# Strategy Specifications
## Deck Name And Archetype

- Deck: Elves. Format: Pauper. Registered main deck count is 60 cards: 14 `Forest` plus 46 nonland spells. Registered sideboard count is 15 cards: 3 `Blue Elemental Blast`, 2 `Vitu-Ghazi Inspector`, 1 `Nylea's Disciple`, 3 `Masked Vandal`, 1 `Valakut Invoker`, 1 `Wellwisher`, 1 `Negate`, 1 `Spell Pierce`, 1 `Dispel`, and 1 `Deglamer`.

- Archetype: green creature-engine aggro-combo. The deck is a Pauper Elves shell built around dense Elf creature counts, explosive mana from `Priest of Titania`, color conversion from `Birchlore Rangers` and `Jaspera Sentinel`, reload effects from `Lead the Stampede`, `Winding Way`, and `Distant Melody`, and combat kills through `Timberwatch Elf`, `Elvish Vanguard`, wide boards, and large `Nyxborn Hydra` turns.

- Tags: aggro, combo, tribal, tokens. The duplicate submitted tags normalize to `aggro`, `combo`, `tribal`, and `tokens`; this guide treats the deck as a board-centric engine deck first, a combat aggro deck second, and a burst-combo deck when mana plus board density creates a decisive turn.

- Stock status: hybrid stock. The core of `Birchlore Rangers`, `Quirion Ranger`, `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, `Lead the Stampede`, `Winding Way`, and `Distant Melody` is stock Pauper Elves infrastructure; the exact mix with `Nyxborn Hydra`, `Salt Road Packbeast`, and a broad blue/reactive sideboard is configuration-specific and should be treated as tuned but not assumed universally standard.

- Mana identity: base green with conditional blue access. `Forest`, `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Priest of Titania`, and green creature density support the core plan; `Birchlore Rangers` and `Jaspera Sentinel` are the main bridge into blue cards such as `Distant Melody`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel`. Do not assume blue is available just because blue cards are in hand; require visible legal mana actions or a clear legal line through creatures.

- Role concern: the deck often needs one turn of setup before it becomes overwhelming. Runtime decisions should distinguish between hands that need a first Elf, hands that need `Priest of Titania`, hands that need card-flow from `Lead the Stampede` or `Winding Way`, and hands that already have enough board to threaten `Timberwatch Elf`, `Elvish Vanguard`, or `Nyxborn Hydra` pressure.

- Legality concern: Veles must defer to the rules engine for legal actions, targets, costs, and timing. This guide does not certify current Pauper legality or exact card text for every registered card; if Forge or another authoritative source offers no legal action for a card, do not infer that a play should exist. Card text check required for any decision that depends on detailed wording of `Nyxborn Hydra`, `Salt Road Packbeast`, `Vitu-Ghazi Inspector`, `Masked Vandal`, `Valakut Invoker`, `Nylea's Disciple`, `Wellwisher`, or `Deglamer` beyond the legal actions currently exposed.

- Opponent information status: opponent details are unknown unless Veles supplies matchup metadata, revealed cards, public zones, previous-game logs, or sideboard context. Against an unknown Pauper opponent, assume only archetype-level risk from visible lands, colors, public cards, and game history; do not play around exact hidden cards unless they are revealed, strongly signaled by public information, or included in a provided matchup guide.

- Runtime authority: legal actions, visible state, public zones, revealed information, and current prompt text override this guide. Use this specification to rank supplied actions, not to create new actions, assume hidden cards, claim deterministic outcomes, or bypass the rules engine.

## Thesis

- Plan: assemble a critical mass of cheap Elves, convert that board into oversized mana with `Priest of Titania`, reload with `Lead the Stampede`, `Winding Way`, and `Distant Melody`, then win through combat pressure from `Timberwatch Elf`, `Elvish Vanguard`, wide attacks, or a large `Nyxborn Hydra` line when the rules engine exposes it as legal.

- Priority: preserve the first functioning engine chain over spending mana for low-impact bodies. A hand or board with `Forest`, one-mana acceleration, `Quirion Ranger`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Priest of Titania` should usually develop mana and Elf count before taking speculative attacks or using creatures as expendable material.

- Win pattern: build the board until every new Elf increases mana, card selection, `Elvish Vanguard` size, and `Timberwatch Elf` lethality. The deck usually wins by making normal Pauper removal inefficient: one answered creature should not stop the next draw spell, mana burst, or pump threat.

- What this deck is not: do not pilot it as a pure one-for-one interaction deck, a draw-go blue deck, or a reckless all-in aggro deck. `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel` are sideboard tools for selected windows; they do not replace the core requirement to create a threatening Elf board.

- Runtime discipline: trust legal actions, visible board state, public zones, and revealed information over any scripted line. If a card’s exact text or timing is uncertain, use the action only when Veles and the rules engine expose a legal action whose purpose is clear; Card text check required for detailed tactical assumptions about `Nyxborn Hydra`, `Salt Road Packbeast`, `Vitu-Ghazi Inspector`, `Masked Vandal`, `Valakut Invoker`, `Nylea's Disciple`, `Wellwisher`, and `Deglamer` beyond visible legal text.

## Role Package

- Threats: `Elvish Vanguard` is the main scaling creature threat and should be deployed early when it can grow from subsequent Elf casts. `Timberwatch Elf` turns any board into lethal pressure, so protect it from unnecessary combat exposure unless activating it creates a decisive damage or survival swing. `Nyxborn Hydra` is the registered large-threat slot; Card text check required, but treat legal cast or targeting actions as payoff choices only when the current mana and board make the line materially better than rebuilding with card flow. `Salt Road Packbeast` is a larger body/utility creature slot; Card text check required, and prefer it when legal action text or matchup context shows it stabilizes combat or advances resources.

- Payoffs: `Priest of Titania` is both engine and payoff because each additional Elf increases its mana ceiling. `Timberwatch Elf` is the cleanest combat payoff and often makes small creatures more valuable untapped than attacking early. `Distant Melody` is the high-ceiling card payoff when blue mana and enough creature type density are present; do not assume blue mana unless `Birchlore Rangers`, `Jaspera Sentinel`, or another legal source makes it available.

- Engines: `Birchlore Rangers`, `Jaspera Sentinel`, `Quirion Ranger`, and `Priest of Titania` are the core engine shell. Sequence them to maximize next-turn legal mana and color access, not merely current-turn board count. `Quirion Ranger` should be valued for reusing key mana creatures or `Timberwatch Elf` when the rules engine presents legal untap lines; do not bounce `Forest` casually if the land drop or mana loss damages the next turn cycle.

- Velocity: `Lead the Stampede` and `Winding Way` are the main rebuild and dig tools, with `Elvish Visionary` providing smaller incremental flow. Use velocity when the board needs more creatures, when removal has broken the first wave, or when the hand lacks a payoff; prefer development first when a drawn spell cannot be cast or protected this turn.

- Interaction: the main deck has little conventional interaction, so interaction is mostly combat math, pump timing, and sideboard cards. `Blue Elemental Blast`, `Negate`, `Spell Pierce`, `Dispel`, `Masked Vandal`, and `Deglamer` form the reactive package after sideboarding; use them for cards that stop the engine, sweep the board, win a race, or invalidate a payoff.

- Protection: protection is mostly structural redundancy and selective patience. Preserve `Priest of Titania`, `Timberwatch Elf`, and enough untapped creatures for mana or pump when open mana, known removal, or combat tricks make a line fragile. Sideboard counters can protect a winning board, but only when blue access is real and holding mana does not strand the engine.

- Recursion: no registered card is a primary recursion engine. Treat the graveyard as public information and as possible fuel or constraint only when a legal action from `Masked Vandal`, `Deglamer`, or another exposed effect references it; do not assume creature recursion exists.

- Mana: `Forest`, `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, `Jaspera Sentinel`, `Quirion Ranger`, and `Priest of Titania` make the deck function. Prioritize hands and lines that produce multiple green mana early while preserving conditional blue access for `Distant Melody` and sideboard permission.

- Sideboard modules: `Blue Elemental Blast` handles red pressure or red interaction when legal. `Masked Vandal` and `Deglamer` address artifact/enchantment problems. `Nylea's Disciple` and `Wellwisher` are life-total stabilizers. `Valakut Invoker` is a mana-sink or late-game alternate threat; Card text check required. `Vitu-Ghazi Inspector` is a sideboard creature/value module; Card text check required. `Negate`, `Spell Pierce`, and `Dispel` protect against noncreature interaction and stack-based disruption when blue mana is available.

## Primary Win Conditions

- Timberwatch lethal: build a board of cheap Elves, keep `Timberwatch Elf` alive and untapped when possible, then use a legal pump activation to turn one unblocked or safely attacking creature into a decisive damage source. Prioritize this path when the battlefield already contains several Elves, the opponent has limited blockers, or a single large attacker is safer than exposing the whole team.

- Timberwatch setup: develop `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, `Jaspera Sentinel`, `Quirion Ranger`, `Priest of Titania`, and `Elvish Vanguard` before forcing combat. Treat `Quirion Ranger` untap actions as premium when they let `Timberwatch Elf` pump twice, reuse `Priest of Titania`, or preserve a blocker after generating mana.

- Wide Elf pressure: attack with multiple small creatures only when combat math, `Timberwatch Elf`, or visible blockers make the damage worth risking engine material. Prioritize wide attacks when the opponent is tapped low, cannot profitably block, or is under a short clock; hold back mana creatures when losing them would collapse `Priest of Titania` or blue access for `Distant Melody`.

- Elvish Vanguard snowball: cast `Elvish Vanguard` early when the hand contains follow-up Elves and the opponent has not shown an immediate answer. Execute by sequencing additional Elf creatures before low-impact noncreature actions so `Elvish Vanguard` grows naturally; prioritize this path against decks relying on ground combat or spot removal that cannot answer multiple scaling threats.

- Priest engine into reload: use `Priest of Titania` as the main bridge from development to payoff. Execute by converting a large Elf count into `Lead the Stampede`, `Winding Way`, `Distant Melody` when blue mana is legal, or a large legal `Nyxborn Hydra` line; prioritize this path when the hand is spell-dense, the board is stable, and one explosive turn can overwhelm removal.

- Card-flow rebuild: use `Lead the Stampede`, `Winding Way`, `Distant Melody`, and `Elvish Visionary` to refill before the first wave becomes exhausted. Prioritize reloads after sweepers, trades, or spot removal, and before committing the last payoff if the opponent can answer a single creature. Do not cast `Distant Melody` without verified blue mana from legal sources such as `Birchlore Rangers` or `Jaspera Sentinel`.

## Secondary Win Conditions

- Nyxborn Hydra pressure: treat `Nyxborn Hydra` as a large-threat or payoff line only when legal action text and visible mana make the play clearly productive. Card text check required; do not assume exact bestow, counter, targeting, or combat effects beyond rules-engine output.

- Salt Road Packbeast stabilization: use `Salt Road Packbeast` as a secondary body or value creature when the legal action improves board presence, blocks profitably, or supports a longer game. Card text check required, so avoid assuming hidden utility unless the current prompt exposes it.

- Sideboard mana-sink finish: after sideboarding, `Valakut Invoker` can become an alternate late-game payoff if the rules engine exposes relevant legal actions and the deck has abundant mana from `Priest of Titania`. Card text check required; prioritize it only when combat is stalled, the opponent has contained `Timberwatch Elf`, or direct pressure from a legal activation is better than adding more small creatures.

- Life-buffer pressure: `Wellwisher` and `Nylea's Disciple` support secondary race plans after sideboarding by buying time for the normal Elf engine to become lethal. Card text check required for exact effects, but if legal actions visibly gain life or improve survival, prefer them when red pressure, flyers, or large opposing attackers make another draw spell too slow.

- Protected board finish: use `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel` to defend an already-winning board rather than to imitate a control deck. Prioritize holding these cards when the opponent is likely to have a sweeper, burn spell, removal spell, or noncreature payoff that would undo a `Timberwatch Elf`, `Priest of Titania`, or `Elvish Vanguard` line.

- Artifact/enchantment release valve: use `Masked Vandal` or `Deglamer` after sideboarding to remove permanents that stop combat, shut off the engine, or create an unbeatable race. Card text check required for exact targeting and exile/shuffle behavior; take the action only when the legal target and tactical benefit are visible.

## Emergency Lines

- Behind on life: stabilize first with profitable blocks, `Timberwatch Elf` pump on blockers when legal, and sideboard life tools before pursuing maximum card draw. Keep enough creatures untapped to survive the next attack if the opponent can present lethal or near-lethal damage.

- Behind on board: rebuild creature count before attacking unless a legal `Timberwatch Elf` pump creates a safe trade or lethal counterattack. Use `Lead the Stampede`, `Winding Way`, and `Elvish Visionary` to find bodies, then rebuild `Priest of Titania` mana and `Elvish Vanguard` pressure.

- Behind on cards: cast the highest-impact legal reload spell that can be paid for without destroying next-turn mana. Prefer `Distant Melody` only when blue mana and enough relevant creatures are visible; otherwise use `Lead the Stampede` or `Winding Way` to restore density.

- Behind on mana: protect one-mana accelerants, prioritize `Priest of Titania`, and use `Quirion Ranger` only when returning `Forest` does not strand future plays. Do not keep spending engine creatures in combat if mana is the bottleneck.

- Engine removed: switch from a single-payoff plan to redundant pressure. Rebuild with multiple cheap Elves, grow `Elvish Vanguard`, look for `Timberwatch Elf`, and avoid waiting for a nonexistent recursion loop; no registered main-deck card is a dedicated creature recursion engine.

- Combat locked or win conditions removed: win by incremental wide damage, a large legal `Nyxborn Hydra`, sideboard `Valakut Invoker`, or protected rebuilds from card-flow spells. There is no registered creature-land or prison lock plan, so do not pass turns hoping for one; choose the legal line that improves the next turn cycle.

## Resource Model

- Life converts into setup time, not a resource to spend freely. Keep risky attacks and no-block lines only when the visible crack-back is survivable or when a `Timberwatch Elf`, `Elvish Vanguard`, or large legal `Nyxborn Hydra` line can close the game before life loss matters.

- Hand size converts into board density and reload timing. Spend cheap Elves aggressively when they increase `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, `Birchlore Rangers`, or `Jaspera Sentinel` output, but hold a reload spell if the current hand already has enough creatures to force the opponent to answer first.

- Mana converts into explosive turns through creatures rather than lands. `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Priest of Titania`, `Birchlore Rangers`, `Jaspera Sentinel`, and `Quirion Ranger` are part of the mana engine, so do not trade them away unless survival, lethal pressure, or a decisive `Timberwatch Elf` combat line justifies it.

- Board material is both pressure and fuel. Count Elves before choosing attacks, blocks, or mana actions because the same creature may increase `Priest of Titania` mana, enable `Birchlore Rangers` or `Jaspera Sentinel`, grow `Elvish Vanguard`, improve `Distant Melody`, and raise `Timberwatch Elf` pump math.

- Graveyard resources are normally low value in game one. Treat cards milled or revealed by `Winding Way` and combat deaths as public information unless a sideboard `Masked Vandal` line makes the graveyard materially relevant; do not assume recursion because the registered main deck has no dedicated graveyard-return plan.

- Exile is normally a cost or answer zone, not a plan. After sideboarding, use `Masked Vandal` and `Deglamer` only when the legal target matters enough to spend the sideboard bullet; do not fire them into low-impact permanents while the Elf engine still needs development.

- Lands are scarce but simple. With only `Forest` as registered lands, protect land drops that allow follow-up green spells, but evaluate `Quirion Ranger` land-return actions as mana-positive when they untap `Priest of Titania`, reuse a key creature, or preserve combat after making mana.

- Sacrifice fodder is not a normal resource for this list. Do not expose creatures as disposable material unless the rules engine offers a clear legal cost, profitable block, or tactical trade; cheap Elves are usually engine pieces, not expendable tokens.

- Tempo converts into snowball pressure. Prefer plays that add multiple relevant permanents before a reload spell when the opponent is not threatening a sweeper, and prefer `Lead the Stampede`, `Winding Way`, `Distant Melody`, or `Elvish Visionary` first when the hand is running out of bodies.

- Information converts into safer commitment gates. Use revealed cards, public graveyards, visible mana, and previous actions to decide whether to deploy `Timberwatch Elf`, commit into `Distant Melody`, hold `Blue Elemental Blast`, `Negate`, `Spell Pierce`, or `Dispel`, or force combat before the opponent untaps.

- Sideboard bullets convert narrow windows into survival or protection. `Wellwisher` and `Nylea's Disciple` buy turns, `Blue Elemental Blast` fights red pressure or red interaction, `Negate`, `Spell Pierce`, and `Dispel` protect high-value turns, `Masked Vandal` and `Deglamer` answer artifacts or enchantments, `Valakut Invoker` can turn excess mana into a late payoff, and `Vitu-Ghazi Inspector` is conditional value or board material. Card text check required for exact non-obvious effects.

## Mana Guide

- Green mana is the default requirement. Keep hands that can cast early `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, `Jaspera Sentinel`, `Quirion Ranger`, `Priest of Titania`, `Elvish Vanguard`, or `Timberwatch Elf`; mulligan hands that cannot produce a functional early green sequence unless the rules-engine context makes the keep clearly exceptional.

- Blue access is creature-generated and must be planned. `Distant Melody`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel` require legal blue mana from cards such as `Birchlore Rangers` or `Jaspera Sentinel`; do not keep or sequence as if `Forest` can cast them alone.

- One-land keeps need a live accelerator and a realistic second action. A one-`Forest` hand is acceptable only when it has multiple cheap mana creatures or `Quirion Ranger` support and does not collapse to one removal spell; a one-land hand with only expensive payoffs or blue cards is usually a mulligan.

- Two-land hands are strong when the first two turns are mapped. Prefer two-`Forest` keeps with an accelerant plus `Priest of Titania`, `Elvish Vanguard`, `Timberwatch Elf`, `Lead the Stampede`, or `Winding Way`; avoid keeping two lands plus mostly sideboard counters without a board plan.

- Play `Forest` before drawing or selection when the mana is needed immediately. If casting `Lead the Stampede`, `Winding Way`, `Elvish Visionary`, or another legal spell this turn requires the land, make the land drop first unless a visible `Quirion Ranger` line rewards holding it.

- Delay the land drop when selection may change the turn and mana is already available. If current mana can cast `Winding Way`, `Lead the Stampede`, or `Elvish Visionary` without the land, wait to see whether the drawn or selected cards make a different land-use sequence better, especially with `Quirion Ranger` returning `Forest`.

- Sequence mana creatures before payoffs when they increase same-turn output. Cast cheap Elves before `Elvish Vanguard` follow-up triggers only if the legal sequence still grows the threat or improves total mana; cast `Priest of Titania` as early as safety allows because it turns every Elf into future mana.

- Preserve blue-capable creatures when blue spells matter. Avoid tapping, attacking, blocking, or trading `Birchlore Rangers` and `Jaspera Sentinel` if the next decision cycle may require `Distant Melody` or a sideboard counter.

- Use `Quirion Ranger` as a precision mana and combat tool. Prefer untapping `Priest of Titania` for large turns, `Timberwatch Elf` for pump lines, or a blue-enabling creature for `Distant Melody`; avoid returning `Forest` when it strands a needed land drop or reduces next-turn mana below the action plan.

## Mulligan Guide

- Strong keep: Keep `Forest`, `Llanowar Elves` or `Fyndhorn Elves`, `Priest of Titania`, plus two of `Quirion Ranger`, `Elvish Vanguard`, `Timberwatch Elf`, `Lead the Stampede`, or `Winding Way`; this hand has a turn-one accelerant, turn-two engine, and either pressure or reload.

- Strong keep: Keep two `Forest`, `Birchlore Rangers`, `Jaspera Sentinel`, `Elvish Vanguard`, `Timberwatch Elf`, and `Lead the Stampede` when the legal sequence can build multiple Elves before the reload spell; this hand does not need `Priest of Titania` to function.

- Medium keep: Keep one `Forest`, `Quirion Ranger`, `Fyndhorn Elves`, `Elvish Visionary`, `Winding Way`, and a payoff only when the first mana creature is likely to survive or the matchup is not punishing one-for-one removal; this hand can recover but is fragile.

- Medium keep: Keep two `Forest`, `Elvish Visionary`, `Lead the Stampede`, `Winding Way`, `Timberwatch Elf`, and `Nyxborn Hydra` only if the matchup gives time to cast selection before fighting; Card text check required for exact `Nyxborn Hydra` tactical sizing.

- Risky keep: Treat one `Forest`, one accelerant, `Distant Melody`, `Lead the Stampede`, `Salt Road Packbeast`, and expensive payoff cards as risky because a single removal spell or missed creature draw can strand the hand.

- Automatic ship: Mulligan zero-land hands, hands with no `Forest`, hands whose first legal play is turn three or later, and hands with mostly `Distant Melody`, `Lead the Stampede`, `Winding Way`, `Salt Road Packbeast`, and `Nyxborn Hydra` but no cheap creature engine.

- Automatic ship: Mulligan hands that rely on `Distant Melody`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, or `Dispel` without visible access to `Birchlore Rangers` or `Jaspera Sentinel`, because `Forest` alone does not cast those spells.

- Matchup-dependent keep: Against fast red or creature pressure, value `Wellwisher`, `Nylea's Disciple`, early mana creatures, and `Timberwatch Elf` more highly after sideboarding; do not keep a slow all-reload hand unless it also stabilizes the board.

- Matchup-dependent keep: Against removal-heavy or counterspell decks, keep redundancy over a single fragile engine; two cheap Elves plus `Lead the Stampede` or `Winding Way` is often better than a hand that only works if `Priest of Titania` survives.

- Play/draw adjustment: On the play, prioritize a turn-one Elf and turn-two `Priest of Titania`, `Elvish Vanguard`, or `Timberwatch Elf`; on the draw, accept slightly slower two-land hands with `Winding Way`, `Lead the Stampede`, or `Elvish Visionary` if they still affect the board by turn two.

- Trap hand: Do not keep `Forest`, `Forest`, `Distant Melody`, `Distant Melody`, `Lead the Stampede`, `Salt Road Packbeast`, and `Nyxborn Hydra` just because it contains powerful cards; it lacks early board material, blue access, and pressure.

- Trap hand: Do not keep five cheap creatures with no `Forest` or no legal first play; engine density matters only after the rules engine offers castable actions.

## Turn Arc

- Turn 1 priority: Cast `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Quirion Ranger` from `Forest` when legal; prefer a mana creature over `Elvish Vanguard` unless the hand already has enough mana and needs immediate scaling pressure.

- Turn 1 deviation: Play `Quirion Ranger` first when it is the only cheap Elf or when next turn needs a land-return untap line; otherwise lead with a conventional mana Elf to reduce the chance that `Quirion Ranger` becomes only a body.

- Turn 2 priority: Cast `Priest of Titania` when available and reasonably safe, because every existing and future Elf increases its ceiling; if `Priest of Titania` is absent, cast `Elvish Vanguard` before deploying extra Elves when the legal sequence can grow it immediately.

- Turn 2 deviation: Cast `Timberwatch Elf` over extra small creatures when combat math or next-turn lethal pressure matters, but do not expose it as the only engine piece into obvious removal if `Lead the Stampede` or `Winding Way` can rebuild first.

- Turn 3 priority: Use `Priest of Titania`, `Birchlore Rangers`, `Jaspera Sentinel`, and `Quirion Ranger` to convert board density into a multi-spell turn; add creatures before `Lead the Stampede`, `Winding Way`, or `Distant Melody` only when the added bodies improve mana, draw count, or lethal math.

- Turn 3 deviation: Cast `Lead the Stampede` or `Winding Way` before more board commitment when the hand is nearly empty, the opponent is representing a sweeper-like effect, or one more creature does not change combat this turn.

- Turns 4-5 priority: Look for a decisive `Timberwatch Elf` attack, a large `Elvish Vanguard`, a reload spell after dumping creatures, or a legal `Nyxborn Hydra` line that converts excess mana into pressure; Card text check required for exact `Nyxborn Hydra` mode and sizing.

- Turns 4-5 deviation: Hold `Distant Melody` until blue access and a meaningful creature type count are visible; do not spend the turn on it if the legal board state already presents lethal or if passing with sideboard permission is stronger.

- Late-game priority: Treat `Lead the Stampede`, `Winding Way`, `Distant Melody`, and `Elvish Visionary` as rebuild tools after trades or removal, then reassemble `Priest of Titania` plus `Timberwatch Elf` or `Elvish Vanguard` pressure.

- Late-game deviation: When excess mana is abundant, consider `Valakut Invoker`, `Nyxborn Hydra`, or repeated `Timberwatch Elf` pump as finishers only if the rules engine confirms legal actions and visible interaction does not make waiting clearly better.

## Card Roles

- `Forest`: Treat `Forest` as the deck's only natural land color source and the anchor for every keep. Preserve at least one usable `Forest` when `Quirion Ranger` is available, because returning a `Forest` can create extra mana or untap pressure but can also strand future land drops if used casually.

- `Llanowar Elves`: Use `Llanowar Elves` as a turn-one acceleration piece, not as a protected payoff. Cast it early when legal, tap it before more strategically important creatures when paying generic or green costs, and accept trades only when the exchange preserves `Priest of Titania`, `Timberwatch Elf`, or lethal pressure.

- `Fyndhorn Elves`: Use `Fyndhorn Elves` the same way as `Llanowar Elves`, with extra value from its count toward Elf density. Prioritize it in opening sequences that enable turn-two `Priest of Titania`, turn-two double-spell lines, or a turn-three reload spell.

- `Elvish Mystic`: Use `Elvish Mystic` as the fifth one-mana green mana Elf. Because there is only one copy, do not make strategic plans that depend specifically on drawing it; treat it as another early accelerant when visible and legal.

- `Birchlore Rangers`: Use `Birchlore Rangers` as both a cheap Elf and a color-fixing engine. Its most important job is enabling non-green spells such as `Distant Melody`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel`; do not tap away attackers or blockers for mana unless the resulting spell is worth the combat cost.

- `Birchlore Rangers`: Prefer `Birchlore Rangers` in creature-dense hands because it turns spare Elves into any-color mana without requiring summoning-sick creatures to have tap abilities. Sequence it before blue spells when the legal board lacks other blue access, and avoid exposing it in combat if it is the only path to interaction.

- `Jaspera Sentinel`: Use `Jaspera Sentinel` as early color fixing and a bridge from board presence into larger turns. Pair it with a low-value untapped creature when possible, preserve it when blue sideboard cards or `Distant Melody` are in hand, and remember that tapping a creature for mana may remove a profitable attack or block.

- `Quirion Ranger`: Use `Quirion Ranger` as a precision untap tool rather than just a one-mana body. Its best targets are usually `Priest of Titania` for explosive mana, `Timberwatch Elf` for repeated pump pressure, or a creature needed for `Jaspera Sentinel` or `Birchlore Rangers` mana. Avoid returning `Forest` if the lost land drop makes the next turn weaker than the current untap.

- `Quirion Ranger`: Use `Quirion Ranger` defensively when untapping a creature changes combat math or preserves a key blocker. Do not spend the activation merely because it is legal; the once-per-turn timing matters when the opponent may create a later priority window or when `Timberwatch Elf` can threaten lethal after blocks.

- `Priest of Titania`: Protect `Priest of Titania` as the deck's highest-ceiling mana engine. Cast it early when the board already contains Elves or the hand can immediately follow with multiple creatures, but consider leading with expendable Elves first against visible removal pressure if losing `Priest of Titania` would collapse the hand.

- `Priest of Titania`: Count visible Elves before choosing mana lines, including opposing Elves if the rules engine and visible board make that relevant. Use `Quirion Ranger` to untap `Priest of Titania` when the extra mana creates a real payoff such as `Lead the Stampede`, `Winding Way`, a large `Nyxborn Hydra`, or multiple post-reload creatures.

- `Elvish Vanguard`: Use `Elvish Vanguard` as the main scaling attacker. Cast it before deploying extra Elves when the legal sequence lets it grow immediately, and protect it from unnecessary trades once it has become the largest threat. Against removal-heavy decks, pair it with reload spells so a single answer does not end the pressure plan.

- `Elvish Vanguard`: Attack with `Elvish Vanguard` when its size forces damage or favorable blocks, but avoid sending it into a trade that leaves the deck with mana creatures and no payoff. When `Timberwatch Elf` is active, reassess attacks because pump can turn a medium `Elvish Vanguard` into a lethal or trade-proof threat.

- `Timberwatch Elf`: Use `Timberwatch Elf` as the primary combat finisher and a board-stall breaker. Cast it when the deck can untap with multiple Elves or when it immediately changes attacks and blocks. Do not waste its activation on low-impact damage if holding it threatens lethal, protects a key creature, or punishes blocks later in the turn.

- `Timberwatch Elf`: Target the creature whose survival or damage most advances the game, not automatically the largest creature. Pump an unblocked attacker for lethal pressure, a blocked attacker to win combat, or a blocker to survive a race. With `Quirion Ranger`, consider whether untapping `Timberwatch Elf` creates a second decisive pump before spending either activation.

- `Elvish Visionary`: Use `Elvish Visionary` as a low-risk body that replaces itself and increases Elf count. Cast it when the deck needs material for `Priest of Titania`, `Birchlore Rangers`, `Jaspera Sentinel`, `Elvish Vanguard`, or `Timberwatch Elf`; hold it only when a more urgent engine piece or interaction window matters.

- `Lead the Stampede`: Use `Lead the Stampede` as the premier rebuild and refuel spell after dumping creatures or facing removal. Cast it when hand size is low, when the board already produces enough mana to deploy follow-up creatures, or when the opponent is likely to trade resources. Do not cast it before a lethal attack unless the visible line needs more creatures.

- `Lead the Stampede`: Prefer `Lead the Stampede` over speculative combat when the board is stalled and more creatures are needed to make `Timberwatch Elf`, `Elvish Vanguard`, or `Priest of Titania` dominant. Against counterspell decks, consider whether baiting with a smaller creature first is better than walking the key reload spell into open mana.

- `Winding Way`: Use `Winding Way` as flexible selection, usually naming creature when the deck needs bodies, engines, or payoffs. Naming land is conditional and should depend on visible mana shortage, hand texture, and whether missing land drops is worse than filling the graveyard with nonlands. Do not assume graveyard cards are recoverable unless legal actions show that they are.

- `Distant Melody`: Use `Distant Melody` as the highest-upside draw spell when blue access and a meaningful Elf board are visible. Usually choose the creature type that matches the largest relevant board count, commonly Elf, but rely on the rules engine for the actual legal choice. Avoid casting it for a tiny count unless the hand is empty or the game requires immediate cards.

- `Distant Melody`: Protect blue access before planning around `Distant Melody`. `Birchlore Rangers` and `Jaspera Sentinel` are the practical enablers, so do not trade or tap them casually when `Distant Melody` is the next-turn recovery plan. Against removal, decide whether to draw now before the opponent can shrink the board count.

- `Nyxborn Hydra`: Use `Nyxborn Hydra` as an excess-mana payoff and pressure converter, especially when `Priest of Titania` creates more mana than the hand can otherwise spend. Card text check required for exact mode, bestow behavior, counters, and sizing; choose it only when the legal action text and visible board show that the line creates meaningful pressure or resilience.

- `Salt Road Packbeast`: Use `Salt Road Packbeast` as a larger stabilizing body and card-flow piece only when the early Elf engine is already functioning or the matchup requires a body that is not purely fragile mana. Card text check required for exact draw or ability details; treat its tactical use as conditional on the legal action text shown at runtime.

- `Lead the Stampede`, `Winding Way`, and `Distant Melody`: Sequence reload spells after developing enough board or mana to exploit the cards drawn. The common mistake is casting card draw because it is available while leaving a better `Priest of Titania`, `Elvish Vanguard`, or `Timberwatch Elf` line unused.

- `Priest of Titania`, `Timberwatch Elf`, and `Elvish Vanguard`: Treat these as the protected payoff triangle. `Priest of Titania` makes the explosive turn, `Timberwatch Elf` turns bodies into lethal combat, and `Elvish Vanguard` converts every later Elf into pressure; when forced to choose, protect the one that best answers the current visible clock and interaction.

## Interaction Priorities

- Priority: Treat `Priest of Titania`, `Timberwatch Elf`, and a large `Elvish Vanguard` as the cards most worth protecting with play sequencing or sideboard permission. If the opponent points removal at expendable `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, or `Jaspera Sentinel`, usually accept the exchange unless losing that body breaks a visible `Distant Melody`, `Priest of Titania`, or lethal `Timberwatch Elf` line.

- Counter first: Use `Blue Elemental Blast`, `Negate`, `Spell Pierce`, or `Dispel` on sweepers, mass damage, lethal burn, combo payoffs, and removal aimed at the protected payoff triangle. Do not counter low-impact cantrips, small creatures, or removal on replaceable bodies unless the visible board shows that one body is the difference between casting `Lead the Stampede`, making blue for `Distant Melody`, or surviving combat.

- Red-specific: With `Blue Elemental Blast`, prioritize red sweepers and lethal burn over ordinary creatures. If a legal action can destroy or counter a red permanent or spell, choose the line that prevents the most immediate damage or preserves the engine; do not spend it on a marginal red attacker when `Nylea's Disciple` or `Wellwisher` can stabilize later.

- Artifact/enchantment hate: Use `Masked Vandal` or `Deglamer` on cards that stop combat, shut off activated abilities, generate an unbeatable engine, or threaten immediate lethal. Ignore artifacts and enchantments that are merely slow value if the better plan is to add Elves, reload with `Lead the Stampede` or `Winding Way`, and force lethal through `Timberwatch Elf`.

- Bait cards: Lead with expendable creatures, `Elvish Visionary`, or a lower-impact reload spell when playing into open counter mana and the hand contains a critical `Lead the Stampede`, `Distant Melody`, `Priest of Titania`, or `Timberwatch Elf`. Against removal-heavy decks, bait spot removal before committing `Elvish Vanguard` if the legal sequence still develops mana and board count.

- No-removal discipline: The main deck has no normal discard, bounce, or spot-removal package, so do not plan as if opposing threats can be answered later. Race small threats, go wider than blockers, and use `Timberwatch Elf`, `Nyxborn Hydra`, `Salt Road Packbeast`, `Nylea's Disciple`, `Wellwisher`, or sideboard permission only when the rules engine presents legal actions that actually change the board or stack.

- Archetype shift: Against control, preserve reload spells and ask whether passing with sideboard permission is better than adding one more Elf. Against aggro, prioritize life total, blockers, `Nylea's Disciple`, `Wellwisher`, and profitable `Timberwatch Elf` combat. Against combo, spend counters on the payoff or enabling bottleneck rather than on setup unless the setup card is visibly required and no later answer is likely.

## Combat And Trading Rules

- Attack rule: Attack when damage, forced blocks, or a visible `Timberwatch Elf` pump advances lethal faster than holding bodies for mana and blocking. Do not attack with `Priest of Titania`, `Timberwatch Elf`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Quirion Ranger` just to deal small damage if their untapped abilities enable a stronger main-phase, priority, or defensive line.

- Engine preservation: Preserve `Priest of Titania` over almost any ordinary combat trade because it converts every Elf into mana and enables reload turns, large `Nyxborn Hydra`, and multi-spell recovery. Preserve `Timberwatch Elf` when combat can become lethal next turn, but trade or risk it only if the current board state shows that waiting loses the race or lets the opponent stabilize.

- `Elvish Vanguard` pressure: Attack with `Elvish Vanguard` when its size makes blocks bad or when `Timberwatch Elf` can punish a block. Avoid trading a grown `Elvish Vanguard` for a medium creature unless the trade removes the opponent's only clock, unlocks lethal for the rest of the board, or protects life total under a short clock.

- Block rule: Block aggressively once life total is under real pressure, especially against red or creature-heavy aggro, but spend the smallest replaceable Elf first. Keep enough Elves alive for `Priest of Titania`, `Timberwatch Elf`, `Distant Melody`, and future `Elvish Vanguard` growth unless not blocking creates a lethal or near-lethal crackback risk.

- Pump timing: Use `Timberwatch Elf` after blockers when the legal action can win combat, save a key creature, or create lethal damage; avoid early low-impact pump that gives the opponent clearer decisions. With `Quirion Ranger`, check whether bouncing `Forest` and untapping `Timberwatch Elf` or `Priest of Titania` creates a second decisive activation before choosing any combat action.

- Trade hierarchy: Trade expendable one-mana Elves before trading `Elvish Visionary`, `Birchlore Rangers`, `Jaspera Sentinel`, `Quirion Ranger`, `Priest of Titania`, `Timberwatch Elf`, or a large `Elvish Vanguard`. Trade `Elvish Visionary` more readily than mana engines because it already replaced itself, but keep it when Elf count is the resource that makes `Distant Melody` or `Timberwatch Elf` lethal.

- Life thresholds: Above a comfortable life total, favor board development and avoid unnecessary trades. At a short clock, prioritize blocks, `Nylea's Disciple`, `Wellwisher`, and stabilizing bodies over speculative card draw. At immediate lethal risk, survival outranks preserving combo density unless the legal attack or pump line wins now.

- Archetype combat changes: Against blockers and midrange, build a wide board before attacking so `Timberwatch Elf` can force bad blocks. Against flyers or unblockable pressure, race only if visible lethal is close; otherwise preserve ground blockers and seek life gain. Against control, attack with redundant bodies while holding enough material to recover from a sweeper.

## Selection And Tutor Rules

- Selection rule: This deck has no true main-deck tutor, so treat `Lead the Stampede`, `Winding Way`, `Distant Melody`, `Elvish Visionary`, and `Salt Road Packbeast` as pseudo-selection that converts board and mana into the next wave. Do not assume any specific card is on top of the library; choose only from legal revealed-card or draw actions supplied by the engine.

- `Lead the Stampede`: Cast `Lead the Stampede` when the hand is low on creatures, the board can generate enough mana to redeploy at least one hit, or the opponent is likely to answer the current board. Prefer developing `Priest of Titania`, `Jaspera Sentinel`, `Birchlore Rangers`, or cheap Elves first when doing so increases the chance that post-`Lead the Stampede` mana converts drawn creatures into immediate board presence.

- `Winding Way`: Choose creature with `Winding Way` by default because the deck is creature-dense and wants Elf count for `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, and `Distant Melody`. Choose land only when the visible hand cannot make required mana, a land drop is essential this turn or next turn, or a `Quirion Ranger` bounce line needs reliable `Forest` access.

- `Distant Melody`: Name Elf with `Distant Melody` when the legal prompt asks for a creature type unless visible board state makes another type clearly better. Cast it after adding cheap Elves if the mana line still works, because extra Elves increase cards drawn; delay it only when open mana and matchup context make a counterspell or sweeper more dangerous than passing with protection.

- `Elvish Visionary`: Use `Elvish Visionary` as safe velocity when a legal creature play is needed before committing `Lead the Stampede` or `Distant Melody`. Its body still matters for Elf count, `Timberwatch Elf`, and `Priest of Titania`, so do not treat it as only a cantrip.

- `Salt Road Packbeast`: Card text check required; if the engine presents a draw or value trigger, treat it as slower reload that is strongest after early mana is established or after removal has reduced Elf density. Do not prioritize it over `Priest of Titania`, `Timberwatch Elf`, or a high-impact `Lead the Stampede` unless the legal options show no better engine-building line.

- Land-drop timing: Make the land drop before selection when that land is needed to cast `Lead the Stampede`, `Winding Way`, `Distant Melody`, or multiple creatures this turn. If current mana is already sufficient, consider casting `Winding Way` before the land drop when land mode is plausible, or delaying the land drop to preserve `Quirion Ranger` flexibility.

- `Quirion Ranger`: Use `Quirion Ranger` selection-like untap lines to turn one permanent into a repeated resource, especially `Priest of Titania`, `Timberwatch Elf`, or a mana creature needed for blue through `Birchlore Rangers` or `Jaspera Sentinel`. Bounce `Forest` only when replaying or holding it improves the current turn or protects against mana starvation next turn.

- Sideboard selection: Use `Masked Vandal`, `Deglamer`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, `Dispel`, `Nylea's Disciple`, `Wellwisher`, `Valakut Invoker`, and `Vitu-Ghazi Inspector` according to visible matchup role, not because they are legal. Preserve narrow answers until the opposing permanent, spell, or damage race is actually important.

## Priority And Stack Rules

- Priority rule: Pass priority when no legal action improves board, mana, protection, or lethal math before the opponent's next meaningful action. Explain passes by naming what is being declined, especially extra pump, optional payment, counterspell use, or low-impact creature deployment.

- Main-phase priority: Spend mana proactively in main phases when adding Elves increases `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, `Lead the Stampede`, or `Distant Melody` output. Hold mana instead when post-board permission is protecting a key board from a sweeper, lethal burn, or combo payoff.

- Stack protection: Use `Blue Elemental Blast`, `Negate`, `Spell Pierce`, or `Dispel` only on stack objects that materially stop the plan or kill the pilot. Prioritize sweepers, lethal burn, removal targeting `Priest of Titania` or `Timberwatch Elf`, counterspells aimed at a decisive reload, and combo payoffs over ordinary value spells.

- Let-resolve discipline: Let opposing cantrips, small creatures, and low-impact removal resolve when countering them would leave the deck unable to stop a more important spell. Accept losing a replaceable `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Jaspera Sentinel`, or `Birchlore Rangers` unless that exact body is needed for visible mana, blue access, or lethal.

- Activated abilities: Use `Timberwatch Elf` at the latest profitable combat window, usually after blocks or when lethal is locked by visible actions. Use `Priest of Titania`, `Birchlore Rangers`, `Jaspera Sentinel`, and `Quirion Ranger` before passing only when floating mana has a legal use or when the engine requires exact source choices.

- Optional payments and triggers: Decline optional value that consumes mana needed for sideboard permission, `Distant Melody`, `Lead the Stampede`, or a decisive `Timberwatch Elf`/`Quirion Ranger` line. Accept optional payments only when the engine presents them as legal and the visible payoff outweighs preserving mana.

- Combat windows: After attackers and blockers, recheck whether `Timberwatch Elf`, `Quirion Ranger`, sideboard permission, or a legal activated ability changes lethal, saves a key creature, or prevents a bad trade. Do not fire pump into open interaction unless waiting loses the same value or the legal line wins now.

- Graveyard and exile timing: Use `Masked Vandal` or `Deglamer` only when the target is visible, legal, and strategically important. Do not treat the graveyard as a hidden resource; base graveyard-hate or exile decisions on public cards, known matchup plans, and current board pressure.

- End-step policy: Cast instant-speed interaction only if the stack or board demands it; otherwise preserve hidden flexibility for the opponent's turn. If no instant action is legal or valuable, pass cleanly and keep the plan focused on the next main-phase engine turn.

## Sideboard Map

- Sideboard rule: Change roles only when the opposing archetype makes a sideboard card higher impact than another engine piece, and keep the core Elf count high enough for `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, `Lead the Stampede`, `Winding Way`, and `Distant Melody` to remain live.

- Balanced anti-red plan:
Side in: 3 Blue Elemental Blast, 1 Nylea's Disciple, 1 Wellwisher
Cut: 2 Salt Road Packbeast, 2 Nyxborn Hydra, 1 Distant Melody

- Anti-red rule: Bring `Blue Elemental Blast` against Burn, Kuldotha-style red aggro, red sweepers, red removal-heavy decks, and red combo payoff turns. Use it to stop lethal burn, `Priest of Titania` removal, `Timberwatch Elf` removal, or a sweeper before spending it on a small creature.

- `Blue Elemental Blast`: Its role is protection plus tempo against red spells and permanents; it is bad when the opponent shows few red targets or when holding blue mana prevents developing enough Elves to race. Its role shifts from defensive counterspell at low life to proactive shield when the board can win next turn if `Timberwatch Elf` or `Priest of Titania` survives.

- `Nylea's Disciple`: Add it against Burn, go-wide red pressure, Stompy-style races, and any creature deck where life gain buys a full extra turn. It is weak against combo, hard control, or removal-light decks that win by inevitability rather than damage racing; cast it after building devotion when legal, but do not delay if current life total is already under lethal pressure.

- `Wellwisher`: Add it against creature races, Burn, and board stalls where repeated life gain invalidates attacks. It is poor against decks with sweepers, edicts, or removal that can kill it before activation; protect it like an engine card only when the visible board says life is the losing resource.

- Artifact/enchantment plan rule: Add `Masked Vandal` and `Deglamer` when the opponent presents artifacts, enchantments, graveyard enablers, Affinity engines, Bogles auras, Journey-style removal, or prison pieces that block the Elf engine. Preserve enough creatures for `Winding Way` and `Lead the Stampede`; do not overload on narrow answers if the opponent has only incidental targets.

- Balanced anti-artifact/enchantment plan:
Side in: 3 Masked Vandal, 1 Deglamer
Cut: 2 Salt Road Packbeast, 1 Nyxborn Hydra, 1 Distant Melody

- `Masked Vandal`: Its role is a creature-speed answer that keeps Elf creature density while answering a visible artifact or enchantment. It is bad when the graveyard lacks a creature to enable the exile condition or when the opponent has no meaningful target; if the engine offers a legal target choice, prioritize the permanent that most constrains mana, combat, or lethal math.

- `Deglamer`: Its role is a clean answer to artifacts or enchantments that are hard to beat on board, especially recursive or indestructible-adjacent threats if the rules engine shows it as legal. It is bad against creature-only pressure and low-permanent spell decks; hold it for the target that actually changes the game rather than using it on a minor value permanent.

- Countermagic plan rule: Add `Negate`, `Spell Pierce`, and `Dispel` against control, combo, sweepers, counterspell-heavy decks, and instant-speed removal that breaks a decisive `Distant Melody`, `Lead the Stampede`, `Timberwatch Elf`, or `Priest of Titania` turn. Reduce main-deck emphasis: slow top-end, duplicate expensive payoff, and clunky value bodies when the matchup is decided on the stack.

- `Negate`: Its role is broad protection against noncreature spells, including sweepers, removal, opposing counterspells, and combo pieces. It is bad when the opponent is mostly creatures or when blue access is unreliable; keep it available when a single protected reload or protected lethal attack is worth more than another creature.

- `Spell Pierce`: Its role is early stack leverage when the opponent is likely to tap low for removal, sweeper setup, or a key noncreature spell. It is weak in long games where opponents can pay extra mana; use it during the first decisive window, especially protecting `Priest of Titania`, resolving `Lead the Stampede`, or forcing through `Distant Melody`.

- `Dispel`: Its role is narrow but efficient protection against instants, especially removal, counterspells, burn, and combat tricks. It is bad against sorcery-speed engines and creature-heavy boards; hold it when one instant can decide whether the Elf board survives or whether a lethal `Timberwatch Elf` line works.

- Long-game plan rule: Add `Valakut Invoker` when the matchup becomes a stalled battlefield, removal-heavy attrition game, or foggy board where `Priest of Titania` mana can turn into repeated direct damage. It is bad against fast decks, heavy removal with low mana time, and games where reaching eight mana is unrealistic; treat it as a finisher, not an early stabilization play.

- `Valakut Invoker`: Card text check required; if the engine confirms a legal high-mana damage ability, use it as a mana sink after the Elf engine is established. Protect `Priest of Titania` and untap effects first, because the card becomes strongest when excess green mana can repeatedly convert into lethal pressure.

- Value-creature plan rule: Add `Vitu-Ghazi Inspector` when the opponent attacks the hand or battlefield with removal and the game needs bodies plus material. Card text check required; if the engine presents clue, token, investigate, or similar value actions, treat it as attrition support rather than a faster combo piece.

- `Vitu-Ghazi Inspector`: Its role is resilient material against control, edicts, and grindy creature decks where a single card producing multiple resources matters. It is bad against fast combo and Burn when spending mana on slow value does not change the race; it should not displace too many Elves when `Priest of Titania` scaling remains the strongest plan.

- Creature-race guidance: Add role cards: `Nylea's Disciple`, `Wellwisher`, `Vitu-Ghazi Inspector`, and sometimes `Valakut Invoker` for stalls. Reduce main-deck emphasis: slow reloads and expensive threats when life total, blockers, and repeatable life gain matter more than maximum card volume.

- Control guidance: Add role cards: `Negate`, `Spell Pierce`, `Dispel`, `Vitu-Ghazi Inspector`, and `Valakut Invoker`. Reduce main-deck emphasis: the slowest creature-only payoffs when they walk into removal before producing value; keep `Lead the Stampede`, `Winding Way`, and `Distant Melody` because rebuilding is central.

- Combo guidance: Add role cards: `Negate`, `Spell Pierce`, `Dispel`, and any artifact/enchantment answer that matches visible combo pieces. Reduce main-deck emphasis: life-gain-only cards and slow combat finishers; race with the fastest Elf engine while preserving stack interaction for the actual payoff.

- Affinity and artifact guidance: Add role cards: `Masked Vandal`, `Deglamer`, `Blue Elemental Blast` when red spells are shown, and `Valakut Invoker` for stalled boards. Reduce main-deck emphasis: slow draw creatures and fragile top-end when answering a key artifact is more important than adding another body.

- Bogles and enchantment guidance: Add role cards: `Masked Vandal`, `Deglamer`, `Wellwisher`, and `Nylea's Disciple` when racing matters. Reduce main-deck emphasis: stack counters unless the opponent shows noncreature spells worth fighting; answer the aura or race with `Timberwatch Elf` only when the legal board state supports it.

- Mirror and tribal guidance: Add role cards: `Wellwisher`, `Nylea's Disciple`, `Valakut Invoker`, and `Vitu-Ghazi Inspector`. Reduce main-deck emphasis: narrow stack interaction; win by superior engine density, careful `Timberwatch Elf` timing, and not feeding bad attacks into larger boards.

## Matchup Guidance

- Aggro plan: Become the larger creature deck before racing, because `Priest of Titania`, `Elvish Vanguard`, `Timberwatch Elf`, and token-sized Elf density let this deck turn early stabilization into lethal pressure. Add role cards: `Nylea's Disciple`, `Wellwisher`, and `Vitu-Ghazi Inspector` when the opponent wins through creature combat or repeated small attacks. Reduce main-deck emphasis: the slowest reload or top-end pieces when the visible race says life total and blockers matter more than extra cards. Preserve `Quirion Ranger` untaps for `Timberwatch Elf`, `Priest of Titania`, or a surprise blocker line rather than spending them for marginal mana.

- Burn plan: Treat life total as the primary resource and force the Burn deck to answer both board size and lifegain threats. Add role cards: `Blue Elemental Blast`, `Nylea's Disciple`, `Wellwisher`, `Dispel`, `Spell Pierce`, and sometimes `Negate` when the opponent shows enough noncreature burn or sweepers. Reduce main-deck emphasis: clunky value creatures and slow expensive threats that do not gain life, produce immediate mana, or threaten lethal. Use `Blue Elemental Blast` on a red spell or red permanent that changes the race; do not spend it on a low-impact spell if a later lethal burn spell is likely from public mana and game texture.

- Control plan: Present must-answer engine pieces in waves, then protect the reload or lethal turn instead of overcommitting into visible sweeper pressure. Add role cards: `Negate`, `Spell Pierce`, `Dispel`, `Vitu-Ghazi Inspector`, and `Valakut Invoker` when games slow down. Reduce main-deck emphasis: redundant fragile top-end that dies before producing value. `Lead the Stampede`, `Winding Way`, and `Distant Melody` are core because rebuilding after removal is how Elves keeps parity; cast them when the opponent is tapped low, when protection is available, or when the battlefield is already taxed enough that a counterspell on the draw spell lets creatures survive.

- Removal-heavy plan: Diversify threats so spot removal cannot collapse the turn cycle around one `Priest of Titania` or `Timberwatch Elf`. Add role cards: `Vitu-Ghazi Inspector`, `Dispel`, `Negate`, `Spell Pierce`, and `Valakut Invoker` for attrition. Reduce main-deck emphasis: the least immediate expensive payoff when the opponent can repeatedly trade mana for single creatures. Sequence `Elvish Visionary`, `Salt Road Packbeast`, `Lead the Stampede`, and `Winding Way` as material engines; deploy `Elvish Vanguard` early only when growing it is realistic or when it draws removal away from mana creatures.

- Tempo plan: Protect mana development and avoid exposing a single decisive spell to open mana when a lower-risk board play advances the same clock. Add role cards: `Dispel`, `Spell Pierce`, `Negate`, and `Blue Elemental Blast` if red tempo cards are shown. Reduce main-deck emphasis: slow draw actions that tap too much mana into a counterspell without affecting the battlefield. Against flyers or evasive pressure, race with `Timberwatch Elf` math and `Elvish Vanguard` growth, but keep enough bodies untapped when the visible clock is short.

- Midrange plan: Go wider than their one-for-one answers and turn creature count into mana, cards, and pump. Add role cards: `Vitu-Ghazi Inspector`, `Valakut Invoker`, `Masked Vandal` when artifacts or enchantments matter, and lifegain cards when combat dominates. Reduce main-deck emphasis: narrow stack interaction unless the opponent has shown decisive noncreature spells. Use `Lead the Stampede` and `Winding Way` to recover after trades; use `Timberwatch Elf` to force blocks when the board stalls, but do not attack with engine creatures into obvious profitable blocks unless lethal or a major exchange is visible.

- Big mana plan: Race before their mana advantage becomes inevitability, while saving interaction for payoff spells, sweepers, or lock pieces rather than early ramp that does not immediately threaten the game. Add role cards: `Negate`, `Spell Pierce`, `Dispel`, `Masked Vandal`, `Deglamer`, and `Valakut Invoker` for stalls. Reduce main-deck emphasis: slow creature value that neither speeds lethal nor protects against payoff turns. `Priest of Titania` is the mirror to their ramp plan; protect it when it enables a turn that casts multiple creatures plus `Lead the Stampede`, `Distant Melody`, or lethal `Nyxborn Hydra` pressure.

- Combo plan: Establish the fastest credible clock, then hold stack interaction for the card or action that actually converts into a win. Add role cards: `Negate`, `Spell Pierce`, `Dispel`, and artifact/enchantment answers only when visible combo pieces justify them. Reduce main-deck emphasis: lifegain-only plans and slow combat-only finishers. If the opponent is not pressuring life, prioritize `Priest of Titania`, `Birchlore Rangers`, `Jaspera Sentinel`, and reload spells over defensive creatures; the decision agent should name the specific legal payoff it is fighting rather than countering the first available spell.

- Graveyard plan: Keep the Elf clock primary unless the opponent's graveyard is visibly part of its engine. Add role cards: `Masked Vandal` only when its exile condition and target text are legal and relevant, plus `Negate`, `Spell Pierce`, or `Dispel` against graveyard spells that use the stack. Reduce main-deck emphasis: slow top-end when the opponent can win before combat matters. Do not assume hidden graveyard payoffs; react to public graveyard contents, revealed cards, and legal actions. If `Winding Way` fills your graveyard, consider whether it improves `Masked Vandal` availability before treating the graveyard as irrelevant.

- Artifact/enchantment plan: Answer the permanent that changes combat, mana, or combo legality, not the one with the flashiest name. Add role cards: `Masked Vandal`, `Deglamer`, `Blue Elemental Blast` if red artifact payoffs are shown, and `Negate` or `Spell Pierce` if the dangerous card is a noncreature spell. Reduce main-deck emphasis: slow non-Elf bodies when creature density and answers must coexist. Preserve enough creatures for `Priest of Titania`, `Timberwatch Elf`, `Lead the Stampede`, and `Winding Way`; do not dilute the deck into pure answers unless the opponent's visible permanents make normal combat impossible.

- Go-wide plan: Become the better go-wide deck by valuing board count, `Timberwatch Elf` activations, and `Priest of Titania` mana over small chip attacks. Add role cards: `Wellwisher`, `Nylea's Disciple`, `Valakut Invoker`, and sometimes `Vitu-Ghazi Inspector` for attrition. Reduce main-deck emphasis: stack counters with few targets. Attack only when pump, size, or lethal math makes blocks bad for the opponent; otherwise force them to attack into larger Elf density. `Elvish Vanguard` is a priority threat when both players build boards because each creature cast can change its combat role.

- Single-threat plan: Race if the threat is slow, but preserve interaction or artifact/enchantment answers when one permanent invalidates attacks. Add role cards: `Deglamer`, `Masked Vandal`, `Negate`, `Spell Pierce`, `Dispel`, and lifegain only if the single threat wins by damage over multiple turns. Reduce main-deck emphasis: slow reloads when immediate answer timing matters. Use `Timberwatch Elf` to make one blocker or attacker dominate combat; use `Nyxborn Hydra` only when the rules engine confirms a legal cast or target line that changes the race.

- Creature-combo or tribal mirror plan: Maximize engine density and avoid trading key Elves for irrelevant damage. Add role cards: `Wellwisher`, `Nylea's Disciple`, `Valakut Invoker`, and `Vitu-Ghazi Inspector`. Reduce main-deck emphasis: narrow permission and artifact/enchantment answers unless shown targets exist. `Timberwatch Elf` timing usually decides combat; activate after blocks or at the latest legal profitable window when that produces better information, unless the legal action text or priority structure requires an earlier pump to survive.

- Unknown opponent plan: Keep proactive hands that can cast early mana creatures and at least one payoff or reload, then infer the matchup from public lands, spells, graveyards, and sideboarded cards. Add role cards after evidence, not guesswork: lifegain for damage races, counters for stack-based plans, `Masked Vandal` and `Deglamer` for artifacts/enchantments, and `Valakut Invoker` for stalls. Reduce main-deck emphasis only when the opponent has shown why a card class is weak. The default game-one posture is to develop `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Jaspera Sentinel`, `Birchlore Rangers`, `Quirion Ranger`, and `Priest of Titania` quickly, then convert the board into cards or lethal pressure.

## Specific Matchup Notes

- Red Rally note: Treat this as general/archetype-only until revealed cards confirm the exact list; revealed cards override assumptions. Add role cards: `Blue Elemental Blast`, `Wellwisher`, `Nylea's Disciple`, `Dispel`, and `Spell Pierce` when burn, haste pressure, or red sweep effects are visible. Reduce main-deck emphasis: slow reload turns that tap out without changing life-total pressure. Priority targets are cards that shrink the Elf count, punish one-toughness creatures, or convert a stalled board into direct damage; protect `Priest of Titania` only when it immediately enables a stabilizing reload, lifegain line, or lethal `Timberwatch Elf` turn.

- Dimir Faeries / Terror note: Build a board before counterspell mana dominates, then force them to answer multiple creature-based threats instead of one draw spell. Add role cards: `Dispel`, `Spell Pierce`, `Negate`, and `Vitu-Ghazi Inspector`; add `Blue Elemental Blast` only if red cards are actually shown. Reduce main-deck emphasis: expensive or sorcery-speed card draw when the opponent can counter it and keep tempo. Priority targets are evasive clocks, graveyard-dependent large threats, and removal aimed at `Timberwatch Elf`, `Priest of Titania`, or a lethal `Elvish Vanguard`; use `Lead the Stampede` and `Winding Way` after trading resources, not into a clearly profitable counter window unless waiting is worse.

- Tron / Big-Mana Control note: Race early mana development while holding interaction for payoff spells, sweepers, fog locks, or artifacts/enchantments that stop combat. Add role cards: `Negate`, `Spell Pierce`, `Dispel`, `Masked Vandal`, `Deglamer`, and `Valakut Invoker` for long games. Reduce main-deck emphasis: low-impact bodies that do not speed lethal, rebuild from removal, or pressure their setup. Priority targets are visible lock pieces and sweepers, not every ramp action; `Priest of Titania` plus `Quirion Ranger` is the critical acceleration package when it turns one turn into several spells plus a reload.

- Grixis Affinity note: Respect artifact density and red removal without abandoning the Elf engine. Add role cards: `Masked Vandal`, `Deglamer`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel` depending on visible threats and removal. Reduce main-deck emphasis: slow non-Elf bodies if artifact answers are needed, but keep enough creatures for `Lead the Stampede`, `Winding Way`, `Priest of Titania`, and `Timberwatch Elf`. Priority targets are artifact permanents that dominate combat or mana, red sweepers, and sacrifice-style payoff turns; do not fire `Masked Vandal` at a replaceable artifact if a combat-locking target is visible.

- Food Gardens note: Go wider and bigger than attrition engines, then use `Timberwatch Elf`, `Elvish Vanguard`, and reload spells to break parity. Add role cards: `Masked Vandal`, `Deglamer`, `Valakut Invoker`, `Wellwisher`, `Nylea's Disciple`, and `Vitu-Ghazi Inspector` when public permanents make those roles relevant. Reduce main-deck emphasis: narrow permission unless a decisive noncreature spell is shown. Priority targets are artifact/enchantment engines, recurring blockers, and life-gain loops that invalidate chip attacks; wait for a higher-impact `Timberwatch Elf` activation when the board is stalled unless immediate damage changes the clock.

- Spy note: Treat the opponent as combo until public information disproves it. Add role cards: `Negate`, `Spell Pierce`, `Dispel`, and targeted artifact/enchantment answers only when visible pieces justify them. Reduce main-deck emphasis: lifegain-only or grind-only cards that do not affect the combo race. Priority targets are the legal spell or permanent that converts setup into a win; attack aggressively with `Elvish Vanguard`, wide Elf boards, and `Nyxborn Hydra` only when the rules engine presents legal lines that shorten the clock without sacrificing needed interaction.

## Risk Summary

- Mana risk: The deck can produce explosive green and creature-based blue, but `Distant Melody`, sideboard counters, and `Valakut Invoker` become awkward if `Birchlore Rangers`, `Jaspera Sentinel`, or enough untapped creatures are missing. Preserve color flexibility when a future counterspell, draw spell, or activated ability is visible.

- Matchup risk: The deck is strongest when the opponent must answer many creatures on board, and weakest when the opponent can sweep, fog, race in the air, or win through a noncombat combo before `Timberwatch Elf` matters. Reassess role after every revealed spell instead of staying locked into goldfish mode.

- Draw risk: `Lead the Stampede`, `Winding Way`, `Distant Melody`, and `Elvish Visionary` are recovery tools, but tapping out for cards can lose to lethal attacks, combo windows, or counterspells. Draw when it expands the next-turn branch or rebuilds after interaction, not merely because it is legal.

- Over-sideboarding risk: `Masked Vandal`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, `Dispel`, `Deglamer`, `Wellwisher`, `Nylea's Disciple`, `Valakut Invoker`, and `Vitu-Ghazi Inspector` all have roles, but too many non-engine cards reduce Elf density. Keep enough creatures for `Priest of Titania`, `Timberwatch Elf`, `Elvish Vanguard`, `Lead the Stampede`, and `Winding Way` unless visible permanents demand a narrower answer plan.

- Graveyard risk: `Winding Way` may stock the graveyard for visible opposing graveyard cards or for `Masked Vandal` availability, depending on public rules text and legal actions. Do not assume graveyard value or danger without visible evidence; use public zones and revealed cards only.

- Sweeper/removal risk: One removal spell on `Priest of Titania` or `Timberwatch Elf` can collapse a turn, and one sweeper can erase a full board. Sequence redundant mana creatures and reload spells so the deck can rebuild, but commit hard when waiting gives the opponent a better payoff window.

- Closer risk: Wide boards do not automatically win if blockers, lifegain, fogs, or evasive clocks are present. Convert board size into lethal with `Timberwatch Elf`, growing `Elvish Vanguard`, legal `Nyxborn Hydra` lines, or late `Valakut Invoker` pressure when the visible board supports it.

- Interaction and sequencing risk: Passing with `Dispel`, `Spell Pierce`, `Negate`, or `Blue Elemental Blast` can be correct, but holding interaction too long can waste the deck's tempo edge. Spend counters on the action that changes the game, and sequence `Quirion Ranger`, `Birchlore Rangers`, `Jaspera Sentinel`, and `Priest of Titania` before payoff spells when that creates more legal mana and safer follow-up choices.

## Test Feedback Checklist

- Deciding factor: Which public event most changed the game: early `Priest of Titania`, unanswered `Timberwatch Elf`, a large `Elvish Vanguard`, a resolved `Lead the Stampede`, a resolved `Winding Way`, a countered payoff, a sweeper, a stalled combat board, or a missed closing window?

- Mulligans: Did the opening hand have a realistic first two turns with `Forest`, `Llanowar Elves`, `Fyndhorn Elves`, `Elvish Mystic`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Quirion Ranger`, and did any keep rely too heavily on drawing a missing land, Elf, or blue source?

- Mana: Did `Birchlore Rangers`, `Jaspera Sentinel`, `Priest of Titania`, and `Quirion Ranger` create enough mana at the right time, or were `Distant Melody`, sideboard counters, `Nyxborn Hydra`, or `Valakut Invoker` stranded by color, summoning sickness, tapped creatures, or insufficient total mana?

- Velocity: Did `Lead the Stampede`, `Winding Way`, `Distant Melody`, `Elvish Visionary`, and `Salt Road Packbeast` convert stalled boards into pressure, or did draw/selection happen when the visible board demanded combat, interaction, or lethal setup instead?

- Engine protection: Did the pilot expose `Priest of Titania`, `Timberwatch Elf`, or a lethal-sized `Elvish Vanguard` to visible removal or bad combat without enough payoff, or did the pilot wait too long and let the opponent establish a stronger position?

- Combat conversion: Did wide boards become lethal through legal `Timberwatch Elf`, `Nyxborn Hydra`, `Elvish Vanguard`, or mass-attack lines, or did the pilot keep passing through favorable attack steps because blockers or life totals were over-respected?

- Interaction: Did `Blue Elemental Blast`, `Negate`, `Spell Pierce`, `Dispel`, `Masked Vandal`, or `Deglamer` hit the action or permanent that actually mattered, or were they spent on replaceable threats while a sweeper, combo spell, artifact engine, enchantment, or removal window remained likely?

- Sideboard impact: Did `Vitu-Ghazi Inspector`, `Nylea's Disciple`, `Wellwisher`, `Valakut Invoker`, and the counter/removal package improve the matchup-specific plan, or did sideboarding reduce Elf density enough to weaken `Priest of Titania`, `Timberwatch Elf`, `Lead the Stampede`, and `Winding Way`?

- Role accuracy: Did the pilot correctly identify when Elves was the beatdown, the combo-engine deck, the stabilizing deck, or the long-game deck, and did the chosen legal actions match that role after public information changed?

- Mistakes and stranded cards: Which cards remained in hand for multiple turns, and was the cause mana, color, timing, opposing pressure, legal-action absence, or an earlier sequencing choice involving `Quirion Ranger`, `Birchlore Rangers`, `Jaspera Sentinel`, or `Priest of Titania`?

- Overperformers and underperformers: Which exact cards most often produced wins, stabilized losses, failed to matter, or created awkward choices, especially `Distant Melody`, `Salt Road Packbeast`, `Nyxborn Hydra`, `Masked Vandal`, `Blue Elemental Blast`, `Wellwisher`, and `Valakut Invoker`?

## First Tuning Questions

- Creature density question: Is the current nonland creature count high enough for `Lead the Stampede`, `Winding Way`, `Priest of Titania`, and `Timberwatch Elf`, or did sideboard games show too many hands with interaction but too few Elves?

- One-mana mana question: Are `2 Llanowar Elves`, `3 Fyndhorn Elves`, and `1 Elvish Mystic` enough for consistent turn-one acceleration, or do losses cluster around slow starts that never let `Priest of Titania` snowball?

- Blue access question: Did `Birchlore Rangers` and `Jaspera Sentinel` reliably support `Distant Melody`, `Blue Elemental Blast`, `Negate`, `Spell Pierce`, and `Dispel`, or should the list change only if public game logs show repeated color-stranding?

- Draw package question: Are `4 Lead the Stampede`, `4 Winding Way`, `2 Distant Melody`, `2 Elvish Visionary`, and `2 Salt Road Packbeast` correctly balanced, or did the deck draw too much while behind on board or too little after removal?

- Closer question: Did `4 Timberwatch Elf`, `4 Elvish Vanguard`, and `2 Nyxborn Hydra` close games through blockers and lifegain, or did the deck need more late inevitability from `Valakut Invoker`-style plans?

- Aggro matchup question: Did `Nylea's Disciple`, `Wellwisher`, `Blue Elemental Blast`, and wide blocking stabilize fast red or creature starts, or were lifegain cards too slow without preserving engine density?

- Control matchup question: Did `Negate`, `Spell Pierce`, `Dispel`, `Vitu-Ghazi Inspector`, and reload spells create enough resilience, or did counter-heavy hands dilute the proactive Elf plan?

- Artifact/enchantment question: Did `3 Masked Vandal` plus `1 Deglamer` answer the correct public permanents, or were artifact/enchantment slots either excessive against creature decks or insufficient against Affinity, Food, and lock pieces?

- Role-conflict question: Did post-board plans create hands that wanted to pass with counters while also needing to tap creatures for `Birchlore Rangers`, `Jaspera Sentinel`, `Priest of Titania`, or `Timberwatch Elf`?

- Quantity question: Which exact card should change first only after repeated log evidence: a slow `Distant Melody`, low-impact `Salt Road Packbeast`, awkward `Nyxborn Hydra`, narrow `Blue Elemental Blast`, narrow `Deglamer`, or matchup-dependent `Vitu-Ghazi Inspector`?

## Veles Tactical Policy

### Policy: Mulligan For Functional Elf Starts
- Priority: High.
- Decision families: mulligan.
- Cards: Forest, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Jaspera Sentinel, Birchlore Rangers, Quirion Ranger, Priest of Titania, Lead the Stampede, Winding Way.
- Phase windows: Pregame mulligan and London bottom decisions.
- Runtime cues: opening hand, mulligan choice, bottom-card prompt.
- Use when: The hand has green mana, at least one early creature, and either acceleration, selection, or a clear turn-two `Priest of Titania` plan.
- Avoid when: The hand cannot cast early creatures, has only payoff spells, or needs multiple unproven draw steps to function.
- Instructions: Keep hands that develop mana and Elf count before card draw; bottom redundant expensive cards before cutting the first land or first one-mana creature.
- Pilot skill floor: Basic.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Establish First Mana Creature
- Priority: High.
- Decision families: mana, priority.
- Cards: Forest, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Jaspera Sentinel, Birchlore Rangers.
- Phase windows: Turns 1-2 main phases.
- Runtime cues: action:cast Llanowar Elves; action:cast Fyndhorn Elves; action:cast Elvish Mystic; action:cast Jaspera Sentinel; action:cast Birchlore Rangers.
- Use when: Exactly one legal one-mana creature advances next-turn mana and no higher-priority survival action is visible.
- Avoid when: Casting it would consume mana needed for a legal defensive sideboard interaction already required by visible board state.
- Instructions: Deploy the creature that creates the widest next-turn mana branch; prefer true mana creatures before pure payoff threats when the board is empty.
- Pilot skill floor: Basic.
- No-API allowed: yes.
- Light-model allowed: yes.

### Policy: Commit Priest Engine
- Priority: High.
- Decision families: mana, priority.
- Cards: Priest of Titania, Quirion Ranger, Timberwatch Elf, Lead the Stampede, Winding Way.
- Phase windows: Main phases before attacks unless combat math demands otherwise.
- Runtime cues: legal cast or activation involving `Priest of Titania`.
- Use when: Visible Elf count makes `Priest of Titania` unlock multiple plays, reload spells, or lethal setup before the opponent can profitably answer it.
- Avoid when: The opponent represents immediate removal and you can first add redundancy, force action elsewhere, or hold interaction without losing tempo.
- Instructions: Treat `Priest of Titania` as the engine gate; reason about open mana, removal likelihood from public information, and whether waiting is worse.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Quirion Ranger Mana Loop Discipline
- Priority: Medium.
- Decision families: mana, priority.
- Cards: Quirion Ranger, Forest, Priest of Titania, Timberwatch Elf, Jaspera Sentinel.
- Phase windows: Main phases and combat pump windows.
- Runtime cues: legal activation involving `Quirion Ranger` or returning `Forest`.
- Use when: Untapping a creature creates immediate mana, enables a second key activation, protects land-drop sequencing, or changes lethal combat math.
- Avoid when: Returning `Forest` blocks a necessary land drop, strands blue access, or spends the once-per-turn activation before a better visible target appears.
- Instructions: Preserve `Quirion Ranger` for the highest-impact tap ability unless current mana converts into a decisive board or card advantage action.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Birchlore And Jaspera Color Fixing
- Priority: High.
- Decision families: mana.
- Cards: Birchlore Rangers, Jaspera Sentinel, Distant Melody, Blue Elemental Blast, Negate, Spell Pierce, Dispel.
- Phase windows: Main phases and interaction windows.
- Runtime cues: mana payment prompt, color choice prompt, tap-creature prompt.
- Use when: Blue mana unlocks a legal `Distant Melody` or sideboard counter, or green mana is already sufficient from other sources.
- Avoid when: Tapping attackers, blockers, `Timberwatch Elf`, or `Priest of Titania` loses more combat or mana value than the spell gains.
- Instructions: Choose colors for known legal actions first; do not strand counters by spending the only blue-capable creatures on low-impact development.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Reload Commitment Gate
- Priority: High.
- Decision families: selection, priority.
- Cards: Lead the Stampede, Winding Way, Distant Melody, Elvish Visionary, Salt Road Packbeast.
- Phase windows: Main phases after necessary mana setup.
- Runtime cues: legal cast of card-advantage spell.
- Use when: Hand is low, board is stable enough to spend mana drawing, or another wave of creatures is needed after removal.
- Avoid when: Lethal pressure, required interaction, or a stronger engine play is already legal this turn.
- Instructions: Cast reload spells after maximizing Elf count and blue access when that improves output; use cheaper cantrip bodies when board presence matters.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Winding Way Choice
- Priority: Medium.
- Decision families: selection.
- Cards: Winding Way.
- Phase windows: Resolution choice prompts.
- Runtime cues: action:choose Creature Winding Way; action:choose Land Winding Way.
- Use when: The legal prompt offers card-type choice and the visible hand/board shows the deck needs creatures for engine density.
- Avoid when: Land drops are missing and hand cannot function without another `Forest`.
- Instructions: Choose creature by default because the deck is creature-dense; choose land only when visible mana shortage is the bottleneck.
- Pilot skill floor: Basic.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Timberwatch Lethal Or Survival Pump
- Priority: High.
- Decision families: combat, priority.
- Cards: Timberwatch Elf, Quirion Ranger.
- Phase windows: Declare attackers, declare blockers, combat damage setup, end-step pressure windows.
- Runtime cues: legal activation or target prompt involving `Timberwatch Elf`.
- Use when: Pump creates lethal, saves a key creature, wins combat, or forces damage through without exposing the engine to a worse crack-back.
- Avoid when: Pumping a nonessential creature fails to change damage, trade, survival, or next-turn clock.
- Instructions: Count visible Elves and blockers before choosing the target; prefer unblocked attackers for lethal and endangered engine creatures for survival.
- Pilot skill floor: Advanced.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Deterministic Timberwatch Target
- Priority: High.
- Decision families: combat.
- Cards: Timberwatch Elf.
- Phase windows: Combat target prompts.
- Runtime cues: action:target unblocked attacker Timberwatch Elf.
- Use when: Exactly one legal target is an unblocked attacker and the pump visibly increases damage toward lethal or a two-turn kill.
- Avoid when: Multiple plausible targets exist, blockers can change value, or the target is not clearly identified by legal action text.
- Instructions: Select the matching target only after the activation is already chosen and the legal action text uniquely identifies the pumped attacker.
- Pilot skill floor: Basic.
- No-API allowed: yes.
- Light-model allowed: yes.

### Policy: Elvish Vanguard Pressure Conversion
- Priority: Medium.
- Decision families: combat, priority.
- Cards: Elvish Vanguard, Timberwatch Elf, Nyxborn Hydra.
- Phase windows: Main phases and combat.
- Runtime cues: legal attack, legal cast, legal target, visible `Elvish Vanguard` size.
- Use when: `Elvish Vanguard` is large enough to pressure life totals, demand blocks, or carry pump without sacrificing engine integrity.
- Avoid when: Attacking loses the only meaningful blocker against a faster clock or walks a key threat into a bad visible block.
- Instructions: Use `Elvish Vanguard` as the default large threat, but keep enough bodies back when survival or mana tapping matters more than damage.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Nyxborn Hydra Commitment
- Priority: Medium.
- Decision families: mana, combat, priority.
- Cards: Nyxborn Hydra, Priest of Titania, Timberwatch Elf, Elvish Vanguard.
- Phase windows: Main phases before combat, lethal setup turns.
- Runtime cues: legal cast, bestow, target, or X-payment prompt involving `Nyxborn Hydra`.
- Use when: Large mana converts into a resilient threat or trample-style closing line if the rules engine exposes that legal action.
- Avoid when: Card text check required for the specific legal mode, or when spending all mana prevents a stronger reload, pump, or interaction line.
- Instructions: Follow only engine-legal modes and visible target text; treat `Nyxborn Hydra` as a finisher after mana is abundant, not as early setup.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Priority Pass With Interaction
- Priority: High.
- Decision families: priority, interaction.
- Cards: Blue Elemental Blast, Negate, Spell Pierce, Dispel.
- Phase windows: Opponent main phases, stack windows, combat trick windows, end steps.
- Runtime cues: priority prompt with counterspell legal actions.
- Use when: Holding interaction protects against a more important spell than anything currently on stack or enables a stronger next-turn engine play.
- Avoid when: The current spell is a sweeper, removal on `Priest of Titania` or `Timberwatch Elf`, combo payoff, or lethal enabler that the counter can legally stop.
- Instructions: Spend permission on game-changing spells, not replaceable bodies; explain passes by naming the interaction being held and the visible risk accepted.
- Pilot skill floor: Advanced.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Artifact And Enchantment Answers
- Priority: Medium.
- Decision families: interaction, priority.
- Cards: Masked Vandal, Deglamer.
- Phase windows: Main phases, priority windows before engine permanents snowball, combat only if legal and urgent.
- Runtime cues: legal cast or target prompt involving `Masked Vandal` or `Deglamer`.
- Use when: A public artifact or enchantment blocks combat, fuels the opponent engine, threatens lethal, or prevents Elves from executing its plan.
- Avoid when: The target is low impact and a known stronger artifact/enchantment is likely or already public.
- Instructions: Prioritize permanents that change the next turn cycle; keep Elf density in mind before boarding or casting low-tempo answers.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Lifegain Stabilization Gate
- Priority: Medium.
- Decision families: priority, combat.
- Cards: Nylea's Disciple, Wellwisher, Priest of Titania, Quirion Ranger.
- Phase windows: Main phases, combat races, end steps when activation is legal.
- Runtime cues: legal cast or activation involving `Nylea's Disciple` or `Wellwisher`.
- Use when: Life total is the bottleneck and lifegain buys at least one meaningful turn for the Elf engine or lethal counterattack.
- Avoid when: Board development or interaction prevents more damage than lifegain would absorb.
- Instructions: Use lifegain as stabilization, not comfort; combine `Wellwisher` with untap effects only when the extra life matters before the next attack.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Valakut Invoker Late Mana Sink
- Priority: Low.
- Decision families: mana, priority, interaction.
- Cards: Valakut Invoker, Priest of Titania, Quirion Ranger.
- Phase windows: Late main phases, end steps, lethal windows.
- Runtime cues: legal activation involving `Valakut Invoker`.
- Use when: The board is stalled, mana is abundant, and the activation creates lethal, removes a decisive threat, or ends the game faster than combat.
- Avoid when: Activating consumes mana needed for protection, reload, or a higher-impact combat line.
- Instructions: Treat `Valakut Invoker` as post-board inevitability; verify legal targets and damage outcome from rules-engine text before committing.
- Pilot skill floor: Advanced.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Sideboard Balance Preservation
- Priority: High.
- Decision families: sideboard.
- Cards: Blue Elemental Blast, Vitu-Ghazi Inspector, Nylea's Disciple, Masked Vandal, Valakut Invoker, Wellwisher, Negate, Spell Pierce, Dispel, Deglamer.
- Phase windows: Between games only.
- Runtime cues: sideboard plan prompt, legal sideboard candidate list.
- Use when: The matchup role is known from public match context and balanced legal plans are available.
- Avoid when: The plan cuts too many Elves, weakens `Priest of Titania`, or adds narrow cards without public matchup justification.
- Instructions: Add red interaction versus red, artifact/enchantment answers versus public permanent engines, counters versus sweepers/combo/control, and lifegain versus fast damage.
- Pilot skill floor: Intermediate.
- No-API allowed: no.
- Light-model allowed: yes.

### Policy: Exact Pass When No Impact Exists
- Priority: Low.
- Decision families: priority.
- Cards: none.
- Phase windows: Empty-stack priority windows.
- Runtime cues: action:pass priority.
- Use when: No legal action develops mana, adds pressure, improves combat, protects an engine piece, uses interaction, or changes a visible clock.
- Avoid when: Any legal action advances the Elf engine, answers a public threat, or sets up lethal before the opponent acts.
- Instructions: Pass only when the visible legal actions are all lower value than preserving resources and the stack is empty.
- Pilot skill floor: Basic.
- No-API allowed: yes.
- Light-model allowed: yes.
