can consume mana needed for counters or spot removal.
- Matchup / visibility hooks: Best against tokens and low-toughness creature decks; weak against large creatures, control, and noncreature engines.
Disdainful Stroke
- Deck role: Sideboard, 2 copies; anti-haymaker stack-interaction bullet.
- Role type: interaction-stack; sideboard bullet.
- Deck-specific job: Counter target spell with mana value 4 or greater in matchups where the opponent’s important cards are expensive.
- Timing: Hold for payoff spells, sweepers, large creatures, planeswalkers as spells, and control finishers; do not spend on a medium spell if a larger visible threat is coming.
- Inputs / outputs: Consumes
{1}{U}and one card to trade for a mana value 4 or greater spell on the stack. - Partners / packages: Works with
Negate,Three Steps Ahead,Flashfreeze,Mistrise Village,Stock Up, andConsult the Star Chartsin slow matchups. - Role peers:
Negatehits noncreature spells at any mana value;Flashfreezehits red or green spells at any mana value;Three Steps Aheadcounters any target spell at a higher total cost. - Failure modes: Cannot answer resolved permanents, abilities, or spells with mana value 3 or less.
- Matchup / visibility hooks: Bring against big mana, ramp, top-heavy midrange, and control; leave out against low-curve aggro and token decks.
High Noon
- Deck role: Sideboard, 2 copies; anti-spell-chain hate piece with sacrifice reach.
- Role type: hate piece; reach/finisher; sideboard bullet; modal utility.
- Deck-specific job: Limit each player to one spell each turn, then later convert the enchantment into 5 damage to any target when the lock is no longer needed.
- Timing: Cast before the opponent’s multi-spell turn; sacrifice only when 5 damage kills a target, ends the game, or the one-spell restriction is hurting you more than the opponent.
- Inputs / outputs: Costs
{1}{W}; static effect constrains both players; activated ability consumes{4}{R}, tapping no land by itself, and sacrificing High Noon to deal 5 damage to any target. - Mode map: Lock mode stays on battlefield and caps spell count; sacrifice mode removes the lock and deals 5 damage to any target.
- Partners / packages: Pairs with
Disdainful Stroke,Negate,Three Steps Ahead,Flashfreeze, andRest in Peaceagainst combo or chain turns. - Role peers:
Rest in Peaceattacks graveyards instead of spell count;Disdainful StrokeandFlashfreezeanswer individual spells on the stack. - Failure modes: Can block your own recovery turns involving removal plus
Stock Up, sweeper plus counter, orJeskai Revelationplus follow-up. - Matchup / visibility hooks: Bring against storm-like, cascade-style, prowess, or low-permanent engines; avoid when the opponent wins with one large spell or an already-developed board.
Wan Shi Tong, Librarian
- Deck role: Sideboard, 1 copy; flash threat and card-advantage engine for slow matchups.
- Role type: engine piece; threat/clock; card selection; sideboard bullet.
- Deck-specific job: Enter at instant speed as a flying vigilance creature, scale with X counters, draw half X cards rounded down, and punish opponents who search their library.
- Timing: Cast on the opponent’s end step or in response before a known search happens when mana allows; X equals 2 or more is the first clean draw threshold.
- Inputs / outputs: Consumes
{X}{U}{U}; outputs a 1/1 base body plus X +1/+1 counters, half X cards rounded down, and future cards/counters when an opponent searches. - Partners / packages:
Erodecan cause an opponent to search for a basic land if that opponent controls the destroyed target and chooses to search;Negate,Three Steps Ahead, andDisdainful Strokehelp protect Wan Shi Tong. - Role peers:
Emeritus of Ideationis a larger flying ward threat;Outrageous Robberyis a noncreature slow-game card source;Jeskai Revelationstabilizes immediately. - Failure modes: X=0 or X=1 is low impact;
Day of Judgment, largeFire Magic, and opposing removal can punish tapping out. - Matchup / visibility hooks: Bring against control, big mana, and search-heavy decks; avoid against fast creature pressure where a non-removal creature loses tempo.
Emeritus of Ideation
- Deck role: Sideboard, 2 copies; split-face attrition threat and one-mana draw burst.
- Role type: threat/clock; card selection; engine payoff; sideboard bullet.
- Deck-specific job: Use the
Ancestral Recallface to target a player to draw three cards, or deployEmeritus of Ideationas a 5/5 flying ward{2}creature that uses graveyard cards to become prepared when it attacks. - Timing: Cast
Ancestral Recallwhen one blue mana safely refills your hand or finds interaction; castEmeritus of Ideationwhen the board is stable enough for a five-mana flying threat. - Inputs / outputs:
Ancestral Recallcosts{U}and targets a player to draw three;Emeritus of Ideationcosts{3}{U}{U}, creates a 5/5 flying ward{2}body, and may exile eight cards from your graveyard on attack to become prepared. - Mode map:
Ancestral Recallface is the cheap instant draw-three line;Emeritus of Ideationface is the durable threat line with flying, ward{2}, enters prepared, and an attack trigger that can exile eight graveyard cards. - Partners / packages: Graveyard fuel comes from
Tablet of Discovery,Ill-Timed Explosion,Three Steps Ahead, spent removal, and spent draw spells; conflicts withRest in Peaceand competes withFlashbackfor graveyard resources. - Role peers:
Wan Shi Tong, Librarianis another blue flying sideboard engine;Outrageous RobberyandJeskai Revelationare noncreature attrition payoffs. - Failure modes: Card Reference oracle metadata is missing for the full Prepared rules, so rely on engine prompts for prepared-state benefits; ward
{2}does not stop sweepers such asDay of Judgmentor non-targeting effects. - Matchup / visibility hooks: Bring in slow mirrors and removal-light midrange; avoid when graveyard hate, sweepers, or fast combat make a five-mana creature too slow.
Outrageous Robbery
- Deck role: Sideboard, 1 copy; black instant-speed attrition payoff for slow games.
- Role type: card selection; engine payoff; sideboard bullet.
- Deck-specific job: Target opponent exiles the top X cards of their library face down, you may look at and play those cards for as long as they remain exiled, and you may spend mana as though it were any type to cast spells this way.
- Timing: Cast for X large enough to matter, usually after survival is secure and black mana is stable; avoid using it as a panic play when the board needs removal.
- Inputs / outputs: Consumes
{X}{B}{B}; outputs hidden exiled resources you can inspect and play over time, with mana-color smoothing for spells cast from those cards. - Partners / packages: Works with
Mistrise Villageto force through the spell,Stock UpandConsult the Star Chartsto find black sources, andHigh Noononly if the one-spell limit will not stop you from using stolen cards. - Role peers:
Jeskai Revelationis the main-deck instant payoff;Wan Shi Tong, LibrarianandEmeritus of Ideationare post-board permanent engines. - Failure modes: Does not immediately affect the battlefield, requires double black, and still respects ordinary timing and land-play limits unless the rules engine presents a legal play.
- Matchup / visibility hooks: Bring against control, big mana, and slow attrition; leave out against aggro or tempo where spending X mana without removal is punished.
Rest in Peace
- Deck role: Sideboard, 2 copies; graveyard hate bullet.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: Exile all graveyards on entry and replace future cards or tokens going to graveyards with exile.
- Timing: Cast before the opponent can pay flashback, delve, escape, reanimation, or graveyard-count costs; do not wait until after those costs are already paid and the spell is on the stack.
- Inputs / outputs: Costs
{1}{W}; outputs a symmetric graveyard lock that affects both players. - Partners / packages: Stops opposing graveyard plans but conflicts with your
Flashback,Tablet of Discoverygraveyard fuel,Ill-Timed Explosiondiscard setup,Three Steps Aheaddiscard setup, andEmeritus of Ideationattack trigger. - Role peers: No direct peer; closest sideboard overlap is
High Noon, which attacks spell volume rather than graveyard resources. - Failure modes: Does not remove battlefield threats or counter spells already cast, and it can shut off your own graveyard-based lines.
- Matchup / visibility hooks: Bring against recursion, flashback, reanimation, escape, delve, and graveyard-count decks; avoid against fair creature decks with no graveyard dependency.
Flashfreeze
- Deck role: Sideboard, 2 copies; narrow anti-red and anti-green stack-interaction bullet.
- Role type: interaction-stack; sideboard bullet.
- Deck-specific job: Counter target red or green spell for two mana when the opponent’s decisive spells match those colors.
- Timing: Hold for the red or green spell that changes the turn, not for a replaceable spell already covered by removal or sweepers.
- Inputs / outputs: Consumes
{1}{U}and one card to counter a red or green spell on the stack. - Partners / packages: Works with
Negate,Three Steps Ahead,Disdainful Stroke,Pyroclasm,Get Lost, andDay of Judgmentafter boardinging against red or green pressure. - Role peers:
Disdainful Strokehits mana value 4 or greater regardless of color;Negatehits noncreature spells;Three Steps Aheadcounters any target spell at higher cost. - Failure modes: Cannot counter non-red, non-green spells, resolved permanents, abilities, or colorless spells.
- Matchup / visibility hooks: Bring against red burn, red tempo, green ramp, green creature piles, and red-green midrange; leave out when red or green is incidental rather than central.
Interaction Priorities
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Priority: answer threats that change the clock or invalidate your answers before answering cards that merely spend mana. Use
Pyroclasm,Abrade,Sear,Fire Magic,Thunder Magic,Inevitable Defeat,Get Lost,Day of Judgment,Ill-Timed Explosion,Negate,Erode, andThree Steps Aheadonly through legal engine prompts, and prefer the narrowest answer that fully solves the visible problem. -
Remove first: kill early creatures that represent repeated damage, mana acceleration, snowballing attack triggers, or engine text before spending interaction on single small attackers.
Pyroclasmis best when it clears two or more small creatures or pairs with damage already marked;Abrade,Sear,Fire Magic, andThunder Magicshould pick off one creature when waiting for a sweeper would cost too much life. Card text check required forSear,Fire Magic,Thunder Magic, andInevitable Defeat; choose their legal targets only if the visible action text confirms the target class and effect. -
Counter first: save
Negate,Erode, andThree Steps Aheadfor noncreature engines, planeswalker-like permanents, sweepers, opposing permission over a decisive spell, graveyard payoffs, combo pieces, or haymakers that cannot be cleaned up efficiently after resolution. Do not counter bait such as low-impact card selection, redundant small removal, or a creature already covered byPyroclasm,Abrade,Get Lost, orDay of Judgmentunless the current life total or mana state makes that spell decisive. -
Exile first: use
Rest in Peacepost-board as graveyard containment when the opponent’s public graveyard, flashback-style permissions, recursion, or graveyard-scaling threat is central to the current game. Do not fire graveyard hate only because it is legal if the opponent is winning through battlefield pressure and you needPyroclasm,Day of Judgment,Get Lost,Flashfreeze, orDisdainful Strokemana instead. No main-deck exile, discard, or bounce role should be assumed unless a legal action fromInevitable Defeat,Flashback,Consult the Star Charts,Jeskai Revelation, or another card explicitly shows that effect. -
Ignore first: leave harmless creatures, temporary tokens, low-power blockers, and non-engine artifacts alone when they do not affect lethal math, mana, cards, or your ability to resolve
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, orGreat Hall of the Biblioplex. A control deck can take small hits if the exchange preserves a clean answer for the first card that truly matters. -
Bait discipline: expect aggressive decks to bait with medium creatures before committing a wider board, and expect control decks to bait counters with draw spells before resolving a finisher. Against aggro, spend cheap removal early and protect sweepers; against midrange, trade one-for-one until
Stock Up,Consult the Star Charts, orJeskai Revelationpulls ahead; against control, avoid tapping low for sorcery-speed value whenNegate,Erode, orThree Steps Aheadcan protect the long game; against graveyard or recursion shells, valueRest in Peace,High Noon,Disdainful Stroke, andFlashfreezeaccording to visible legality and matchup context.
Combat And Trading Rules
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Priority: preserve life total until the deck’s card advantage and sweepers dominate. Treat combat as a defensive resource exchange, not as the primary route to victory, unless
Mistrise Village,Wan Shi Tong, Librarian,Emeritus of Ideation, or another resolved permanent becomes a legal and safe finisher. -
Attack: attack with
Mistrise Villageonly after stabilization, when the legal activation leaves enough mana for relevant interaction or when the damage meaningfully shortens the game. Card text check required forMistrise Village; do not expose it to a visible profitable block, open removal, or your own plannedDay of Judgmentunless the attack changes lethal math or forces the opponent to spend a key resource. -
Block: block early when a trade preserves a major life threshold or turns a doomed creature land or sideboard creature into damage prevention. Avoid blocking with a unique engine creature such as
Wan Shi Tong, LibrarianorEmeritus of Ideationunless the alternative is a lethal attack, a forced sweeper next turn, or the engine text is no longer relevant. -
Trade: accept trades that convert a creature land activation, sideboard creature, or expendable body into a full turn of survival against aggro. Reject trades that sacrifice your only win condition when your hand already contains
Pyroclasm,Day of Judgment,Get Lost,Abrade, or another legal answer that can handle the attacker without losing the permanent. -
Protection: hold up
Negate,Erode, orThree Steps Aheadover attacking when the opponent can punish a tapped-out turn with a sweeper, planeswalker-like permanent, graveyard engine, burn finisher, or counter-war. UseHigh Noonpost-board as a combat-adjacent constraint only if its legal text meaningfully limits the opponent’s ability to double-spell threats or tricks; card text check required. -
Life thresholds: above 14 life, prefer mana development and card advantage unless the board is snowballing; from 8 to 13 life, prioritize killing attackers before draw spells; at 7 or less, treat every attack step as potentially lethal through burn, haste, creature land activations, or combat tricks known from public information. Do not save
Day of Judgmentfor extra value if the next combat can put you into burn range. -
Archetype changes: against aggro, block and remove aggressively, then win later with
Jeskai Revelation,Stock Up,Great Hall of the Biblioplex, orMistrise Village; against midrange, trade only when the exchange protects your draw engines or prevents a large threat from dominating; against control, avoid meaningless attacks into open mana and use creature lands after forcing action on their end step; against combo or spell-heavy decks, combat pressure matters only after interaction has covered the decisive spell window.
Selection And Tutor Rules
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Selection priority: use
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, andGreat Hall of the Biblioplexas pseudo-selection, not as assumed tutors. Card text check required for each nonland selection engine; choose from only the cards, zones, and ordering options shown by the rules engine. -
Land-drop timing: cast legal draw or look effects before making the land drop when you are missing a required color, need a fourth land for
Day of Judgment, need untapped interaction mana, or have multiple land options in hand. Make the land drop first when the draw spell depends on using all current mana, when an untapped shock land is required to holdNegate,Erode,Abrade,Sear,Get Lost, orThree Steps Ahead, or when waiting risks wasting mana with no legal follow-up. -
Color finding: prioritize land choices that unlock white sweepers and answers, blue draw or counters, and red early removal before splashing black.
Hallowed Fountain,Steam Vents,Sacred Foundry,Watery Grave,Godless Shrine,Shattered Sanctum,Stormcarved Coast,Riverpyre Verge,Gloomlake Verge,Sundown Pass,Cori Mountain Monastery,Mistrise Village,Great Hall of the Biblioplex,Plains, andMultiversal Passageshould be sequenced from visible legal mana needs, not from assumed perfect fixing. Card text check required forMultiversal Passage,Riverpyre Verge,Gloomlake Verge,Cori Mountain Monastery,Mistrise Village, andGreat Hall of the Biblioplex. -
Keep from selection: take the first missing resource that changes the next turn cycle. Against pressure, value
Pyroclasm,Abrade,Sear,Fire Magic,Thunder Magic,Get Lost,Inevitable Defeat,Ill-Timed Explosion, andDay of Judgmentover extra draw. Against control or slow boards, valueStock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery,Great Hall of the Biblioplex,Negate,Erode, andThree Steps Aheadover redundant spot removal. -
Bottom or decline: put away excess tapped lands, off-color lands after colors are covered, redundant expensive answers, and narrow interaction with no visible target. Do not bottom the only sweeper against a board that can grow, the only counter against a known noncreature engine, or the only untapped source needed to cast a legal response this turn.
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No true tutor assumption: do not describe any line as finding a specific card unless the legal prompt explicitly offers that card or searches a revealed zone with visible candidates. If
Tablet of Discovery,Consult the Star Charts,Great Hall of the Biblioplex, orMultiversal Passagepresents a search, reveal, scry, surveil, impulse, or draw choice, rank visible candidates by survival first, then mana completion, then card advantage, then win condition.
Priority And Stack Rules
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Priority discipline: pass when no legal action improves survival, mana, card advantage, or protection before the next relevant opponent action. Explain the pass by naming what is being held up, especially
Negate,Erode,Three Steps Ahead,Abrade,Sear,Get Lost,Thunder Magic,Fire Magic, orJeskai Revelation. -
End-step use: spend instant-speed draw or activation windows on the opponent’s end step when shields can stay up through their main phase. If
Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery,Great Hall of the Biblioplex, orThree Steps Aheadhas an instant-speed legal mode, prefer using it after the opponent commits threats or passes with unused mana; card text check required before assuming instant timing. -
Counter windows: use
Negate,Erode, andThree Steps Aheadon spells that create a persistent engine, protect lethal pressure, beat your resolved answer, or win a counter fight overDay of Judgment,Jeskai Revelation,Stock Up, or a stabilizing removal spell. Let low-impact cantrips, redundant creatures, and answered permanents resolve when your hand already hasPyroclasm,Day of Judgment,Get Lost,Abrade, or other legal cleanup. -
Removal timing: remove attackers before combat damage when life total, combat tricks, or snowballing triggers matter; otherwise wait until the latest safe window to gather information. Use
Abrade,Sear,Fire Magic,Thunder Magic,Inevitable Defeat, andGet Lostonly on legal targets shown by the engine; card text check required for all uncertain target restrictions and damage or destroy effects. -
Sweeper timing: cast
Pyroclasm,Day of Judgment, orIll-Timed Explosionon your main phase when waiting gives the opponent another attack or a chance to protect the board. Do not fire a sweeper into your own necessaryMistrise Village,Wan Shi Tong, Librarian, orEmeritus of Ideationunless the visible board or stack makes survival more important than preserving the permanent. -
Optional payments and modes: choose optional modes, taxes, kicker-like payments, copied spells, or extra costs only when the legal text shows the cost and the payoff is visible. Card text check required for
Jeskai Revelation,Three Steps Ahead,Thunder Magic,Fire Magic,Flashback,High Noon,Emeritus of Ideation,Wan Shi Tong, Librarian, andOutrageous Robbery; do not assume a mode, trigger, or graveyard permission exists without the prompt. -
Stack patience: let opposing removal resolve when it targets a nonessential permanent and countering would expose you to a larger threat. Fight over
Mistrise Village,Tablet of Discovery,Great Hall of the Biblioplex,Wan Shi Tong, Librarian, orEmeritus of Ideationonly when that permanent is the current win path or card engine and you have enough mana to still cover the next major spell. -
Graveyard timing: post-board, deploy
Rest in Peacebefore the opponent converts graveyard cards into mana, creatures, flashback-style value, or lethal damage, but do not tap out for it when the current stack or battlefield requiresFlashfreeze,Disdainful Stroke,Get Lost,Pyroclasm, orDay of Judgment. Main-deckFlashbackrequires card text check; treat any graveyard-related prompt as conditional on visible legal action text.
Sideboard Map
- Sideboard rule: make changes only between games and only from registered cards shown by Veles. Preserve 60 cards after boarding, choose from legal submitted plans, and do not assume text for unfamiliar cards; card text check required for
High Noon,Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery,Flashfreeze, and any set-specific version ofDisdainful Stroke.
Creature swarm or low-curve aggro Side in: 1 Pyroclasm; 1 Day of Judgment; 1 Get Lost; 2 High Noon Cut: 1 Negate; 1 Erode; 1 Three Steps Ahead; 1 Flashback; 1 Tablet of Discovery
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Plan rule: increase cheap battlefield control and reduce permission or slow setup when the opponent wins by committing multiple early creatures.
PyroclasmandDay of Judgmentare the clearest role cards;Get Lostcovers a single oversized or resilient permanent if its legal target text applies;High Noonis valuable only if its visible text slows multi-spell turns or combat-development bursts. -
When bad: avoid overloading on
High Noonagainst creature decks that spend one impactful spell per turn, have already deployed a board, or punish you for tapping mana without changing combat. Avoid extra sweepers when the opponent presents few creatures and wins through planeswalkers, artifacts, enchantments, lands, or direct noncreature pressure.
Big mana, ramp, expensive midrange, and top-heavy control Side in: 2 Disdainful Stroke; 1 Wan Shi Tong, Librarian; 2 Emeritus of Ideation Cut: 1 Pyroclasm; 1 Abrade; 1 Sear; 1 Fire Magic; 1 Day of Judgment
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Plan rule: increase answers or engines that matter after turn four and reduce creature-only cleanup when the opponent’s threats are expensive, singular, or noncombat.
Disdainful Strokeshould protect the midgame from large spells only if the rules engine presents legal targets that match its text.Wan Shi Tong, LibrarianandEmeritus of Ideationbecome threat-engine cards when the board is slow enough for a permanent to survive. -
When bad: reduce
Disdainful Strokeagainst low-curve decks, token swarms, cheap burn, and opponents that win before expensive spells matter. Be careful withWan Shi Tong, LibrarianandEmeritus of Ideationagainst decks with heavy creature pressure or abundant cheap removal, because tapping out for an engine can lose the stabilizing window.
Graveyard recursion, flashback, reanimation, or graveyard-count combo Side in: 2 Rest in Peace; 1 Disdainful Stroke; 1 Get Lost Cut: 2 Flashback; 1 Ill-Timed Explosion; 1 Tablet of Discovery
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Plan rule: use
Rest in Peaceas the clean graveyard-hate role card when the opponent’s visible graveyard, revealed cards, or known archetype converts graveyard resources into threats, mana, or card advantage. Deploy it before the opponent’s graveyard payoff turn when doing so does not leave a lethal board unanswered. -
When bad: avoid
Rest in Peaceagainst decks with no graveyard dependency, against battlefields requiring immediate sweeper mana, and when your own legalFlashbacktext is important enough that graveyard denial would strand visible resources. Card text check required forFlashback; if it depends on your graveyard, treatRest in Peaceas a self-tax and board accordingly.
Red or green spell-heavy pressure, ramp, and creature-combat decks Side in: 2 Flashfreeze; 1 Pyroclasm; 1 Get Lost Cut: 1 Negate; 1 Erode; 1 Flashback; 1 Tablet of Discovery
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Plan rule: use
Flashfreezeonly when the opponent’s visible cards, colors, and archetype make red or green legal targets common enough that it will not sit dead. It is strongest against red burn-pressure, green ramp, green creature piles, and red-green threats where a two-mana answer buys a full turn cycle. -
When bad: reduce
Flashfreezeagainst blue-white control, black midrange, artifact-centric decks, and multicolor opponents whose red or green cards are incidental. Do not keep a hand post-board that relies onFlashfreezeas interaction unless the matchup and known colors make it likely to have legal targets.
Spell-chain combo, cascade-style turns, and low-permanent engines Side in: 2 High Noon; 2 Disdainful Stroke; 1 Outrageous Robbery Cut: 1 Pyroclasm; 1 Day of Judgment; 1 Abrade; 1 Sear; 1 Fire Magic
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Plan rule: use
High Noonas a constraint piece only when its visible text restricts multiple spells, timing, or repeated actions in a way that directly attacks the opponent’s engine. Pair it withDisdainful Strokewhen the opponent’s payoff spells are expensive enough for legal counter windows. -
When bad: avoid
High Noonwhen you must cast multiple spells in one turn to stabilize, such as removal plus draw, sweeper plus counter, or answer plusJeskai Revelation. AvoidOutrageous Robberywhen the opponent’s deck is faster than your ability to spend mana on a theft or draw-style effect; card text check required, so use only if legal text shows a concrete card-advantage or win-condition role.
Control mirrors and slow attrition Side in: 2 Disdainful Stroke; 1 Wan Shi Tong, Librarian; 2 Emeritus of Ideation; 1 Outrageous Robbery Cut: 1 Pyroclasm; 1 Day of Judgment; 1 Abrade; 1 Sear; 1 Fire Magic; 1 Inevitable Defeat
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Plan rule: become the patient engine deck when the opponent cannot punish slower permanents.
Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery,Stock Up,Consult the Star Charts,Jeskai Revelation,Tablet of Discovery, andGreat Hall of the Biblioplexshould fight over cards, mana, and inevitability rather than early life total. -
When bad: avoid overboarding into slow engines if the opponent has post-board creatures, cheap planeswalker pressure, or must-answer artifacts and enchantments. Keep enough
Get Lost,Inevitable Defeat,Thunder Magic,Three Steps Ahead,Negate, orErodestyle interaction to answer the first resolved permanent that matters. -
Disdainful Strokerole: use against expensive threats, sweepers, haymakers, ramp payoffs, and control finishers. It is poor against one- and two-mana aggro, cheap discard, cheap counters, and wide boards wherePyroclasm,Day of Judgment,Get Lost, or damage-based interaction matters more. -
High Noonrole: use as an anti-chain or pacing card when the legal text constrains the opponent more than it constrains this deck. It is poor when your comeback requires multiple spells in one turn or when the opponent is already ahead on board and can spend one spell per turn effectively. -
Wan Shi Tong, Librarianrole: use as a slow matchup card-advantage or finisher slot when legal text supports that role. It is poor against fast combat decks, open removal plus pressure, and board states where a non-answer loses tempo. -
Get Lostrole: use as flexible permanent interaction when the opponent’s threats dodge damage, counters are unreliable, or a resolved permanent must be answered. It is poor when giving the opponent any visible compensation from the card text would create a worse board than the original threat. -
Pyroclasmrole: use against tokens, small creatures, go-wide starts, and boards where two damage or the shown effect clears multiple attackers. It is poor against large creatures, noncreature engines, and your own creature-engine plans withWan Shi Tong, Librarian,Emeritus of Ideation, or animatedMistrise Village. -
Emeritus of Ideationrole: use as an attrition engine or blocker only when card text and board state make it durable enough to matter. It is poor when the opponent can ignore it, remove it cheaply, or force you to spend the turn answering combat instead. -
Outrageous Robberyrole: use in slow mirrors, big-mana games, or resource stalls where its legal text provides a concrete source of cards, threats, or inevitability. It is poor against fast pressure and graveyard hate scenarios unless the rules text shows it does not depend on vulnerable zones. -
Rest in Peacerole: use against graveyard recursion, flashback-like value, reanimation, delve-style costs, death triggers that depend on graveyards, or graveyard-count payoffs. It is poor against fair creature combat and may conflict with main-deckFlashbackif that card uses your graveyard. -
Flashfreezerole: use against red or green decks with enough legal targets to justify a narrow counter. It is poor against non-red, non-green threats, colorless engines, and multicolor control decks where it may fail to answer the actual win condition. -
Day of Judgmentrole: use as the second clean reset against creature decks that can exceedPyroclasmrange or rebuild around spot removal. It is poor against low-threat control, combo with few creatures, and boards where holding up permission is more important than tapping out.
Matchup Guidance
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Aggro: prioritize survival and untapped interaction over engine setup until the first wave is contained. Use
Pyroclasm,Day of Judgment,Get Lost,Abrade,Sear,Fire Magic,Thunder Magic, andInevitable Defeataccording to legal targets and visible toughness; card text check required forSear,Fire Magic,Thunder Magic, andInevitable Defeat, so treat them as conditional removal only when rules text and legal actions confirm that role. Add role cards:Pyroclasm,Day of Judgment,Get Lost,Flashfreezeagainst red or green pressure. Reduce main-deck emphasis: slowTablet of Discovery, graveyard-dependentFlashbackif tempo-negative, and expensive card draw that cannot affect the board before damage. -
Burn: treat life total as the primary resource and do not tap out for card advantage when open mana can answer a lethal spell or attacker.
Negate,Three Steps Ahead,Flashfreezeagainst red spells, and any legal life-swinging mode onJeskai Revelationdeserve higher priority than slow engines; card text check required forJeskai Revelation, so only count life gain or stabilization if visible rules text confirms it. Add role cards:Flashfreeze, sometimesHigh Noonif the legal text limits spell chains and does not block your own defensive turn. Reduce main-deck emphasis:Day of JudgmentandPyroclasmonly when creatures are a real part of the burn plan. -
Go-wide: make the opponent commit into sweepers when your life total allows one more attack step.
Pyroclasmis the first check against small creatures and tokens, whileDay of Judgmentis the reset when creatures exceed damage range or when individual removal cannot cover the board.Thunder Magic,Sear,Fire Magic,Abrade,Get Lost, andInevitable Defeatshould buy time only if they prevent more damage than saving mana for a sweeper. Add role cards:Pyroclasm,Day of Judgment,Get Lost; addFlashfreezeonly for red or green creature decks. -
Tempo: preserve mana efficiency and avoid forcing expensive draw into open counterspell or bounce windows. Use
Stock UpandConsult the Star Chartswhen they improve land drops or find interaction without giving the opponent a free attack cycle; card text check required forConsult the Star Charts.Negate,Three Steps Ahead,Erode,Get Lost, and cheap removal should fight the threat currently converting tempo, not every small spell. Add role cards:Flashfreezeversus red or green tempo,Get Lostfor hard-to-answer threats, andDisdainful Strokeonly if the opponent’s threats or finishers are expensive enough. -
Midrange: trade one-for-one early, then win by drawing more live cards than the opponent.
Stock Up,Consult the Star Charts,Tablet of Discovery,Jeskai Revelation, andGreat Hall of the Biblioplexshould be sequenced after you have answered the first must-kill threat or when the opponent cannot punish the mana.Day of Judgmentis valuable when midrange extends multiple creatures;Get LostandInevitable Defeathandle single resilient permanents if legal text confirms the answer. Add role cards:Get Lost,Day of Judgment,Emeritus of Ideation, andWan Shi Tong, Librarianif the matchup slows down. -
Control: become patient and fight over engines, finishers, and card advantage rather than low-impact removal.
Stock Up,Consult the Star Charts,Tablet of Discovery,Jeskai Revelation,Great Hall of the Biblioplex, and animated or utilityMistrise Villageshould pressure resources when the stack is favorable. SaveNegate,Three Steps Ahead,Erode, andDisdainful Strokefor opposing draw, sweepers, finishers, planeswalker-like permanents, or haymakers shown by legal action text. Add role cards:Disdainful Stroke,Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery. Reduce main-deck emphasis:Pyroclasm,Abrade,Sear,Fire Magic, and excessDay of Judgmentwhen they lack targets. -
Removal-heavy decks: do not expose creature-sideboard engines unless they either replace themselves, immediately matter, or tax the opponent’s turn.
Emeritus of Ideation,Wan Shi Tong, Librarian, andMistrise Villageshould be committed when the opponent is low on mana, when you can protect the threat, or when trading for removal leavesJeskai Revelation,Tablet of Discovery, orGreat Hall of the Biblioplexahead. Add role cards:Outrageous Robbery,Disdainful Stroke, and durable card-advantage permanents if card text confirms that role. -
Combo: identify whether the combo is spell-chain, graveyard, artifact/enchantment, creature, or big-spell based, then keep only interaction that can touch the actual axis.
High Noonis for repeated-spell engines if its visible text constrains them;Negate,Three Steps Ahead,Erode, andDisdainful Strokeare for payoff windows;Rest in Peaceis for graveyard engines.Stock Upis acceptable when it finds interaction before the combo turn;Tablet of Discoveryis too slow unless it immediately advances mana or cards under no pressure. Add role cards:High Noon,Disdainful Stroke,Rest in Peace,Outrageous Robberyonly in slow combo mirrors. -
Big mana: counter or remove the payoff, not the harmless ramp, unless ramp visibly crosses a decisive mana threshold.
Disdainful Stroke,Negate,Three Steps Ahead, andErodeshould be saved for expensive threats, sweepers, extra-turn-like effects, or card-advantage bombs; card text check required forErode.Jeskai RevelationandStock Uphelp keep pace if you can hold up permission on the opponent’s payoff turn. Add role cards:Disdainful Stroke,Flashfreezeagainst green ramp,Outrageous Robberyin slow resource games. -
Graveyard decks: deploy
Rest in Peacebefore the graveyard becomes the opponent’s active resource when doing so does not lose to the battlefield. Prioritize graveyard hate over spot removal if the visible graveyard is the engine; prioritizePyroclasm,Day of Judgment, orGet Lostfirst if creatures already threaten lethal. Check whether your ownFlashbackdepends on the graveyard before relying on it post-hate. Add role cards:Rest in Peace,Get Lost,Day of Judgmentif graveyard decks also pressure with creatures. -
Artifact/enchantment decks: preserve flexible answers for the permanent that enables the engine, not the first legal target.
Abrade,Get Lost,Erode,Negate, andThree Steps Aheadshould be mapped to visible artifacts, enchantments, or stack windows only when card text and legal targets confirm they answer the problem. Add role cards:Get Lost,Negate,Erode; addHigh Noononly if the deck depends on chaining spells or repeated casts. -
Single-threat decks: answer the threat cleanly and avoid spending sweepers as bad spot removal unless the clock demands it.
Get Lost,Inevitable Defeat,Thunder Magic,Sear,Fire Magic,Abrade,Three Steps Ahead,Negate, andDisdainful Strokeshould be chosen by legality, mana, and whether the threat can be recast or protected.Mistrise Villagepressure is useful after the threat is contained, but do not animate into open removal when holding up interaction is stronger.
Specific Matchup Notes
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General/archetype-only: exact opponents are absent, so revealed cards, visible mana, graveyards, stack contents, and legal action text override these assumptions. Treat sideboarding as role selection, not certainty, and reclassify the opponent when their public cards show a different axis.
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Red aggro or burn: prioritize life preservation and cheap answers over long-game engines.
Pyroclasm,Sear,Fire Magic,Abrade,Thunder Magic, andInevitable Defeatshould answer visible damage sources beforeStock Up,Tablet of Discovery, orJeskai Revelationunless the draw spell finds immediate interaction. Likely sideboarding: addFlashfreeze,Pyroclasm,Get Lost, and sometimesDay of Judgment; reduce slow or narrow permission such asNegateor expensive draw when the battlefield is the threat. Priority targets are haste creatures, repeatable damage permanents, and any spell that represents lethal or a short two-turn clock. -
Creature-wide aggro: preserve sweepers until they change the race, but do not die waiting for maximum value.
Pyroclasmis the small-board reset andDay of Judgmentis the emergency reset for larger boards; use spot removal first only when it prevents a decisive attack or protects a later sweeper. Likely sideboarding: addPyroclasm,Day of Judgment, andGet Lost; addFlashfreezeonly when red or green cards are visible. Priority targets are lords, token engines, protection pieces, and creatures that survivePyroclasm. -
Midrange: trade early, then make every draw engine resolve under lower pressure.
Stock Up,Consult the Star Charts,Tablet of Discovery,Jeskai Revelation, andGreat Hall of the Biblioplexare strongest after the first must-answer permanent is handled. Likely sideboarding: addGet Lost,Day of Judgment,Emeritus of Ideation, andWan Shi Tong, Librarianwhen the matchup slows; reducePyroclasmif it misses most creatures. Priority targets are engines, sticky threats, planeswalker-like permanents if legal text confirms, and discard-backed threats that punish slow hands. -
Control mirrors: conserve permission for engines, finishers, and card advantage rather than small exchanges.
Negate,Three Steps Ahead,Erode, andDisdainful Strokeshould fight opposing draw, sweepers, expensive threats, and lock pieces; card text check required forErode. Likely sideboarding: addDisdainful Stroke,Wan Shi Tong, Librarian,Emeritus of Ideation, andOutrageous Robbery; reducePyroclasm,Abrade,Sear,Fire Magic, and excessDay of Judgmentwhen they lack targets. Priority targets are resolved card engines, protected closers, and any effect that strands your hand. -
Combo or engine decks: identify the axis before spending interaction.
High Noonis for repeated-spell turns if its text applies,Rest in Peaceis for graveyard engines,Disdainful Strokeis for expensive payoffs, andNegate,Three Steps Ahead, orErodehandle stack-based enablers when legal. Likely sideboarding: addHigh Noon,Rest in Peace,Disdainful Stroke, andOutrageous Robberyonly in slower resource combo games. Priority targets are payoff spells, graveyard dependency, spell-chain enablers, and cards that remove your hate. -
Big mana: counter the payoff unless the ramp visibly creates the decisive turn.
Disdainful Stroke,Negate,Three Steps Ahead, andErodeshould be held for expensive threats and card-advantage bombs;Flashfreezeis strong only against green or red ramp. Likely sideboarding: addDisdainful Stroke,Flashfreeze, and sometimesOutrageous Robbery; reduce narrow creature removal if it has no targets. Priority targets are the first threat that invalidates sweepers or overwhelmsJeskai Revelation.
Risk Summary
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Mana risk: the deck is four colors with many named dual lands, so early hands must prove access to white for
Day of JudgmentorGet Lost, red forPyroclasmand burn, blue forNegate,Three Steps Ahead,Stock Up, andJeskai Revelation, and black only when visible costs require it. Avoid sequencingMistrise Village,Great Hall of the Biblioplex,Multiversal Passage, or off-color lands in a way that delays the first interactive spell. -
Matchup risk: the deck can draw the wrong half against linear opponents. Do not keep removal-heavy hands against control without card draw, do not keep permission-heavy hands against fast creatures without early answers, and do not assume
Rest in Peace,High Noon, orDisdainful Strokematters until public cards prove the axis. -
Draw risk:
Stock Up,Consult the Star Charts,Tablet of Discovery, andJeskai Revelationcan stabilize only if the life total and board allow the mana investment. Casting a draw spell into lethal pressure is worse than usingThunder Magic,Inevitable Defeat,Abrade,Sear,Fire Magic,Get Lost,Pyroclasm, orDay of Judgmentto survive. -
Over-sideboarding risk: bringing in too many narrow cards can dilute the control shell. Keep enough removal, sweepers, draw, and finishers to execute a game plan; do not add
Rest in Peace,High Noon,Flashfreeze, orDisdainful Strokewithout visible or strongly inferred targets. -
Graveyard risk:
Rest in Peacemay conflict with your ownFlashbackifFlashbackuses the graveyard; card text check required. Use graveyard hate when it attacks the opponent’s actual engine, not merely because a graveyard contains cards. -
Sweeper/removal risk:
Pyroclasmcan be too small andDay of Judgmentcan be too slow or punish your own sideboard creatures. Do not spendGet Lost,Abrade, or burn on low-impact targets when a larger threat, protected permanent, or post-sweeper follow-up is likely. -
Closer risk: the deck may answer everything but fail to end the game. Convert a stable board into pressure with
Mistrise Village,Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery,Tablet of Discovery,Great Hall of the Biblioplex, orJeskai Revelationwhen holding extra answers no longer improves survival. -
Interaction risk: passing with
Negate,Three Steps Ahead,Erode,Disdainful Stroke, orFlashfreezeis correct only when the likely target matters more than using mana now. If the opponent’s battlefield already threatens lethal, stack interaction that cannot affect combat may be functionally dead. -
Sequencing risk: tap-out turns must be gated by visible pressure and open opposing mana. Prefer land drops and colors that preserve legal interaction, cast sweepers before committing sideboard creatures, and avoid using optional or value actions when they consume mana needed for a known tax, counter, removal spell, or survival line.
Test Feedback Checklist
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Deciding factor: identify whether the game turned on mana access, survival timing, card-advantage velocity, a resolved engine, a missed interaction window, or inability to close after stabilization. Name the exact card or legal action that changed the game when visible.
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Mulligan result: record whether the opening hand had enough lands, correct colors, and at least one relevant early play for the matchup. Flag keeps that lacked early interaction against aggro, lacked card flow against control, or relied on a land sequence that delayed
Stock Up,Consult the Star Charts,Tablet of Discovery,Jeskai Revelation,Get Lost,Pyroclasm, orDay of Judgment. -
Mana performance: note every game where
Mistrise Village,Great Hall of the Biblioplex,Multiversal Passage,Gloomlake Verge,Riverpyre Verge,Stormcarved Coast,Shattered Sanctum,Hallowed Fountain,Sacred Foundry,Steam Vents,Watery Grave,Godless Shrine,Sundown Pass,Cori Mountain Monastery, orPlainsstranded a legal spell by color or timing. Separate color failure from tapped-land or sequencing failure. -
Velocity check: ask whether
Stock Up,Consult the Star Charts,Tablet of Discovery, andJeskai Revelationfound interaction before the opponent’s next decisive turn. Mark draw spells as successful only when they produced survival, pressure, or a protected endgame, not merely extra cards. -
Engine check: track whether
Tablet of Discovery,Great Hall of the Biblioplex,Mistrise Village,Wan Shi Tong, Librarian,Emeritus of Ideation, orOutrageous Robberyconverted a stable board into a win. If an engine was cast while behind, record whether that line beat immediate removal, sweeper, or counterplay alternatives. -
Removal check: record whether
Inevitable Defeat,Thunder Magic,Pyroclasm,Abrade,Ill-Timed Explosion,Get Lost,Sear,Day of Judgment, andFire Magicanswered the right class of threat. Flag games where spot removal was spent before a better target appeared, or where a sweeper was held past the safe window. -
Permission check: record whether
Negate,Erode,Three Steps Ahead,Disdainful Stroke, andFlashfreezecountered decisive spells or sat unused while battlefield pressure won. Card text check required forErode; evaluate it by the legal prompts and actual game result. -
Sideboard check: verify that every brought-in card had visible or strongly inferred targets. Call out narrow-card failures involving
Rest in Peace,High Noon,Flashfreeze,Disdainful Stroke,Get Lost,Pyroclasm,Day of Judgment,Emeritus of Ideation,Wan Shi Tong, Librarian, orOutrageous Robbery. -
Closing check: ask whether the deck stabilized but gave the opponent too many draw steps. Record the first turn when attacking with
Mistrise Village, committingEmeritus of Ideation, protectingWan Shi Tong, Librarian, or usingJeskai Revelationas an endgame line became correct from visible state. -
Role check: identify whether the pilot correctly played control, tap-out stabilizer, draw-go, or inevitability role. Flag role mistakes such as casting draw into lethal pressure, holding counters against an already-dominant battlefield, or spending sweepers before the opponent committed enough material.
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Stranded-card check: list cards that remained uncast because of mana, matchup irrelevance, timing, or legal-action absence. Treat repeated stranding of
Flashback,Ill-Timed Explosion,Fire Magic,Erode, orJeskai Revelationas a card-text or deck-construction review trigger. -
Overperformer and underperformer check: name the exact cards that won games, bought key turns, or failed repeatedly. Separate pilot mistakes from card weakness so tuning does not punish a card for one bad sequence.
First Tuning Questions
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Quantity question: should the main deck increase or reduce early interaction if fast creature games are lost before
Stock Up,Consult the Star Charts,Tablet of Discovery, orJeskai Revelationmatter? Compare extraPyroclasm,Get Lost,Abrade,Sear,Thunder Magic, orDay of Judgmentagainst the cost of weakening control mirrors. -
Mana question: does the four-color base reliably cast the first relevant spell on time? If losses involve color bottlenecks, review the counts of
Hallowed Fountain,Sacred Foundry,Steam Vents,Shattered Sanctum,Stormcarved Coast,Riverpyre Verge,Gloomlake Verge,Watery Grave,Godless Shrine,Sundown Pass,Cori Mountain Monastery,Mistrise Village,Great Hall of the Biblioplex,Multiversal Passage, andPlainsbefore changing spell slots. -
Aggro-plan question: is the deck leaning too hard on single sweepers to stabilize? If
Pyroclasmis too small orDay of Judgmentarrives too late, test whether more cheap removal, the sideboardPyroclasm, the sideboardDay of Judgment, or the sideboardGet Lostshould become main-deck emphasis. -
Control-plan question: does the deck have enough stack interaction and endgame threats after sideboard? If mirrors are lost to resolved engines, consider whether
Disdainful Stroke,Wan Shi Tong, Librarian,Emeritus of Ideation,Outrageous Robbery,Negate,Three Steps Ahead, orErodeshould occupy more post-board space. -
Closer question: does stabilization fail to become victory quickly enough? If games drag after control is established, evaluate whether
Mistrise Village,Tablet of Discovery,Great Hall of the Biblioplex,Jeskai Revelation,Wan Shi Tong, Librarian,Emeritus of Ideation, orOutrageous Robberyprovide enough closing pressure. -
Sideboard-slot question: are
Rest in Peace,High Noon,Flashfreeze, andDisdainful Strokeeach winning enough targeted matchups to justify their copies? If any narrow card is repeatedly boarded in without a decisive target, reassign that slot to broader interaction or a more reliable engine. -
Role-conflict question: are
Flashback, graveyard hate, sweepers, and sideboard creatures pulling the deck in incompatible directions? Card text check required forFlashback; ifRest in Peaceinterferes with it or ifDay of JudgmentpunishesEmeritus of IdeationandWan Shi Tong, Librarian, tune sideboard plans to avoid self-conflict. -
Expensive-spell question: do
Jeskai Revelation,Ill-Timed Explosion,Day of Judgment, andOutrageous Robberywin when cast, or are they stranded under pressure? If expensive cards are repeatedly dead, lower the curve or increase early survival tools before adding more finishers.
Veles Tactical Policy
Policy: Opening Hand Control Baseline
- Priority: High
- Decision families: mulligan
- Cards: Hallowed Fountain; Sacred Foundry; Steam Vents; Shattered Sanctum; Stormcarved Coast; Riverpyre Verge; Gloomlake Verge; Stock Up; Consult the Star Charts; Tablet of Discovery; Pyroclasm; Abrade; Get Lost
- Phase windows: pregame and mulligan prompts.
- Runtime cues: action:keep; action:mulligan
- Use when: choosing whether the visible opener can make land drops and interact before the opponent's first major pressure turn.
- Avoid when: the rules engine exposes a clearly forced mulligan or hidden information is unavailable.
- Instructions: Keep hands with stable mana, at least two lands, and a plan involving early interaction or velocity; ship hands that cannot cast visible early spells, have only slow engines, or rely on drawing exact colors.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: First Engine Setup
- Priority: Medium
- Decision families: mana; priority; selection
- Cards: Tablet of Discovery; Great Hall of the Biblioplex; Mistrise Village; Stock Up; Consult the Star Charts
- Phase windows: early main phases when not under lethal or near-lethal pressure.
- Runtime cues: action:cast Tablet of Discovery; action:play Great Hall of the Biblioplex; action:activate Mistrise Village
- Use when: selecting whether to spend early mana on a durable engine, card flow, or land development.
- Avoid when: visible attackers, open stack threats, or known removal windows require immediate interaction.
- Instructions: Establish
Tablet of Discoveryor mana development before reactive posture only when survival is not compromised; preferStock UporConsult the Star Chartswhen the hand lacks a specific answer. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Four-Color Mana Sequencing
- Priority: Medium
- Decision families: mana
- Cards: Hallowed Fountain; Sacred Foundry; Steam Vents; Watery Grave; Godless Shrine; Shattered Sanctum; Stormcarved Coast; Riverpyre Verge; Gloomlake Verge; Sundown Pass; Cori Mountain Monastery; Plains; Multiversal Passage; Great Hall of the Biblioplex
- Phase windows: land play prompts and mana payment prompts.
- Runtime cues: action:play; action:pay
- Use when: choosing lands or payment sources for interaction, sweepers, draw spells, or endgame actions.
- Avoid when: a single legal mana action exists and no future colored choice remains.
- Instructions: Preserve colors for visible near-term spells first, untapped interaction second, and utility lands third; do not use
Great Hall of the BiblioplexorMistrise Villageactivation mana if it strandsNegate,Abrade,Get Lost,Pyroclasm, orDay of Judgment. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Forced Pass
- Priority: Low
- Decision families: priority
- Cards: none
- Phase windows: any priority window.
- Runtime cues: action:pass
- Use when: the legal action list contains exactly one action and its visible text is
pass. - Avoid when: any other legal action is present.
- Instructions: Submit the sole pass action without strategic reasoning because the engine has exposed no alternative.
- Pilot skill floor: no API.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Tap-Out Commitment Gate
- Priority: High
- Decision families: priority; mana; selection
- Cards: Jeskai Revelation; Ill-Timed Explosion; Day of Judgment; Tablet of Discovery; Wan Shi Tong, Librarian; Emeritus of Ideation; Outrageous Robbery
- Phase windows: own main phases and end-step draw windows.
- Runtime cues: action:cast Jeskai Revelation; action:cast Day of Judgment; action:cast Outrageous Robbery; action:cast Wan Shi Tong, Librarian; action:cast Emeritus of Ideation
- Use when: committing most mana to a sweeper, engine, or finisher could decide the next turn cycle.
- Avoid when: the action is mandatory or the opponent has no meaningful next-turn pressure or engine to compare against.
- Instructions: Tap out only when the payoff stabilizes, wins resource advantage, or prevents a worse line; keep mana open when
Negate,Erode,Three Steps Ahead,Disdainful Stroke, orFlashfreezeis more important than the tap-out card. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Permission Spending Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Negate; Erode; Three Steps Ahead; Disdainful Stroke; Flashfreeze
- Phase windows: opponent spell windows and stack-response prompts.
- Runtime cues: action:cast Negate; action:cast Erode; action:cast Three Steps Ahead; action:cast Disdainful Stroke; action:cast Flashfreeze
- Use when: a visible stack spell can be countered or answered by legal permission.
- Avoid when: card text check required prevents confidence in what the counter can legally hit; follow the engine's legal targets.
- Instructions: Spend permission on threats that beat your current battlefield plan, engines that outscale
Stock UpandJeskai Revelation, or spells that invalidate a sweeper; do not counter low-impact spells just to use mana. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Spot Removal Target Gate
- Priority: High
- Decision families: interaction
- Cards: Inevitable Defeat; Thunder Magic; Abrade; Get Lost; Sear; Fire Magic; Flashback
- Phase windows: opponent combat, end step, and main-phase threat windows.
- Runtime cues: action:cast Inevitable Defeat; action:cast Thunder Magic; action:cast Abrade; action:cast Get Lost; action:cast Sear; action:cast Fire Magic; action:cast Flashback
- Use when: legal removal can answer a visible permanent, creature, or stack-relevant object.
- Avoid when: the target choice requires unknown card text; Card text check required for unfamiliar effects and
Flashback. - Instructions: Kill threats that create lethal pressure, protect an opposing engine, or survive sweepers; conserve broad answers like
Get Lostfor permanents that narrower burn or damage cannot answer. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Sweeper Timing Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Pyroclasm; Day of Judgment; Ill-Timed Explosion
- Phase windows: own main phase, precombat main phase, and emergency response windows if the engine exposes them.
- Runtime cues: action:cast Pyroclasm; action:cast Day of Judgment; action:cast Ill-Timed Explosion
- Use when: visible battlefield pressure can be reduced by a legal sweeper action.
- Avoid when: a spot answer preserves your own engine and prevents the same immediate danger.
- Instructions: Fire
Pyroclasmagainst small boards before damage snowballs, holdDay of Judgmentfor boards that spot removal cannot contain, and evaluateIll-Timed Explosionby actual legal text and visible damage outcomes. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Draw Spell Selection Gate
- Priority: Medium
- Decision families: selection; priority
- Cards: Stock Up; Consult the Star Charts; Jeskai Revelation; Three Steps Ahead
- Phase windows: own main phase, opponent end step, and selection prompts.
- Runtime cues: action:cast Stock Up; action:cast Consult the Star Charts; action:cast Jeskai Revelation; action:select
- Use when: legal card-flow actions or selection prompts determine the next answer or endgame plan.
- Avoid when: the opponent has visible lethal pressure that requires immediate interaction first.
- Instructions: Select lands when missing colors or land drops, select removal against creature pressure, select permission against stack engines, and select engines only after survival is covered.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Deterministic Single Target After Chosen Spell
- Priority: Low
- Decision families: interaction; selection
- Cards: Abrade; Get Lost; Inevitable Defeat; Thunder Magic; Sear; Fire Magic; Negate; Disdainful Stroke; Flashfreeze
- Phase windows: target-selection prompts after the spell has already been legally chosen.
- Runtime cues: action:target
- Use when: the legal action list contains exactly one target action for the already pending spell.
- Avoid when: two or more target actions are present.
- Instructions: Submit the sole target action because the strategic spell choice has already passed and the engine exposes no target alternative.
- Pilot skill floor: no API.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Combat With Creature Lands And Engines
- Priority: Medium
- Decision families: combat; mana; priority
- Cards: Mistrise Village; Wan Shi Tong, Librarian; Emeritus of Ideation
- Phase windows: beginning of combat, declare attackers, declare blockers, and postcombat main phase.
- Runtime cues: action:attack; action:block; action:activate Mistrise Village
- Use when: visible combat actions involve a creature land or sideboard engine creature.
- Avoid when: exactly one legal combat action exists and it is forced by the engine.
- Instructions: Attack only when damage advances the clock without losing needed blockers or exposing a key engine; block to preserve life total when the exchange buys time for sweepers, draw, or
Jeskai Revelation. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Graveyard And Spell-Chain Hate
- Priority: Medium
- Decision families: sideboard; interaction; priority
- Cards: Rest in Peace; High Noon; Flashback
- Phase windows: sideboard decisions, early main phases, and graveyard-dependent opponent windows.
- Runtime cues: action:cast Rest in Peace; action:cast High Noon
- Use when: opponent public cards, revealed cards, or matchup label indicate graveyard reliance or multi-spell turns.
- Avoid when: your own visible
Flashbackplan or draw-engine plan is more important and the hate card has no visible target. - Instructions: Deploy
Rest in Peacebefore graveyard payoff windows andHigh Noonbefore chain turns; Card text check required forFlashbackinteractions, so follow engine legality and visible replacement outcomes. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Anti-Large-Spell Sideboard Permission
- Priority: Medium
- Decision families: sideboard; interaction; priority
- Cards: Disdainful Stroke; Flashfreeze; Negate; Erode; Three Steps Ahead
- Phase windows: sideboarding and stack-response windows.
- Runtime cues: action:cast Disdainful Stroke; action:cast Flashfreeze
- Use when: matchup or public game actions show expensive spells, green threats, red threats, or noncreature engines that permission can answer.
- Avoid when: opponent wins through small battlefield pressure before counters matter.
- Instructions: Bring and spend narrow counters only for the classes the engine says they can legally hit; preserve broader permission for threats outside
Disdainful StrokeorFlashfreezecoverage. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Exact Sideboard Plan Review
- Priority: High
- Decision families: sideboard
- Cards: Disdainful Stroke; High Noon; Wan Shi Tong, Librarian; Get Lost; Pyroclasm; Emeritus of Ideation; Outrageous Robbery; Rest in Peace; Flashfreeze; Day of Judgment; Abrade; Sear; Pyroclasm; Day of Judgment; Stock Up; Consult the Star Charts; Tablet of Discovery; Jeskai Revelation; Inevitable Defeat; Thunder Magic
- Phase windows: between games only.
- Runtime cues: action:sideboard
- Use when: the sideboard prompt offers legal in-and-out plans or generated swap candidates.
- Avoid when: an exact executable Sideboard Map plan already matches the matchup and game stage with no validation errors.
- Instructions: Add narrow cards only for visible or strongly matchup-indicated targets, reduce slow engines against fast pressure, reduce dead removal against low-creature control, and keep the registered 75 intact.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Endgame Conversion
- Priority: Medium
- Decision families: priority; combat; selection
- Cards: Jeskai Revelation; Great Hall of the Biblioplex; Tablet of Discovery; Mistrise Village; Wan Shi Tong, Librarian; Emeritus of Ideation; Outrageous Robbery
- Phase windows: late main phases, opponent end step, and combat after stabilization.
- Runtime cues: action:activate Great Hall of the Biblioplex; action:activate Mistrise Village; action:cast Jeskai Revelation; action:cast Outrageous Robbery
- Use when: life total, board state, and cards in hand show stabilization but no immediate win.
- Avoid when: holding interaction is required to survive the opponent's next visible attack or stack threat.
- Instructions: Convert control into a clock by drawing extra cards, attacking with
Mistrise Village, or committing sideboard engines once protection or redundancy exists; do not give infinite draw steps after the board is controlled. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes