# Strategy Specifications
## Deck Name And Archetype
Dimir Reanimator is registered as a standard deck with combo, midrange, reanimator, and graveyard tags. The supplied list validates arithmetically at 60 main-deck cards and 15 sideboard cards, so construction count is internally coherent before card-database legality checks.

- Main count validation: 60 cards exactly, with a low basic-land count and a heavily nonbasic mana base built around Swamp; Restless Reef; Cavern of Souls; Undercity Sewers; Watery Grave; Blazemire Verge; Gloomlake Verge; Steam Vents; Blood Crypt.
- Sideboard count validation: 15 cards exactly, using singletons and pairs: Disdainful Stroke; Harvester of Misery; Annul; Intimidation Tactics; Three Steps Ahead; Ghost Vacuum; Oildeep Gearhulk; Deadly Cover-Up; The End; The Legend of Kuruk; Flashfreeze; Petrified Hamlet.
- Format validation: standard is the declared target format, but sanctioned legality must be treated as unproven until the runtime card database confirms every exact name and current legality. Watery Grave; Steam Vents; Blood Crypt are especially important legality flags because they are familiar nonbasic names that are not safe to assume legal in current Standard without database confirmation.
- Card-text validation: Card text check required for newer or unfamiliar names before assigning deterministic tactical text to Deceit; Winternight Stories; Superior Spider-Man; Ashling, Rekindled; Requiting Hex; Day of Black Sun; Quantum Riddler; Elegy Acolyte; Strategic Betrayal; Emeritus of Ideation; Intimidation Tactics; Oildeep Gearhulk; The Legend of Kuruk; Petrified Hamlet.
- Stock status: rogue/hybrid rather than stock. The name says Dimir Reanimator, but the registered mana base and spell mix include red-facing infrastructure through Blazemire Verge; Steam Vents; Blood Crypt and likely red or Grixis incentives through Ashling, Rekindled, so the pilot should not assume a clean two-color Dimir control shell.
- Role status: hybrid combo-midrange. The deck should be piloted as a graveyard/reanimation strategy that can pivot into resource trading and hard-cast pressure when the graveyard path is disrupted, rather than as an all-in combo list.
- Mana concern: the main deck has only 23 lands by count and only one Swamp, so opening hands must be evaluated for actual castable colors from visible lands, not just land quantity. Cavern of Souls may solve creature-color constraints only when its chosen type and the legal action text support the spell being cast.
- Role concern: the guide must avoid assuming that Overlord of the Balemurk, Ashling, Rekindled, Superior Spider-Man, or Oildeep Gearhulk are always reanimation targets until card text and zone legality are visible from the rules engine.
- Opponent information status: no opponent decklist, metagame target, or matchup label is supplied for this import. Matchup guidance should therefore use visible opponent colors, revealed cards, public graveyard/exile data, battlefield pressure, and legal action text rather than naming hidden cards or assuming a known archetype.

## Thesis
Dimir Reanimator assembles a graveyard-enabled threat plan backed by selective disruption, removal, and enough card flow to pivot into midrange when the graveyard line is not legal or not safe. Prioritize hands and sequences that produce castable early interaction, a way to stock or use the graveyard, and a credible payoff path through Ashling, Rekindled; Superior Spider-Man; Overlord of the Balemurk; Emeritus of Ideation; Quantum Riddler; or later sideboard threats such as Oildeep Gearhulk and Harvester of Misery, but treat each card's exact role as conditional until rules-engine text confirms its legal modes.

- Priority: build a live engine before spending interaction loosely. Deceit; Winternight Stories; Strategic Betrayal; Elegy Acolyte; Requiting Hex; Day of Black Sun; and Overlord of the Balemurk look like the deck's setup, selection, recursion, or graveyard-pressure cluster, but Card text check required before assigning any deterministic target or zone rule.
- Priority: win by converting graveyard setup into oversized or recursive board presence. Ashling, Rekindled; Superior Spider-Man; Emeritus of Ideation; Overlord of the Balemurk; Quantum Riddler; and sideboard Oildeep Gearhulk should be treated as payoff candidates when the legal action list shows cast, return, copy, trigger, or target lines involving them.
- Priority: trade early only when the trade protects life total, protects a payoff window, or clears a blocker for a real clock. Duress; Shoot the Sheriff; Nowhere to Run; Strategic Betrayal; Requiting Hex; Day of Black Sun; and sideboard The End; Deadly Cover-Up; Intimidation Tactics; Flashfreeze; Disdainful Stroke; Annul; Three Steps Ahead are interaction modules, not excuses to play as a pure control deck.
- Constraint: do not assume hidden opponent disruption, exact removal targets, or graveyard hate unless public information or legal actions reveal it. Duress may expose a hand if legal and resolved, but the pilot must rely on Veles-visible revealed information, not metagame memory.
- Constraint: do not become a tap-out pile without pressure. If graveyard recursion is unavailable, shift into hard-cast midrange with careful mana sequencing from Watery Grave; Gloomlake Verge; Blazemire Verge; Undercity Sewers; Cavern of Souls; Restless Reef; Steam Vents; Blood Crypt; Swamp, and preserve removal for threats that race the current board.

## Role Package
- Threats: Ashling, Rekindled; Superior Spider-Man; Overlord of the Balemurk; Emeritus of Ideation; Quantum Riddler; Elegy Acolyte; Restless Reef; and sideboard Oildeep Gearhulk are the bodies or finishers the pilot should try to make matter. Card text check required for all unfamiliar threat text, so runtime choices should key off visible power, toughness, legal attack/block text, triggered abilities, and zone movement offered by the engine.
- Payoffs: Ashling, Rekindled and Superior Spider-Man are four-copy centerpieces and should receive the most protection in sequencing when they are the only payoff. Overlord of the Balemurk and Emeritus of Ideation are three-copy support payoffs or engines; Quantum Riddler is a singleton payoff that should not be built around unless drawn, revealed, or made legally selectable.
- Engines: Winternight Stories; Deceit; Requiting Hex; Day of Black Sun; Strategic Betrayal; Elegy Acolyte; Overlord of the Balemurk; and Emeritus of Ideation form the presumed graveyard, selection, recursion, or resource engine suite. Card text check required, so the pilot should prefer legal lines that visibly add material, enable a payoff, or answer pressure rather than assuming any one card mills, reanimates, copies, or tutors.
- Velocity: Winternight Stories; Deceit; Strategic Betrayal; Quantum Riddler; and Emeritus of Ideation are the likely card-flow or selection cards. Use them to find lands, payoff access, and interaction, but delay speculative velocity when a known battlefield threat requires Shoot the Sheriff; Nowhere to Run; Day of Black Sun; Requiting Hex; or The End.
- Interaction: Duress handles noncreature disruption when legal targets are visible; Shoot the Sheriff and Nowhere to Run cover creature pressure only if the action text confirms legal targets; Day of Black Sun, Requiting Hex, Strategic Betrayal, and sideboard Deadly Cover-Up; Harvester of Misery; The End; Intimidation Tactics provide broader stabilizing roles subject to card text checks.
- Protection: Duress is the main-deck proactive protection piece because it can clear or reveal interaction before a payoff commitment if legal. Sideboard Disdainful Stroke; Annul; Three Steps Ahead; Flashfreeze; Intimidation Tactics; Ghost Vacuum; and The Legend of Kuruk are matchup tools that protect either the stack, graveyard plan, battlefield, or race only when their rules text and opponent colors/card types make them live.
- Recursion: Ashling, Rekindled; Overlord of the Balemurk; Requiting Hex; Day of Black Sun; Emeritus of Ideation; Oildeep Gearhulk; and The Legend of Kuruk may involve graveyard or return patterns by name/archetype, but Card text check required before treating any as recursion. Choose recursion-like legal actions when they return a payoff, produce immediate stabilization, or beat visible graveyard interaction.
- Mana: Watery Grave; Gloomlake Verge; Undercity Sewers; Swamp; Restless Reef support the Dimir base, while Blazemire Verge; Steam Vents; Blood Crypt suggest red access for Ashling, Rekindled or sideboard splashes. Cavern of Souls should be used for creature spells only when the chosen type and legal action text support the intended cast.
- Sideboard modules: Disdainful Stroke; Annul; Three Steps Ahead; Flashfreeze add stack interaction, Ghost Vacuum adds graveyard pressure, Deadly Cover-Up; The End; Harvester of Misery add removal or sweep potential, Intimidation Tactics and The Legend of Kuruk are tactical role cards pending text confirmation, Oildeep Gearhulk adds a heavy post-board payoff, and Petrified Hamlet is a mana or utility sideboard card pending text confirmation.

## Primary Win Conditions
- Reanimate or otherwise convert the graveyard into a large threat before the opponent can stabilize. Use Deceit; Winternight Stories; Strategic Betrayal; Elegy Acolyte; Requiting Hex; Day of Black Sun; Overlord of the Balemurk; and Emeritus of Ideation as the setup cluster only when legal actions visibly stock, select from, or exploit the graveyard; Card text check required before assuming any specific mill, return, or cast-from-graveyard text. Prioritize this path when the hand contains early lands, at least one setup spell, and a payoff candidate such as Ashling, Rekindled; Superior Spider-Man; Overlord of the Balemurk; Emeritus of Ideation; or Quantum Riddler.
- Commit Ashling, Rekindled or Superior Spider-Man as the primary pressure plan when the engine offers a legal cast, return, or target line and the board does not demand immediate removal. Setup should first secure mana colors with Watery Grave; Gloomlake Verge; Blazemire Verge; Undercity Sewers; Steam Vents; Blood Crypt; Swamp; Restless Reef; or Cavern of Souls, then use Duress before the payoff if the opponent has visible noncreature interaction or unknown cards and the legal action exists. Execute by choosing the payoff line that produces the fastest stable clock or the most immediate board swing, not by spending all selection into a graveyard plan that is not yet legal.
- Use Overlord of the Balemurk and Emeritus of Ideation as engine-payoff bridges when the first large threat is absent or answered. Card text check required, so treat their value as board-visible: if they provide legal selection, recursion, bodies, or triggers, prefer lines that leave a threat plus future material over lines that only cycle resources. Prioritize this route against removal-heavy or slower opponents where repeated medium advantages beat one fragile all-in commitment.
- Protect the win turn with targeted disruption instead of guessing. Duress should be used before a key graveyard or payoff commitment when it can reveal and remove a relevant noncreature card; Shoot the Sheriff; Nowhere to Run; Requiting Hex; Day of Black Sun; and Strategic Betrayal should clear blockers or must-answer pressure only when Veles shows legal targets and the exchange advances the chosen clock. If public information shows graveyard hate or stack interaction, delay the graveyard line unless waiting costs the game or the hand has redundant payoffs.

## Secondary Win Conditions
- Hard-cast midrange pressure is the default fallback when graveyard access is blocked, empty, or too slow. Cast Superior Spider-Man; Ashling, Rekindled; Overlord of the Balemurk; Emeritus of Ideation; Elegy Acolyte; and Quantum Riddler on curve when the visible board rewards adding power, while using Shoot the Sheriff; Nowhere to Run; Requiting Hex; Day of Black Sun; or Strategic Betrayal to keep attacks profitable. This line is correct when the opponent spends resources stopping the graveyard and the deck can still present sequential threats from hand.
- Restless Reef can become a real win condition when both players are trading resources and the battlefield is stable. Preserve land drops and avoid exposing Restless Reef to combat unless activation is legal, mana remains available for interaction, and the attack meaningfully changes the clock. This route matters most after sweepers, discard exchanges, or games where all main payoff creatures have been removed.
- Quantum Riddler is a singleton pressure or value route, not a plan to chase blindly. If drawn or made visible by selection, use it when its legal text produces immediate card flow, evasive pressure, or a difficult-to-answer body; Card text check required before assuming any exact riddle, draw, or combat ability. Do not spend premium recursion or protection on Quantum Riddler over Ashling, Rekindled or Superior Spider-Man unless the current legal line is clearly stronger from board state.
- Sideboard threats extend the fallback plan after Game 1. Oildeep Gearhulk and Harvester of Misery can become post-board closers or stabilizers if brought in by the exact Sideboard Map, while The Legend of Kuruk may be a role threat or engine piece pending card text. Use them to punish opponents who overload on graveyard hate or narrow answers, but continue to respect legal actions and visible mana constraints.

## Emergency Lines
- When behind on life, stabilize before maximizing graveyard value. Spend Shoot the Sheriff; Nowhere to Run; Requiting Hex; Day of Black Sun; Strategic Betrayal; or sideboard Harvester of Misery and Deadly Cover-Up on the threat that shortens the visible clock the most, then rebuild with Winternight Stories; Deceit; Emeritus of Ideation; or Overlord of the Balemurk if legal. Do not hold removal for a theoretical better target when current attacks threaten lethal or force bad blocks.
- When behind on board, choose lines that add a blocker and answer a threat over lines that only set up. Elegy Acolyte; Superior Spider-Man; Ashling, Rekindled; Overlord of the Balemurk; Emeritus of Ideation; and Quantum Riddler should be evaluated by visible size, blocking rules, and immediate triggers, with Card text check required for unfamiliar abilities. If Day of Black Sun or Requiting Hex offers a sweeper-like or multi-threat answer, preserve your best follow-up threat for after resolution when possible.
- When behind on cards, stop trading one-for-one unless the exchange prevents lethal or unlocks a payoff. Use Winternight Stories; Deceit; Strategic Betrayal; Emeritus of Ideation; and Quantum Riddler as recovery tools only when their legal actions visibly replace cards, select cards, or generate material. Duress becomes lower priority after both players are topdecking unless it protects an immediate Ashling, Rekindled; Superior Spider-Man; or recursion line.
- When behind on mana, prioritize untapped color access and castable interaction over perfect setup. Keep cheap plays like Duress, Shoot the Sheriff, Nowhere to Run, Deceit, and Winternight Stories live if their costs are legal, and avoid speculative Cavern of Souls choices unless a creature type clearly supports the next cast. Do not commit to red-heavy or blue-heavy lines until Watery Grave; Blazemire Verge; Gloomlake Verge; Steam Vents; Blood Crypt; Undercity Sewers; Swamp; or Restless Reef make the sequence legal.
- When the graveyard engine or main win conditions are removed, pivot to honest threats and creature-land pressure. Treat Ashling, Rekindled; Superior Spider-Man; Overlord of the Balemurk; Emeritus of Ideation; Elegy Acolyte; Quantum Riddler; Restless Reef; and post-board Oildeep Gearhulk as independent threats, and use Duress or counter-sideboard cards only to force through the next visible threat. If no win condition remains, play to extend turns, preserve outs, and make only legal actions that improve board survival or card access.

## Resource Model
- Life is a spendable setup resource only when the next exchange protects the graveyard plan or stabilizes the board. Use Watery Grave; Steam Vents; and Blood Crypt as untapped sources when the hand needs immediate Duress, Deceit, Shoot the Sheriff, Nowhere to Run, or early setup, but prefer tapped entries when the visible clock is slow and the turn has no legal instant-speed need.
- Hand size is the deck's main buffer against graveyard hate and removal. Keep at least one real threat or payoff route in hand when possible, because Ashling, Rekindled; Superior Spider-Man; Overlord of the Balemurk; Emeritus of Ideation; Quantum Riddler; and Restless Reef let the deck pivot if the graveyard is attacked or exile effects appear.
- Mana converts directly into threat quality and timing. Do not spend a turn on low-impact selection if the same mana can cast a stabilizing creature, remove a lethal attacker, or deploy the first credible payoff; use Winternight Stories and Deceit when they improve the next two turns rather than merely filling the graveyard.
- Board presence is a defensive resource before it is a clock. Elegy Acolyte and other castable creatures should block or trade when the visible race is unfavorable, while Superior Spider-Man and Ashling, Rekindled should pressure only when attacks do not expose the deck to a lethal swingback.
- Graveyard contents are a resource only when a legal card or engine action can use them. Put cards into the graveyard through Winternight Stories; Deceit; Overlord of the Balemurk; or Emeritus of Ideation only if the resulting public zone improves a visible reanimation, recursion, selection, or threat line; Card text check required for exact trigger assumptions.
- Exile is usually a cost, warning, or denial zone rather than a resource. Track cards exiled by opponent effects and by any legal Strategic Betrayal, Day of Black Sun, or sideboard action, and avoid lines that exile the last copy of a needed payoff unless the current board demands it.
- Lands are both color infrastructure and late-game material. Restless Reef should be preserved as a creature-land win condition in attrition games, Cavern of Souls should support the next creature spell when the type is clear, and Undercity Sewers should be sequenced for tapped fixing or selection when tempo permits.
- Sacrifice fodder is not assumed. Do not treat Elegy Acolyte, creature tokens, or expendable bodies as available sacrifice material unless Veles exposes a legal sacrifice action and the visible exchange advances survival, recursion, or payoff resolution.
- Tempo matters most during the first four turns and on commitment turns. Spend removal before selection when the opponent's board shortens the clock, but spend Duress before a graveyard or large-threat commitment when the opponent has unknown cards and black mana is available.
- Information turns uncertain hands into executable lines. Duress is strongest before Ashling, Rekindled, Superior Spider-Man, or a graveyard commitment; after Duress resolves, follow the revealed information rather than generic matchup assumptions.
- Sideboard bullets are narrow resource conversions. Disdainful Stroke; Annul; Three Steps Ahead; Flashfreeze; The End; Deadly Cover-Up; Ghost Vacuum; Intimidation Tactics; Harvester of Misery; Oildeep Gearhulk; The Legend of Kuruk; and Petrified Hamlet should be valued by the matchup role they answer, not by raw card count.

## Mana Guide
- Keep hands with black access plus either blue setup or red payoff access when the spells are castable on curve. Watery Grave, Gloomlake Verge, Blazemire Verge, Blood Crypt, Steam Vents, Undercity Sewers, Swamp, Restless Reef, and Cavern of Souls must be judged by the legal costs in hand, not by color labels alone.
- Black is the highest early priority because Duress, Shoot the Sheriff, Nowhere to Run, Requiting Hex, Day of Black Sun, and many midrange lines appear to depend on it. A hand without black mana needs a strong visible reason to keep, such as multiple legal blue setup spells and a clear path to black by turn two or three.
- Blue is the setup and interaction support color. Prioritize Watery Grave, Gloomlake Verge, Undercity Sewers, Steam Vents, and Restless Reef when Winternight Stories, Deceit, Quantum Riddler, Emeritus of Ideation, Three Steps Ahead, Annul, Disdainful Stroke, or Oildeep Gearhulk are part of the next sequence; Card text check required for exact costs.
- Red must be available before committing to Ashling, Rekindled or any red sideboard plan. Blazemire Verge, Blood Crypt, Steam Vents, and possibly Cavern of Souls should be planned early if Ashling, Rekindled is the main threat line, but do not damage yourself for red before the red spell is actually needed.
- Sequence tapped lands on turns with no legal one-mana play or when the opponent cannot punish the delay. Undercity Sewers and Restless Reef are acceptable early setup lands when the hand has no immediate Duress or removal need; shocklands should enter tapped when life matters more than using the mana now.
- Use Cavern of Souls as a creature-casting fixer only after the next creature plan is known. If the hand contains Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, Emeritus of Ideation, Elegy Acolyte, and Quantum Riddler with unclear shared types, delay the Cavern choice when another land can cast the current spell.
- Play land before selection when the legal spell may reveal or enable a same-turn cast, when a landfall-like or cost-payment action is exposed, or when a shockland choice is required for interaction. Hold the land until after Winternight Stories, Deceit, or other visible draw-selection only when the current mana already casts the spell and the post-selection land choice can improve colors.
- Mulligan mana-light hands that cannot interact or set up by turn two. A two-land hand is keepable with black plus blue or black plus red and at least one cheap legal spell, while a one-land hand needs multiple cheap actions and a very high chance of finding the second land through legal selection.
- Mulligan color-fragmented hands that strand both removal and payoff. A hand with Steam Vents plus colorless or off-plan lands may fail if it cannot cast Duress, Shoot the Sheriff, Nowhere to Run, or Deceit; a hand with only Swamp and Cavern of Souls may fail if it cannot cast the blue setup needed to find lands.
- Preserve untapped mana on opponent turns when interaction is relevant. If the legal action list includes Shoot the Sheriff, Nowhere to Run, Annul, Disdainful Stroke, Three Steps Ahead, Flashfreeze, or The End after sideboarding, avoid spending all mana on optional setup unless the tap-out threat or engine action is worth the risk.

## Mulligan Guide
- Strong keep: keep two or three lands with black access, a blue setup spell such as Winternight Stories or Deceit, and either Duress, Shoot the Sheriff, Nowhere to Run, or a castable payoff creature. This hand has a turn-one or turn-two action, protects or stabilizes before commitment, and can convert the graveyard or hand into Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, or Emeritus of Ideation.
- Strong keep: keep black plus red or black plus blue mana with Ashling, Rekindled and at least one early interaction or selection spell. Ashling, Rekindled should not be the only plan, but hands that can disrupt first and then deploy Ashling, Rekindled are core Dimir Reanimator hands; Card text check required for exact payoff timing.
- Medium keep: keep two lands plus Deceit or Winternight Stories when the colors cast the setup spell and at least one later threat is present. This hand is acceptable on the draw or against slower opponents, but on the play it becomes risky if the only early action is selection and the opponent can curve out.
- Medium keep: keep three lands, Duress, and two midgame cards when the mana supports the visible hand. This hand lacks speed, but Duress can clear interaction before Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, or Emeritus of Ideation becomes the game plan.
- Risky keep: treat one-land hands as keeps only when the land casts a cheap setup spell and the hand has multiple early legal actions. A one-land Watery Grave or Gloomlake Verge hand with Deceit plus Winternight Stories may be defensible on the draw; a one-land Cavern of Souls hand without a guaranteed creature line is a ship.
- Risky keep: treat hands with only Steam Vents, Cavern of Souls, or Restless Reef as suspicious unless Veles exposes legal early plays from those lands. The deck’s early black cards are too important to assume future black access.
- Automatic ship: mulligan hands with no land, one land and no castable setup, five or more lands with no selection or threat, or hands whose first legal spell is turn three and does not affect pressure. Dimir Reanimator cannot rely on drawing perfect mana while doing nothing.
- Automatic ship: mulligan hands that contain payoffs but no setup, no disruption, and no castable bridge card. Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, and Emeritus of Ideation are not enough if the hand cannot reach the stage where they matter.
- Matchup-dependent keep: keep Duress-heavy hands against control, combo, and removal-heavy midrange when the mana casts Duress on time. Against creature pressure, Duress without Shoot the Sheriff, Nowhere to Run, Requiting Hex, Day of Black Sun, or an early blocker can be too slow.
- Matchup-dependent keep: keep removal-heavy hands against aggressive creature decks even when the graveyard plan is delayed. Against slow decks, removal without Duress, Winternight Stories, Deceit, or a credible threat risks trading cards without building a win.
- Play/draw rule: keep slightly slower selection hands on the draw because the extra card improves land and setup density. On the play, prefer hands with a turn-one or turn-two legal action that changes the opponent’s line or develops your own.
- Trap hand: do not keep a hand only because it has Cavern of Souls plus multiple creatures. Cavern of Souls may not cast setup or removal, and the creature-type choice can become awkward when Superior Spider-Man, Ashling, Rekindled, Elegy Acolyte, Quantum Riddler, Overlord of the Balemurk, and Emeritus of Ideation do not share an obvious type.
- Trap hand: do not keep a hand that looks interactive but cannot produce black before the removal matters. Shoot the Sheriff, Nowhere to Run, Requiting Hex, Day of Black Sun, and Duress are only real resources when legal mana exists.

## Turn Arc
- Turn 1: prioritize black mana for Duress when the opponent is likely to have disruption, combo pieces, or a key early noncreature play. If Duress is not legal or not useful, deploy the land that best enables turn-two Deceit, Winternight Stories, Shoot the Sheriff, or Nowhere to Run.
- Turn 1: play Undercity Sewers or Restless Reef tapped when no immediate one-mana action is needed and life total matters. Shock Watery Grave, Blood Crypt, or Steam Vents only when Veles shows a legal action now or when holding up interaction is worth the life.
- Turn 2: cast Deceit or Winternight Stories when the board is not threatening and the hand needs land, graveyard setup, or threat quality. Cast Shoot the Sheriff, Nowhere to Run, or Requiting Hex instead when the opponent’s visible creature or permanent pressure makes selection too slow; Card text check required for exact removal limits.
- Turn 2: deploy Elegy Acolyte when a body is needed to trade, pressure a slow opponent, or enable later sequencing. Do not expose Elegy Acolyte merely as a filler play if a setup spell produces a stronger turn-three line.
- Turn 3: use Duress before a major commitment when the opponent has unknown cards and black mana is available. The preferred line is disrupt first, then commit Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, Emeritus of Ideation, or the legal graveyard action that Veles exposes.
- Turn 3: commit a threat when the hand already has enough lands, the opponent is not presenting a must-answer board, and the legal action advances the primary plan. Keep mana open instead when visible pressure or open opponent mana makes interaction more important than adding a threat.
- Turns 4-5: begin the decisive reanimator or midrange pivot only after checking visible clock, graveyard contents, hand texture, and opponent information. Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, Emeritus of Ideation, Strategic Betrayal, Day of Black Sun, and Quantum Riddler should be sequenced by legal impact, not by mana efficiency alone.
- Turns 4-5: choose sweepers or broad stabilizers before engines when the opponent can threaten lethal or a short clock. Day of Black Sun is a survival tool first; do not hold it for theoretical value if the current battlefield requires a reset.
- Turns 4-5: attack only when the swing does not weaken stabilization. Preserve blockers against creature decks unless Superior Spider-Man, Ashling, Rekindled, Restless Reef, or another visible attacker changes the race in your favor.
- Late game: convert excess lands and selection into specific threats rather than generic card flow. Restless Reef becomes important in attrition, while Winternight Stories, Deceit, and Emeritus of Ideation should find or enable the card that matters against the current board.
- Late game: protect the final payoff by sequencing Duress or interaction first when possible. If the opponent is low on resources, commit the highest-impact legal threat; if the opponent has open interaction, prefer lines that leave backup mana, a second threat, or Restless Reef pressure.
- Deviation rule: abandon graveyard setup when the graveyard is under attack, the opponent’s clock is faster than the setup, or the legal action list offers a clean stabilizing play. Dimir Reanimator wins by timing the engine correctly, not by forcing the graveyard plan through every board state.

## Card Roles
- Duress is the clean information spell and commitment shield. Cast it before Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, Emeritus of Ideation, Strategic Betrayal, or a major reanimation line when the opponent has unknown cards and black mana is available; hold it only when the opponent is empty-handed, creature pressure demands removal first, or Veles shows no meaningful target class. Do not spend Duress just because it is mana-efficient if the real decision is whether the coast is clear for a fragile graveyard or payoff commitment.

- Deceit is a four-copy early setup card, but card text check required before assuming whether it loots, mills, surveils, discards, removes, or otherwise changes zones. Use it as the default turn-two development action when the battlefield is not pressuring life total and the hand needs land quality, graveyard density, or a missing payoff. Avoid casting Deceit ahead of urgent Shoot the Sheriff, Nowhere to Run, Requiting Hex, or Day of Black Sun lines when the opponent’s visible board can shorten the clock.

- Winternight Stories is a three-copy smoothing and engine-support card, but card text check required for exact selection, graveyard, or card-advantage mode. Prefer Winternight Stories when the current hand has mana but lacks a specific threat, reanimation setup, or stabilizer. Against control and slow midrange, it can be part of the card-quality plan after Duress; against aggro, cast it only when removal is not required immediately or when Veles exposes a mode that stabilizes while improving resources.

- Superior Spider-Man is a core four-copy payoff or bridge threat, but card text check required for exact abilities, creature type, graveyard interaction, and combat text. Treat it as a major commitment rather than filler: deploy it when the opponent’s visible pressure is manageable, your mana can support follow-up interaction, or Duress has reduced the risk of removal or counterplay. Do not run Superior Spider-Man into open interaction when a setup spell or discard spell can first clarify the opponent’s hand.

- Ashling, Rekindled is a core four-copy threat and likely high-impact engine card, but card text check required before relying on damage, recursion, sacrifice, or graveyard text. Cast Ashling, Rekindled when the game needs a proactive clock, a stabilizing body, or a payoff that pressures planeswalkers and life totals. Hold it when Day of Black Sun or other sweep effects are likely needed first, and avoid sequencing it into your own board reset unless the visible legal text makes that exchange beneficial.

- Overlord of the Balemurk is a two-copy graveyard payoff and value engine; verify current Oracle text at runtime if target, mill, impending, or return choices appear. Use it when the deck needs a durable threat that also advances graveyard resources or recovers a creature, and prioritize it in slower games where one card must generate multiple material advantages. Do not assume it reanimates directly unless Veles exposes that legal action; treat graveyard selection as a real strategic choice when multiple visible cards matter.

- Emeritus of Ideation is a three-copy payoff or card-flow threat, but card text check required for exact trigger, selection, and combat relevance. Use Emeritus of Ideation when the hand needs a sustained source of advantage rather than one-for-one interaction, especially after early discard or removal has slowed the opponent. Avoid committing it as the first expensive play into a board that already demands Day of Black Sun, Shoot the Sheriff, Nowhere to Run, or Requiting Hex.

- Strategic Betrayal is a two-copy swing spell or high-impact interaction piece, but card text check required for target restrictions, timing, and whether it affects hand, battlefield, graveyard, or control. Treat it as a pivot card: cast it when the visible target materially changes the game, not merely to spend mana. Against control or combo, pair it with Duress-style information when possible; against creatures, compare it to clean removal and sweepers before choosing a slower or narrower line.

- Requiting Hex is a three-copy interaction slot, but card text check required for whether it removes creatures, drains life, places counters, punishes damage, or has a graveyard clause. Use Requiting Hex as part of the stabilization package when Veles shows a legal target or mode that reduces the opponent’s clock. Do not spend it on a low-impact permanent if a larger visible threat, lethal setup, or post-combat survival issue is likely to matter before your next turn.

- Shoot the Sheriff is a two-copy black removal spell with target restrictions that must be respected from the legal action text. Use it early against creatures that invalidate your setup turns, pressure planeswalkers, or force bad blocks. Do not assume it can kill every creature; if Veles offers no legal target or shows a restricted target set, choose from the exposed legal actions and preserve the card for a valid threat.

- Nowhere to Run is a one-copy removal or vulnerability tool; card text check required for exact static effects and target restrictions. Use it when the legal action clearly answers a creature or enables future removal through visible protection or ward-like text. Because it is a singleton, do not spend it casually on a creature that Day of Black Sun, Requiting Hex, or combat can handle unless the current board requires immediate containment.

- Day of Black Sun is a two-copy reset or broad stabilizer, but card text check required for exact sweeper size, counter placement, or timing. Treat Day of Black Sun as the emergency brake against wide boards and short clocks. Cast it before committing Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, or Emeritus of Ideation when your own board is behind; hold it only when the opponent’s board is containable and your current threats are winning the race.

- Elegy Acolyte is a two-copy early body or utility creature, but card text check required for exact graveyard, lifegain, sacrifice, or combat function. Deploy Elegy Acolyte when a body changes attacks, buys time, or enables a future engine line. Do not cast it merely to fill mana if Deceit or Winternight Stories would fix a weak hand, and do not trade it away if Veles exposes later synergy that is more important than the current block.

- Quantum Riddler is a singleton high-variance threat or selection piece, but card text check required before relying on a specific trigger or payoff. Use Quantum Riddler when its visible legal action provides a distinct advantage over the redundant payoff threats. Because the deck has only one copy, avoid making it the entire plan unless the board state or hand texture makes it the highest-impact legal commitment.

- Watery Grave, Gloomlake Verge, Undercity Sewers, Restless Reef, and Swamp form the black-blue base that makes the deck functional. Prioritize early black for Duress, Shoot the Sheriff, Nowhere to Run, Requiting Hex, and Day of Black Sun, then blue when Deceit, Winternight Stories, Strategic Betrayal, Quantum Riddler, or Emeritus of Ideation requires it. Restless Reef is also a late-game resource, so preserve it when the game is about attrition and avoid exposing it to creature-land risk unless the attack or block matters.

- Blood Crypt, Steam Vents, Blazemire Verge, and Cavern of Souls are support lands that must be sequenced around actual legal spell requirements. Use red-producing lands for Ashling, Rekindled or any other exposed red costs, but do not let Steam Vents hands strand early black interaction. Cavern of Souls can protect creature commitments only if the chosen type matches the relevant legal creature spell; avoid speculative naming when the hand contains multiple unmatched threats such as Superior Spider-Man, Ashling, Rekindled, Elegy Acolyte, Overlord of the Balemurk, and Emeritus of Ideation.

## Interaction Priorities

- Priority: use Duress before committing Superior Spider-Man, Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, or a major Ashling, Rekindled turn when the opponent can plausibly have removal, counterplay, graveyard hate, or a sweeper. Take the visible card that stops the next strategic commitment, not the flashiest card; against combo or control, prioritize the card that prevents your graveyard or payoff plan from functioning.

- Priority: remove the creature that shortens the clock below your setup window before removing small utility bodies. Shoot the Sheriff, Requiting Hex, Nowhere to Run, and Day of Black Sun should be aimed at threats that force bad blocks, punish tapped lands, or make Winternight Stories and Deceit too slow. Card text check required for Requiting Hex and Nowhere to Run, so obey legal target and mode text exactly.

- Priority: use Day of Black Sun as the reset when the opponent has multiple attackers and one-for-one removal no longer preserves life total or board parity. Cast it before adding Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, or Emeritus of Ideation if your board is behind. Hold it when your current threat is winning and the opponent’s visible board can be contained by Shoot the Sheriff, Requiting Hex, Nowhere to Run, or a single block.

- Priority: treat graveyard hate, exile effects, and effects that stop recursion as top-tier discard or counter targets when the hand depends on Overlord of the Balemurk or another graveyard payoff. If the opponent has already exposed graveyard disruption, shift toward hard-cast threats, discard-first sequencing, Restless Reef pressure, and conservative graveyard commitments.

- Priority: bait interaction with Deceit, Winternight Stories, Elegy Acolyte, or a secondary threat when the hand contains a more important payoff. Do not offer Superior Spider-Man or Overlord of the Balemurk first into open mana if a lower-value spell can draw out the answer or reveal the opponent’s posture.

- Priority: ignore low-impact creatures when they neither change the clock nor disrupt the graveyard plan. Spend interaction on evasive threats, snowballing engines, must-answer combo pieces, or attackers that make your next turn impossible. Preserve premium answers when a small creature can be raced, blocked by Elegy Acolyte, swept later by Day of Black Sun, or answered by combat.

- Archetype shift: against aggro, every interaction decision is a life-total decision. Trade cards for time, kill the largest immediate attacker, and use Day of Black Sun earlier than in slower matchups. Against control, interaction should protect the commitment turn; Duress and Strategic Betrayal matter more than killing incidental permanents. Against midrange, answer engines and recursive threats first, then land a threat that generates more than one card of value. Against combo, prioritize discard, pressure, and any legal action that interrupts the opponent’s enabling permanent, hand piece, graveyard piece, or payoff.

## Combat And Trading Rules

- Attack rule: attack when the pressure advances a two-turn or three-turn clock without exposing the only stabilizing body. Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, and Restless Reef should pressure life totals and planeswalkers when the opponent cannot punish the tap or trade profitably by visible board state.

- Block rule: block aggressively once life total is low enough that a normal attack step plus burn, haste, pump, or another visible attacker can end the game before your payoff matters. Preserve life above the danger threshold when your hand needs one more turn for Deceit, Winternight Stories, Overlord of the Balemurk, Day of Black Sun, or a protected threat.

- Trade rule: trade Elegy Acolyte or a secondary body for an attacker when the trade buys a full turn or protects a future Day of Black Sun setup. Do not trade away a creature that Veles shows as required for a legal engine, sacrifice, recursion, or payoff line unless survival requires it.

- Protection rule: preserve the threat that currently carries the game plan. If Superior Spider-Man or Overlord of the Balemurk is the only path to close or rebuild, avoid optional attacks into obvious double blocks and avoid blocks that convert the threat into a one-for-one trade. If Ashling, Rekindled is the stabilizer or clock, do not expose it before resolving needed removal unless combat math requires it.

- Race rule: race only when your board presents faster visible damage than the opponent and your hand contains interaction for the next critical blocker or attacker. If the opponent’s crack-back is larger, switch to stabilizing: kill the best attacker, hold back a blocker, and use selection spells to find Day of Black Sun or a larger payoff.

- Restless Reef rule: animate or attack with Restless Reef only when the damage, block, or planeswalker pressure matters more than preserving the land. Do not risk a land creature into open removal or a bad block when mana is still needed for Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, Emeritus of Ideation, Strategic Betrayal, or Day of Black Sun.

- Archetype shift: against aggro, block earlier and value any trade that reduces the next attack step. Against control, hold creatures back only when a sweeper or flash threat is visible or strongly implied by public play patterns; otherwise force answers. Against midrange, avoid low-value attacks that let the opponent trade a smaller creature into a premium payoff. Against combo, attack more freely when the opponent’s board does not threaten lethal, because shortening the clock makes Duress and removal more effective.

## Selection And Tutor Rules

- Selection rule: treat Winternight Stories and Deceit as setup spells first and payoff support second. Use them before committing a major threat when the hand needs land, graveyard material, discard protection, or a specific interaction piece; hold them only when spending mana now would prevent an immediately necessary Shoot the Sheriff, Requiting Hex, Nowhere to Run, Day of Black Sun, or Duress.

- Pseudo-tutor rule: there are no confirmed true tutors in the registered list. If Winternight Stories, Deceit, Strategic Betrayal, Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, or another legal action presents card selection, graveyard selection, or card acquisition text, obey the visible choices and choose the card that supports the current role: survival against pressure, discard/protection before commitment, or a payoff when the opponent is not presenting lethal pressure. Card text check required for all non-obvious selection text.

- Land-drop rule: delay the land drop until after resolving Winternight Stories, Deceit, or any legal look/draw/filter action when the current turn does not require a specific land immediately. Make the land drop first only when Veles shows the chosen land is needed to cast Duress, removal, Day of Black Sun, Strategic Betrayal, Ashling, Rekindled, Superior Spider-Man, Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, or to activate Restless Reef that turn.

- Color rule: prioritize untapped black access for Duress, Shoot the Sheriff, Requiting Hex, Day of Black Sun, Ashling, Rekindled, Overlord of the Balemurk, and sideboard black interaction; prioritize blue access when the hand contains Deceit, Winternight Stories, Strategic Betrayal, Emeritus of Ideation, Quantum Riddler, or sideboard permission. Use Cavern of Souls naming only from visible legal action needs; do not name a creature type speculatively when the hand has multiple unmatched creature types.

- Bottom/discard rule: bottom or discard excess lands after hitting enough mana for the current threat curve, duplicated legendary or expensive threats when one copy already wins the visible game, and slow setup spells when facing lethal pressure. Keep Day of Black Sun or removal over a marginal payoff when the opponent’s visible battlefield threatens to end the game before reanimation or midrange pressure matters.

- Graveyard setup rule: place or keep graveyard-relevant threats in the graveyard only when a visible or highly likely follow-up from Overlord of the Balemurk, Winternight Stories, Deceit, or another legal card action rewards that zone. Do not discard the only castable threat into exposed graveyard hate unless a legal line immediately converts it into value.

- Search/choice rule: when a legal selection prompt offers among Ashling, Rekindled, Superior Spider-Man, Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, interaction, or lands, choose by current bottleneck. Take land or color fixing when mana blocks all relevant plays, interaction when survival or protection is required, and a payoff only when mana and protection are already sufficient.

## Priority And Stack Rules

- Priority rule: cast Duress before the commitment spell when the opponent has open mana, known interaction, graveyard hate, or a pending window to stop the plan. Let Duress resolve fully before deciding whether Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, Strategic Betrayal, or a selection spell is still the right follow-up.

- Stack rule: let low-impact opposing spells resolve when preserving removal or permission protects a decisive turn. Respond to spells that add lethal pressure, exile or disable the graveyard, counter a payoff, remove the only stabilizer, or create a board that Day of Black Sun can no longer cleanly reset.

- Removal timing rule: use Shoot the Sheriff, Requiting Hex, Nowhere to Run, and Day of Black Sun at the latest safe window unless sorcery timing or visible board risk requires action now. Hold instant-speed removal through attacks when it can punish a combat trick, remove an attacker after blocks, or preserve information, but do not wait if waiting exposes lethal damage or loses the only legal target.

- Sweeper rule: cast Day of Black Sun before adding more creatures when behind on board. If already ahead with Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, or Restless Reef pressure, avoid sweeping unless the opponent’s next attack or engine outweighs your board.

- Optional payment rule: accept optional costs only when the payment improves the current plan more than keeping mana open. Decline optional payments that consume mana needed for removal, Duress plus payoff, Strategic Betrayal, Restless Reef activation, sideboard counters, or a visible tax/ward payment.

- Graveyard timing rule: commit graveyard-dependent actions after checking public hate, open mana, and known hand information. If the opponent can interact and you lack Duress or backup, prefer a hard-cast threat, selection spell, or bait spell before exposing the most important graveyard line.

- Combat priority rule: expect important decisions after attackers, after blockers, before damage, and after damage when Veles exposes legal actions. Use removal before damage to prevent lethal or save a key blocker; use post-combat windows for selection or threats when combat information changes what card type is needed.

- Activation rule: activate Restless Reef only when Veles shows the activation is legal and the land creature’s attack, block, or pressure is worth risking a mana source. Keep mana unanimated when it is needed for a stack response, a main-phase payoff, or a protected next turn.

- Permission-sideboard rule: after sideboarding, hold Disdainful Stroke, Annul, Three Steps Ahead, Flashfreeze, The End, or Intimidation Tactics for the card class they are meant to answer by visible text and matchup role. Do not spend them on replaceable spells if the opponent’s known or likely payoff still matters more.

## Sideboard Map

- Sideboard role rule: use the sideboard to shift between protected reanimator-combo, removal-heavy midrange, and permission-backed threat deployment. Do not board by card name assumptions alone; at runtime, respect Veles-visible opposing colors, card types, graveyard pressure, stack texture, and whether the opponent is winning through creatures, graveyard hate, big spells, or small permanents.

- Disdainful Stroke role: bring Disdainful Stroke against opponents whose decisive cards are expensive spells, sweepers, planeswalkers, reanimation payoffs, large creatures, or late-game engines. Disdainful Stroke is bad when the opponent is mostly cheap pressure, one-mana protection, recursive small threats, or graveyard hate that resolves before this counter is live. After boarding it, play more patiently with Duress and Deceit so the counter protects Ashling, Rekindled, Superior Spider-Man, Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, or Oildeep Gearhulk rather than trading for the first legal spell.

- Harvester of Misery role: bring Harvester of Misery when the opponent presents many small creatures, expendable attackers, or boards that punish one-for-one removal. Card text check required, so treat its exact mode and timing as conditional on Veles legal actions. Harvester of Misery is bad when the opponent has few creatures, wins from hand or stack, or when expensive creature commitments walk into known exile removal.

- Annul role: bring Annul against artifacts, enchantments, graveyard hate permanents, cheap engines, or lock pieces shown by public information or strongly implied by matchup. Annul is bad against creature-heavy decks with few noncreature permanents and against opponents whose relevant cards are instants, sorceries, or planeswalkers. Use Annul defensively when a permanent would shut off graveyard setup; use it proactively only when Veles shows the target class matches the legal action text.

- Intimidation Tactics role: bring Intimidation Tactics when hand disruption, combat disruption, or tempo interaction is valuable against fragile combo, control, or creature decks. Card text check required, so only choose its legal modes by visible text. Intimidation Tactics is bad when the opponent topdecks well, empties their hand quickly, or presents permanents already on board that require Shoot the Sheriff, Requiting Hex, Day of Black Sun, Deadly Cover-Up, or The End.

- Three Steps Ahead role: bring Three Steps Ahead against stack-based decks, control, slower midrange, and mirrors where protecting a payoff matters more than maximizing speed. Card text check required for all modes; choose counter, copy, draw, or other visible modes only from legal action text and current bottleneck. Three Steps Ahead is bad when spending three mana reactively falls behind early combat damage.

- Ghost Vacuum role: bring Ghost Vacuum against graveyard recursion, reanimation mirrors, flashback-style lines, escape-like pressure, or visible cards that require the opponent’s graveyard. Card text check required. Ghost Vacuum is bad when the opponent does not use the graveyard or when spending mana on it delays survival, discard protection, or a reanimation commitment. Do not expose your own graveyard plan to reciprocal hate without a clear legal follow-up.

- Oildeep Gearhulk role: bring Oildeep Gearhulk when games slow down and a larger stabilizer, card-advantage threat, or reanimation target is more valuable than cheap interaction. Card text check required. Oildeep Gearhulk is bad against fast decks when it cannot affect the board before lethal, against exile-heavy opponents when it is the only payoff, and in hands already crowded with Ashling, Rekindled, Superior Spider-Man, Overlord of the Balemurk, Emeritus of Ideation, and Quantum Riddler.

- Deadly Cover-Up role: bring Deadly Cover-Up against creature swarms, midrange boards, recursive battlefield pressure, and matchups where a reset followed by a large threat wins. Card text check required for additional effects. Deadly Cover-Up is bad when the opponent wins from the stack, attacks the graveyard rather than the battlefield, or when your own board is already the main route to victory.

- The End role: bring The End against singular must-answer threats, combo creatures, planeswalkers, or recursive cards that the opponent depends on. Card text check required, so do not assume exile, hand, library, or copy effects unless Veles exposes them. The End is bad when the opponent’s threats are redundant, cheap, or wide enough that one targeted answer cannot change the race.

- The Legend of Kuruk role: bring The Legend of Kuruk for slower matchups where a unique threat, engine, or stabilizer can dominate after discard or counters clear the way. Card text check required. The Legend of Kuruk is bad when its cost or timing makes it weaker than holding interaction, and it should not displace early removal against aggressive creature starts.

- Flashfreeze role: bring Flashfreeze against red or green decks when Veles-visible colors and spells confirm it has legal targets. Flashfreeze is bad against Dimir, Esper, artifact-heavy, graveyard-only, or multicolor decks where the important spells are not red or green. After boarding Flashfreeze, avoid spending blue mana on low-impact selection if keeping it open protects against a lethal attack, haste threat, burn spell, or green payoff.

- Petrified Hamlet role: bring Petrified Hamlet when land count, color stability, creature-land pressure, or long-game mana matters more than a narrow spell. Card text check required for exact land abilities. Petrified Hamlet is bad when an untapped colored source is mandatory early, when extra lands dilute a low-curve interaction hand, or when the matchup requires maximum spell density.

Control / Big-Spell Permission Plan
Side in: 1 Disdainful Stroke; 1 Three Steps Ahead; 1 The End; 2 Oildeep Gearhulk
Cut: 1 Nowhere to Run; 2 Shoot the Sheriff; 1 Day of Black Sun; 1 Requiting Hex

- Plan rule: use this plan when the opponent is slow, stack-heavy, or built around a few decisive expensive cards. Protect the graveyard or threat commitment with Duress plus permission, and reduce reliance on creature-only answers that may lack targets.

Fast Creature Pressure Plan
Side in: 1 Harvester of Misery; 1 Deadly Cover-Up; 2 Intimidation Tactics; 1 The End
Cut: 1 Quantum Riddler; 1 Strategic Betrayal; 1 Emeritus of Ideation; 1 Overlord of the Balemurk; 1 Deceit

- Plan rule: use this plan when early battlefield survival matters more than sculpting a perfect graveyard line. Preserve black mana for Shoot the Sheriff, Requiting Hex, Nowhere to Run, Day of Black Sun, Harvester of Misery, Deadly Cover-Up, or The End before taking slow selection actions.

Artifact / Enchantment / Graveyard-Hate Plan
Side in: 1 Annul; 1 Ghost Vacuum; 1 Three Steps Ahead; 1 Disdainful Stroke
Cut: 1 Day of Black Sun; 1 Shoot the Sheriff; 1 Requiting Hex; 1 Quantum Riddler

- Plan rule: use this plan when public information shows artifacts, enchantments, or graveyard hate that can invalidate the main plan. Keep Annul and Three Steps Ahead for the hate permanent or the spell that protects it; do not spend them on replaceable threats unless the game is otherwise ending.

Red / Green Pressure Or Ramp Plan
Side in: 2 Flashfreeze; 1 Harvester of Misery; 1 Deadly Cover-Up; 1 Petrified Hamlet
Cut: 2 Duress; 1 Strategic Betrayal; 1 Quantum Riddler; 1 Emeritus of Ideation

- Plan rule: use this plan when red or green spells are confirmed and the opponent pressures life total or mana development. Prioritize Flashfreeze for the highest-impact red or green spell Veles shows, and use Petrified Hamlet only if its visible mana profile supports the hand.

Reanimator / Graveyard Mirror Plan
Side in: 1 Ghost Vacuum; 1 The End; 1 Disdainful Stroke; 1 Three Steps Ahead; 2 Oildeep Gearhulk
Cut: 1 Nowhere to Run; 2 Shoot the Sheriff; 1 Day of Black Sun; 1 Requiting Hex; 1 Elegy Acolyte

- Plan rule: use this plan when both decks care about graveyards or large payoffs. Fight over the graveyard window, protect your own commitment with discard and counters, and avoid spending Ghost Vacuum unless the legal action meaningfully disrupts the opponent’s visible recursion or payoff timing.

- Broad creature matchup rule: Add role cards: Harvester of Misery; Deadly Cover-Up; The End; Intimidation Tactics. Reduce main-deck emphasis: Strategic Betrayal, Quantum Riddler, excess expensive threats, and slow selection when life total is under immediate pressure.

- Broad control matchup rule: Add role cards: Disdainful Stroke; Three Steps Ahead; The End; Oildeep Gearhulk; The Legend of Kuruk. Reduce main-deck emphasis: Nowhere to Run, Shoot the Sheriff, Day of Black Sun, and other removal that lacks visible targets.

- Broad graveyard-hate matchup rule: Add role cards: Annul; Three Steps Ahead; Disdainful Stroke; The End; Ghost Vacuum. Reduce main-deck emphasis: all-in graveyard setup without protection, duplicated expensive payoffs, and slow card selection that cannot answer the hate permanent.

- Broad low-target matchup rule: Add role cards: permission, discard-adjacent effects, resilient threats, and Petrified Hamlet when mana matters. Reduce main-deck emphasis: creature removal and sweepers unless Veles-visible cards prove they are live.

## Matchup Guidance

- Aggro: Prioritize survival before graveyard perfection, because this deck can win late only if its life total and battlefield remain stable. Keep hands with early black interaction, untapped or timely black mana, and at least one stabilizing path through Shoot the Sheriff, Requiting Hex, Nowhere to Run, Day of Black Sun, Intimidation Tactics, Harvester of Misery, or Deadly Cover-Up. Use Winternight Stories and Deceit only when the turn still leaves mana for a legal defensive action or when Veles shows no immediate attack that changes the clock. Treat Ashling, Rekindled and Superior Spider-Man as stabilizing threats only after the first wave is contained; do not tap out for a large card if a visible lethal or near-lethal attack is pending.

- Burn: Protect life total as the primary resource, and do not assume discard is enough unless Duress or Strategic Betrayal sees the exact public hand information. Reduce slow graveyard setup when the opponent’s visible plan is damage from spells or haste threats. Preserve blue mana for Flashfreeze when red spells are confirmed, and preserve black mana for cheap removal when the burn deck uses creatures to convert early damage. Sideboard plans that add Flashfreeze, Harvester of Misery, Deadly Cover-Up, Intimidation Tactics, or The End are preferred over extra expensive threats unless the game has already slowed.

- Go-wide creature decks: Trade early and reset late, because a single large reanimation payoff can still lose to multiple attackers if the board is not compressed. Value Day of Black Sun, Harvester of Misery, Deadly Cover-Up, Requiting Hex, and Intimidation Tactics higher than one-for-one discard once the opponent has committed multiple creatures. Card text check required for exact sweeper modes and stat changes, so choose only Veles-legal actions that visibly reduce attackers, prevent lethal, or leave a stable follow-up. Superior Spider-Man and Ashling, Rekindled should block or pressure only when doing so does not expose the deck to a wider crack-back.

- Tempo: Respect open mana and visible pressure before committing Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, Ashling, Rekindled, or Superior Spider-Man. Lead with Duress when legal and useful, then commit a threat on a turn where the opponent’s known interaction is reduced or where waiting worsens the race. Three Steps Ahead, Disdainful Stroke, Flashfreeze, and Annul should be held for cards that stop the reanimation plan, protect the tempo threat, or create a lethal swing; do not counter a low-impact spell merely because a counter is legal. Restless Reef and Petrified Hamlet matter more in tempo games if they let the deck spend mana without exposing a main-phase threat.

- Control: Shift from pure graveyard setup to protected threat sequencing, because the opponent wants the game to be about one decisive answer window. Use Duress and Strategic Betrayal to identify whether the coast is clear before committing Ashling, Rekindled, Superior Spider-Man, Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, Oildeep Gearhulk, or The Legend of Kuruk. Add Disdainful Stroke, Three Steps Ahead, The End, and Oildeep Gearhulk, and reduce Nowhere to Run, Shoot the Sheriff, Day of Black Sun, and other creature-only cards when they lack targets. Do not run the only payoff into open interaction unless Veles shows waiting loses to a visible clock, resource lock, or opposing finisher.

- Combo: Identify whether the matchup is faster than the reanimation plan, then either disrupt first or commit before the opponent’s public setup completes. Duress, Strategic Betrayal, Disdainful Stroke, Three Steps Ahead, The End, Annul, and Flashfreeze are the main ways to interact if Veles exposes legal targets. Graveyard setup from Winternight Stories, Deceit, Elegy Acolyte, or Overlord of the Balemurk should be used when it accelerates a near-term payoff, not when it gives the opponent a free turn to assemble. Ghost Vacuum is for opponent graveyard combo or recursion windows, and it should be used only when the legal action affects visible cards or a clearly pending graveyard payoff.

- Midrange: Preserve card quality and trade on mana efficiency, because both players may have removal and large threats. Early Duress is strong when it can clear removal or expose the opponent’s curve; Shoot the Sheriff, Requiting Hex, Nowhere to Run, and Day of Black Sun are strong when they answer creatures without delaying the next threat. Superior Spider-Man, Ashling, Rekindled, Emeritus of Ideation, and Overlord of the Balemurk should be sequenced so the opponent cannot answer one threat and immediately dominate the board. Sideboard toward The End, Oildeep Gearhulk, Deadly Cover-Up, Harvester of Misery, and The Legend of Kuruk when the opponent’s battlefield and removal density are both high.

- Removal-heavy decks: Do not overcommit threats into known answers; force the opponent to answer one high-impact permanent at a time. Use Duress and Strategic Betrayal to clear a path, then commit a threat with recursion, value, or immediate board impact if Veles shows that text or action. Oildeep Gearhulk and The Legend of Kuruk become more attractive if the game is about repeated answers and late-game material. Avoid spending all graveyard setup on one reanimation target unless hidden-information checks, public graveyard state, and available protection make the commitment necessary.

- Big mana: Shorten the clock while keeping permission for the payoff turn. Duress and Strategic Betrayal should prioritize ramp payoff, sweeper, or stabilizer information when legal; Disdainful Stroke and Flashfreeze should be reserved for the expensive spell or red/green payoff that actually changes the game. Ashling, Rekindled, Superior Spider-Man, Quantum Riddler, Emeritus of Ideation, Overlord of the Balemurk, Oildeep Gearhulk, and The Legend of Kuruk are better when they create pressure before the opponent’s large-mana turn. Petrified Hamlet is acceptable when it improves long-game mana without weakening early color requirements.

- Graveyard decks: Treat the graveyard as a contested zone rather than a private resource. Ghost Vacuum, The End, Disdainful Stroke, Three Steps Ahead, Annul, and Duress matter when they disrupt the opponent’s recursion, hate, or payoff. Continue setting up your own graveyard with Winternight Stories, Deceit, Elegy Acolyte, and Overlord of the Balemurk only when the opponent cannot immediately punish it with visible graveyard hate or a faster graveyard payoff. Do not use Ghost Vacuum into an empty or irrelevant graveyard just to spend mana.

- Artifact or enchantment decks: Hold Annul for the permanent that blocks reanimation, produces overwhelming material, or makes removal ineffective. Three Steps Ahead and Disdainful Stroke cover nonpermanent or expensive follow-up threats when Annul cannot legally interact. Reduce creature removal only after Veles confirms the opponent’s threat base is artifact, enchantment, or engine-heavy rather than creature-heavy. If an artifact or enchantment is merely a replaceable support card, keep pressure with Superior Spider-Man, Ashling, Rekindled, Emeritus of Ideation, or Oildeep Gearhulk instead of spending premium interaction too early.

- Single-threat decks: Prioritize The End, Shoot the Sheriff, Requiting Hex, Nowhere to Run, Day of Black Sun, and discard before racing, because one unanswered creature or payoff may invalidate the reanimation clock. Card text check required for The End and Requiting Hex, so rely on Veles action labels and visible targets rather than assumed exile or copy effects. When the target is protected by open mana, sequence Duress or Strategic Betrayal first if legal. After answering the key threat, commit the fastest durable clock available instead of continuing to sculpt without pressure.

## Specific Matchup Notes
- General/archetype-only note: Exact opponents are absent, so revealed cards, legal actions, public graveyards, stack contents, and Veles-visible battlefield pressure override all archetype assumptions. Use the opponent’s first shown land, spell type, graveyard use, and removal posture to classify the matchup before committing Ashling, Rekindled, Superior Spider-Man, Emeritus of Ideation, Quantum Riddler, Overlord of the Balemurk, Oildeep Gearhulk, or The Legend of Kuruk.

- Aggro and go-wide creature decks: Prioritize survival first, then stabilize with the largest legal threat. Priority targets are haste pressure, evasive attackers, pump effects, and creatures that make Day of Black Sun, Shoot the Sheriff, Nowhere to Run, Requiting Hex, Harvester of Misery, Deadly Cover-Up, or Intimidation Tactics more valuable by timing. Add role cards: Harvester of Misery; Deadly Cover-Up; The End; Intimidation Tactics; Flashfreeze when the opponent is visibly red or green. Reduce main-deck emphasis: slow setup from Winternight Stories, Deceit, and Strategic Betrayal when life total pressure makes sculpting unsafe. Card text check required for Intimidation Tactics and Requiting Hex; use legal action labels and visible targets.

- Control and removal-heavy decks: Resolve information before committing the only payoff. Priority targets for Duress and Strategic Betrayal are sweepers, exile removal, counterspells, and cards that answer Ashling, Rekindled, Superior Spider-Man, Emeritus of Ideation, Quantum Riddler, Overlord of the Balemurk, Oildeep Gearhulk, or The Legend of Kuruk. Add role cards: Disdainful Stroke; Three Steps Ahead; The End; Oildeep Gearhulk; The Legend of Kuruk; Petrified Hamlet for longer mana games. Reduce main-deck emphasis: Nowhere to Run, Shoot the Sheriff, Day of Black Sun, and other creature-only interaction when targets are absent.

- Graveyard mirrors and recursion decks: Treat Ghost Vacuum as a precision interaction card, not a mana sink. Priority targets are visible graveyard payoffs, reanimation targets, recursion enablers, and stack actions that would convert graveyard material into board presence. Add role cards: Ghost Vacuum; The End; Disdainful Stroke; Three Steps Ahead; Annul if the hate or engine is artifact/enchantment-based. Reduce main-deck emphasis: fragile all-in graveyard setup when the opponent has visible graveyard hate or faster recursion pressure.

- Artifact, enchantment, and engine decks: Hold Annul for the permanent that blocks the reanimation plan, dominates combat, or creates repeated material. Priority targets are graveyard hate, lock pieces, engines that snowball, and expensive payoff permanents that Disdainful Stroke can legally answer. Add role cards: Annul; Disdainful Stroke; Three Steps Ahead; The End; Oildeep Gearhulk for longer games. Reduce main-deck emphasis: creature removal after Veles confirms the opponent’s threats are mostly noncreature engines.

- Big-mana and expensive-payoff decks: Shorten the clock while saving permission for the decisive spell. Priority targets are ramp payoff, sweeper, stabilizer, and any visible spell that invalidates a single large creature. Add role cards: Disdainful Stroke; Flashfreeze against visible red or green threats; Three Steps Ahead; The Legend of Kuruk; Petrified Hamlet if the game will hinge on late mana. Reduce main-deck emphasis: small removal and slow graveyard sculpting when pressure is required before the opponent’s payoff turn.

- Combo decks: Disrupt the first public enabler if it is essential, then commit before the opponent completes the visible chain. Priority targets are tutors, graveyard setup, cost reducers, engine permanents, and payoff spells; prefix unknown metagame examples as opponent-only in reasoning, not as registered cards. Add role cards: Duress already remains central; Strategic Betrayal remains central; Disdainful Stroke; Three Steps Ahead; Annul; The End; Ghost Vacuum; Flashfreeze when the combo is visibly red or green.

## Risk Summary
- Mana risk: The deck has many color-intensive spells and a mixed land base with Watery Grave, Blood Crypt, Steam Vents, Blazemire Verge, Gloomlake Verge, Undercity Sewers, Cavern of Souls, Restless Reef, and Swamp. Do not keep hands that rely on one land to cast both black disruption and blue setup unless Veles-visible action text confirms the curve is functional.

- Draw risk: Hands with Winternight Stories, Deceit, Elegy Acolyte, Overlord of the Balemurk, and no payoff can spend turns filling zones without affecting the board. Mulligan or sequence toward a real threat if visible pressure makes sculpting unsafe.

- Graveyard risk: The deck wants graveyard access but must not assume the graveyard is protected. Ghost Vacuum, Annul, Duress, Strategic Betrayal, Disdainful Stroke, Three Steps Ahead, and The End should be valued higher when public information shows graveyard hate, opposing recursion, or exile interaction.

- Sweeper/removal risk: Day of Black Sun, Deadly Cover-Up, Harvester of Misery, Shoot the Sheriff, Nowhere to Run, Requiting Hex, and The End can be stranded or mistimed if the opponent’s threats do not match legal targets. Card text check required for uncertain removal modes; trust Veles legal actions over archetype guesses.

- Closer risk: Superior Spider-Man, Ashling, Rekindled, Emeritus of Ideation, Quantum Riddler, Overlord of the Balemurk, Oildeep Gearhulk, and The Legend of Kuruk are not interchangeable clocks. Commit the threat that matches the visible game state instead of the largest name when a removal window, race, or counterspell exchange matters.

- Interaction risk: Passing with interaction is correct only when the likely target matters more than the current spell. Do not spend Disdainful Stroke, Three Steps Ahead, Annul, Flashfreeze, Duress, or Strategic Betrayal on low-impact cards if a visible payoff or hate piece is likely to follow.

- Over-sideboarding risk: Add role cards only for cards that answer the opponent’s revealed plan. Do not dilute Winternight Stories, Deceit, Ashling, Rekindled, Superior Spider-Man, Overlord of the Balemurk, and Emeritus of Ideation so far that the deck becomes interaction without a clock.

- Sequencing risk: Lead with information before fragile commitment when legal, but do not wait forever against pressure. Duress or Strategic Betrayal should clear the way when the opponent has open interaction; threat-first lines are better when the visible clock makes delay worse.

## Test Feedback Checklist
- Deciding factor: Record whether the game was won by a fast threat, graveyard conversion, removal density, sideboard interaction, or opponent stumble. Tie each result to the visible card that mattered most, such as Superior Spider-Man, Ashling, Rekindled, Emeritus of Ideation, Quantum Riddler, Overlord of the Balemurk, Oildeep Gearhulk, or The Legend of Kuruk.

- Mulligans: Record whether each keep had functional mana, early action, and a realistic path to either pressure or stabilization. Flag hands that kept Winternight Stories, Deceit, Elegy Acolyte, or Overlord of the Balemurk without enough lands, interaction, or payoff.

- Mana: Track every turn where a spell was stranded by color or sequencing. Name the lands involved, especially Watery Grave, Blood Crypt, Steam Vents, Blazemire Verge, Gloomlake Verge, Undercity Sewers, Cavern of Souls, Restless Reef, and Swamp, and note whether the issue was color, tapped timing, or overcommitting a land to the wrong turn.

- Velocity: Check whether Winternight Stories, Deceit, Strategic Betrayal, Elegy Acolyte, and Overlord of the Balemurk advanced the graveyard or hand enough to justify the tempo spent. Mark games where setup actions were legal but pressure forced immediate removal or blocker development instead.

- Engine conversion: Record whether graveyard setup actually became a threat, card advantage, or board swing. Card text check required for any uncertain role of Winternight Stories, Deceit, Requiting Hex, Elegy Acolyte, Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, Oildeep Gearhulk, and The Legend of Kuruk.

- Removal timing: Review each use of Shoot the Sheriff, Nowhere to Run, Requiting Hex, Day of Black Sun, Harvester of Misery, Deadly Cover-Up, The End, and Intimidation Tactics. Ask whether the chosen target was the visible card that changed the race, protected the combo plan, or prevented lethal damage.

- Interaction timing: Review each Duress, Strategic Betrayal, Disdainful Stroke, Annul, Three Steps Ahead, Flashfreeze, Ghost Vacuum, and The End decision. Note whether the pilot spent interaction on a low-impact card while a visible payoff, graveyard hate piece, sweeper, or opposing engine remained likely.

- Sideboard impact: Record which sideboard cards were drawn, cast, stranded, or never needed. Separate failures caused by wrong plan selection from failures caused by legal-action timing or lack of targets.

- Closing: Identify turns where the deck had a chance to become the aggressor with Superior Spider-Man, Ashling, Rekindled, Emeritus of Ideation, Quantum Riddler, Overlord of the Balemurk, Oildeep Gearhulk, or The Legend of Kuruk. Mark whether the pilot delayed too long after stabilizing.

- Mistakes: List every visible mis-sequence, including discard before knowing the correct target, removal before combat when waiting was better, pass with relevant legal interaction, or threat commitment into known answer. Do not count a mistake unless the legal actions and public state support it.

## First Tuning Questions
- Card quantities: Does the deck need all 4 Winternight Stories and 4 Deceit if games are lost before graveyard setup matters, or are these cards the reason the reanimation plan functions at all?

- Threat mix: Which closer actually ends games most reliably: Superior Spider-Man, Ashling, Rekindled, Emeritus of Ideation, Quantum Riddler, Overlord of the Balemurk, Oildeep Gearhulk, or The Legend of Kuruk? Consider changing quantities only after logs show which threats are castable, resilient, and decisive.

- Mana base: Are Cavern of Souls, Undercity Sewers, Restless Reef, Steam Vents, Blood Crypt, Blazemire Verge, Gloomlake Verge, Watery Grave, and Swamp producing the right colors on the turns that matter? If stranded-card logs cluster around black interaction or blue setup, tune lands before changing spells.

- Aggro plan: Are Day of Black Sun, Shoot the Sheriff, Nowhere to Run, Requiting Hex, Harvester of Misery, Deadly Cover-Up, and Intimidation Tactics enough against fast creature decks? If losses happen with removal stranded in hand, the problem may be target legality or speed rather than quantity.

- Control plan: Are Duress, Strategic Betrayal, Disdainful Stroke, Three Steps Ahead, The End, Oildeep Gearhulk, and The Legend of Kuruk enough to fight counterspells, sweepers, and exile removal? If threats resolve but never survive, test more protection or discard density before adding slower payoffs.

- Graveyard plan: Does Ghost Vacuum need more sideboard space if mirrors or opposing recursion decide matches, or is one copy enough because Duress, Strategic Betrayal, The End, Annul, and Three Steps Ahead already cover the key windows?

- Sideboard slots: Are Annul, Flashfreeze, Disdainful Stroke, Petrified Hamlet, and Deadly Cover-Up each entering matchups where they have clear legal targets and timing? Cards that are frequently boarded in but unused should be questioned before main-deck engines are reduced.

- Role conflict: Is the deck losing because it tries to be combo, midrange, and control in the same game? If logs show setup cards, removal, and permission all competing for early turns, define matchup-specific roles more sharply before altering the core deck.

## Veles Tactical Policy

### Policy: Mulligan Functional Combo-Midrange Hands
Priority: High
Decision families: mulligan
Cards: Winternight Stories; Deceit; Duress; Strategic Betrayal; Shoot the Sheriff; Superior Spider-Man; Ashling, Rekindled; Overlord of the Balemurk; Emeritus of Ideation
Phase windows: pregame
Runtime cues: prompt:mulligan; visible opening hand; land count; legal keep or mulligan actions
Use when: keep-or-mulligan is the current legal decision.
Avoid when: no opening hand details are visible to the acting player.
Instructions: Keep hands with functional colored mana, at least two lands or an engine-supported one-land hand only if legal draw/setup actions are present, and a plan that either disrupts with Duress or Strategic Betrayal, fills/filters with Winternight Stories or Deceit, or stabilizes with removal. Mulligan hands that cannot cast early black or blue spells, have only expensive threats, or need multiple unknown draws before interacting.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Early Graveyard Setup Before Threat Commitment
Priority: Medium
Decision families: priority; selection
Cards: Winternight Stories; Deceit; Elegy Acolyte; Overlord of the Balemurk; Emeritus of Ideation
Phase windows: main phase, early turns, empty stack
Runtime cues: legal setup action; graveyard count; hand contains payoff or threat; opponent pressure visible
Use when: a legal setup spell or permanent advances hand or graveyard before committing a major threat.
Avoid when: visible attackers create a short clock and removal or blocker development is legal.
Instructions: Prioritize setup when it improves access to Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, Emeritus of Ideation, Quantum Riddler, or recursion lines. Card text check required for each setup card; use only the choices the engine exposes and do not assume milling, drawing, or reanimation unless the legal action text confirms it.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Combo Commitment Gate
Priority: High
Decision families: priority; interaction; selection
Cards: Superior Spider-Man; Ashling, Rekindled; Overlord of the Balemurk; Emeritus of Ideation; Quantum Riddler; Duress; Strategic Betrayal
Phase windows: main phase, priority with stack empty, post-discard windows
Runtime cues: legal threat or recursion action; opponent open mana; known revealed hand; graveyard contents; visible clock
Use when: a legal action commits a key threat, recursion payoff, or fragile engine to the battlefield or stack.
Avoid when: the opponent has known interaction from a reveal window and there is a legal discard or bait line that improves the commitment turn.
Instructions: Go now when waiting worsens the race, when Duress or Strategic Betrayal has cleared the relevant answer, or when redundancy means one answer is acceptable. Delay when the visible board is stable, the opponent is representing interaction, and a legal setup or discard action can materially improve the next commitment.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Deterministic Reanimation Target Self
Priority: Medium
Decision families: selection
Cards: Superior Spider-Man; Ashling, Rekindled; Overlord of the Balemurk; Emeritus of Ideation; Quantum Riddler
Phase windows: resolution prompts, main phase, stack follow-up prompts
Runtime cues: action:target self Superior Spider-Man; action:target self Ashling, Rekindled; action:target self Overlord of the Balemurk; action:target self Emeritus of Ideation; action:target self Quantum Riddler
Use when: exactly one legal action targets one of these named cards controlled by self in the graveyard or another engine-confirmed zone, and the preceding commitment to the recursion line has already been selected.
Avoid when: multiple named targets are legal, the action text does not identify the target card, or the prompt asks for a judgment between zones or card roles.
Instructions: Submit the matching legal action only after the recursion or target-selection prompt is already active. Do not infer target legality from strategy; require the exact visible action text.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Mana Color First, Utility Lands Second
Priority: Medium
Decision families: mana
Cards: Watery Grave; Blood Crypt; Steam Vents; Blazemire Verge; Gloomlake Verge; Undercity Sewers; Cavern of Souls; Restless Reef; Swamp
Phase windows: land play, mana payment, pre-combat main, post-combat main
Runtime cues: legal land play; legal mana payment; spells in hand by color; once-per-turn land status
Use when: choosing a land drop or mana-source payment affects whether black, blue, or red actions remain castable this turn.
Avoid when: the engine offers only one legal payment or a mandatory payment prompt.
Instructions: Preserve black for Duress, Shoot the Sheriff, Requiting Hex, Day of Black Sun, and sideboard removal; preserve blue for Deceit, Winternight Stories, Strategic Betrayal, permission, and selection; preserve red only when Ashling, Rekindled or Steam Vents/Blood Crypt lines matter. Use Cavern of Souls naming decisions only from legal prompts and visible creature types; Card text check required.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Mandatory Exact Mana Payment
Priority: Low
Decision families: mana
Cards: none
Phase windows: mana payment prompts
Runtime cues: action:pay exact mana; action:choose mana source
Use when: exactly one legal mana-payment action is available and it fully pays the current spell or ability.
Avoid when: two or more payments are legal, floating mana choices differ by color, or future legal actions this turn depend on source selection.
Instructions: Submit the only legal payment action. Do not evaluate strategy at this layer.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Discard Before Fragile Commitment
Priority: Medium
Decision families: interaction; priority
Cards: Duress; Strategic Betrayal
Phase windows: pre-combat main, post-combat main before threat, opponent hand-reveal prompts
Runtime cues: legal discard action; known or unknown opponent hand; legal threat action also available
Use when: discard can be cast before committing a key threat or graveyard engine.
Avoid when: the visible board requires immediate removal or the opponent has no hand cards.
Instructions: Use discard to identify and remove interaction, graveyard hate, sweepers, or faster payoff pieces when legal. Card text check required for Strategic Betrayal; choose only targets the engine exposes as legal and weigh revealed cards by their impact on the next two turns.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Removal As Stabilization Or Path-Clearer
Priority: High
Decision families: interaction; combat; priority
Cards: Shoot the Sheriff; Nowhere to Run; Requiting Hex; Day of Black Sun; Harvester of Misery; Deadly Cover-Up; The End; Intimidation Tactics
Phase windows: main phase, combat, end step, opponent priority, sideboard games
Runtime cues: legal removal action; visible attackers; lethal or short-clock pressure; protected combo commitment
Use when: removal changes survival math, clears a blocker for lethal pressure, or removes a hate piece that stops the deck plan.
Avoid when: the only legal targets are low-impact permanents and a higher-impact threat is likely to be exposed by waiting through combat or the opponent main phase.
Instructions: Spend removal on the visible card that most affects life total, engine access, or threat survival. Card text check required for Requiting Hex, Day of Black Sun, Intimidation Tactics, and The End; follow engine target legality over assumed card function.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sweeper Commitment Gate
Priority: High
Decision families: interaction; combat; priority
Cards: Day of Black Sun; Deadly Cover-Up; Harvester of Misery
Phase windows: pre-combat main, post-combat main, emergency priority windows
Runtime cues: legal sweeper action; creature counts; own battlefield; opponent pressure
Use when: a sweeper-style action is legal and visible creatures define the game.
Avoid when: the current board favors self and the opponent has not committed enough visible material.
Instructions: Use sweepers when they prevent lethal, reset a board the deck cannot race, or convert into a better post-sweeper threat turn. Preserve own Superior Spider-Man, Ashling, Rekindled, Overlord of the Balemurk, Emeritus of Ideation, or Oildeep Gearhulk unless the survival gain is decisive.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Permission Spending Gate
Priority: High
Decision families: interaction; priority
Cards: Disdainful Stroke; Annul; Three Steps Ahead; Flashfreeze
Phase windows: opponent spell on stack, stack interaction windows, sideboard games
Runtime cues: legal counter action; stack object visible; opponent mana; known hand or archetype role
Use when: a legal permission spell can answer a stack object that threatens the reanimation plan, lethal survival, or a resolved board engine.
Avoid when: the stack object is low impact and a more dangerous visible or known follow-up is likely this turn.
Instructions: Spend permission on cards that stop the deck from executing or surviving. Card text check required for Three Steps Ahead and current format legality; do not counter merely because a counter action exists.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Graveyard Hate Deployment And Activation
Priority: Medium
Decision families: interaction; priority; selection
Cards: Ghost Vacuum
Phase windows: opponent graveyard setup, response windows, main phase, end step
Runtime cues: legal Ghost Vacuum action; opponent graveyard visible; opposing recursion or graveyard payoff visible
Use when: Ghost Vacuum can interact with visible graveyard resources that are part of the opponent plan.
Avoid when: own graveyard plan needs mana and the opponent graveyard has no relevant visible card.
Instructions: Use Ghost Vacuum to break opposing recursion, graveyard combo, or flashback-style lines when legal. Card text check required; do not assume it affects hidden zones or cards not listed by the engine.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Role After Stabilization
Priority: Medium
Decision families: combat
Cards: Superior Spider-Man; Ashling, Rekindled; Overlord of the Balemurk; Emeritus of Ideation; Quantum Riddler; Oildeep Gearhulk; The Legend of Kuruk; Restless Reef
Phase windows: declare attackers, declare blockers, post-stabilization turns
Runtime cues: legal attack or block choices; visible power and toughness; life totals; summoning sickness; tapped status
Use when: the deck has a threat or creature land available and combat choices affect the race.
Avoid when: combat text is ambiguous or the engine exposes multiple blocks requiring damage-order judgment without enough board context.
Instructions: Attack after stabilization when pressure shortens the clock without exposing the only stabilizing blocker. Block to preserve life total against short clocks, especially when removal or recursion can recover material later.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Single Forced Combat Action
Priority: Low
Decision families: combat
Cards: none
Phase windows: declare attackers, declare blockers
Runtime cues: action:attack; action:block; exactly_one_legal_combat_action
Use when: exactly one legal attack or block action exists and the alternative legal action is explicit no attackers or no blockers in the same prompt.
Avoid when: multiple creatures, multiple blocking assignments, damage order, or combat trick timing is involved.
Instructions: Use no-api only for the uniquely exposed combat action when the engine presents no tactical branch beyond taking or declining that single action.
Pilot skill floor: no-api
No-API allowed: yes
Light-model allowed: yes

### Policy: Selection And Filtering Choices
Priority: Medium
Decision families: selection
Cards: Winternight Stories; Deceit; Elegy Acolyte; Overlord of the Balemurk; Strategic Betrayal
Phase windows: spell resolution, main phase, follow-up prompts
Runtime cues: legal card selection prompt; visible candidate cards; graveyard and hand context
Use when: a spell or ability asks which visible cards to keep, discard, reveal, move, or choose.
Avoid when: candidates are hidden or the prompt does not expose card identities.
Instructions: Select cards that preserve mana development, enable graveyard conversion, and keep interaction for the matchup role. Card text check required; never assume unshown candidates or hidden library order.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Plan Selection
Priority: High
Decision families: sideboard
Cards: Disdainful Stroke; Harvester of Misery; Annul; Intimidation Tactics; Three Steps Ahead; Ghost Vacuum; Oildeep Gearhulk; Deadly Cover-Up; The End; The Legend of Kuruk; Flashfreeze; Petrified Hamlet
Phase windows: between games, sideboard lock prompt
Runtime cues: sideboard decision; game number; opponent archetype label; revealed cards from prior game
Use when: choosing a legal sideboard configuration after Game 1 or Game 2.
Avoid when: the exact submitted plan would violate registered 75 validation or exceed available copies.
Instructions: Add role cards that answer the opponent’s demonstrated axis: permission for control and big spells, graveyard hate for recursion, sweepers or removal for creature pressure, and extra threats for attrition. Preserve enough core setup and payoff cards that the deck still presents Dimir Reanimator pressure.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Anti-Aggro Survival Postboard
Priority: Medium
Decision families: sideboard; interaction; combat
Cards: Harvester of Misery; Intimidation Tactics; Deadly Cover-Up; Flashfreeze; Shoot the Sheriff; Day of Black Sun; Nowhere to Run; Requiting Hex
Phase windows: sideboard, early turns, combat, sweeper turns
Runtime cues: opponent low-curve creatures; burn or red-green pressure; legal sideboard or removal action
Use when: the opponent’s visible plan is creature pressure or fast damage.
Avoid when: the opponent has shifted into slow control and removal-heavy hands lack pressure.
Instructions: Value hands and lines that trade early, preserve life, and land a stabilizing threat after the first wave. Flashfreeze is for legal red or green stack objects only; Card text check required for any uncertain sideboard removal mode.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Anti-Control Attrition Postboard
Priority: Medium
Decision families: sideboard; interaction; priority
Cards: Disdainful Stroke; Annul; Three Steps Ahead; The End; Oildeep Gearhulk; The Legend of Kuruk; Duress; Strategic Betrayal
Phase windows: sideboard, pre-threat main phase, stack interaction, end step
Runtime cues: opponent counterspells, sweepers, exile removal, planeswalker or artifact/enchantment engines; legal discard or permission
Use when: the opponent’s plan is to answer every threat and win late.
Avoid when: sideboarding into too many reactive cards leaves no legal pressure line.
Instructions: Clear the way with discard, protect the decisive threat with permission, and present redundant closers rather than all-in single-threat lines. Card text check required for Oildeep Gearhulk and The Legend of Kuruk; treat them as role threats only when legal actions confirm their function.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes

### Policy: Pass With Interaction Available
Priority: Medium
Decision families: priority; interaction
Cards: Duress; Shoot the Sheriff; Nowhere to Run; Requiting Hex; Strategic Betrayal; Disdainful Stroke; Annul; Three Steps Ahead; Flashfreeze; The End
Phase windows: all priority windows, opponent turn, end step
Runtime cues: legal pass action; legal interaction action; visible stack, attackers, or known hand
Use when: pass is legal while interaction is also legal.
Avoid when: passing would allow lethal damage, a visible stack threat to resolve, or a known hate card to remain unanswered.
Instructions: Pass only when holding interaction for a more relevant window is better than spending it now, or when the legal interaction has no meaningful visible target. Explain the held target class in the decision reason.
Pilot skill floor: light-model
No-API allowed: no
Light-model allowed: yes
