# Strategy Specifications
## Deck Name And Archetype

Garth One-Eye is a Commander-format five-color singleton deck built around WUBRG access, oversized multicolor threats, domain-style payoffs, and high-leverage alternate win or finisher turns. Treat the strategy as a rogue/hybrid commander list rather than a stock archetype: the registered shell mixes combo, tribal-tagged multicolor scaling, ramp, sweepers, and tap-out haymakers, so runtime decisions must identify whether the current game is asking for mana development, board control, or a protected commitment to Door to Nothingness, Coalition Victory, Maelstrom Nexus, Invasion of Alara, Primeval Spawn, The Kami War, or Garth One-Eye pressure.

- Format validation: Active format is Commander, the main deck contains exactly 100 cards, and the registered sideboard contains exactly 10 Veles policy sideboard cards.
- Singleton validation: The main deck passes the Commander singleton contract because repeated cards are basic lands only: Forest, Island, Mountain, and Swamp.
- Commander identity: Garth One-Eye is the named commander and the deck should be treated as five-color for strategy, mulligan, mana, and sideboarding decisions.
- Tag validation: The supplied tags are combo and tribal; use combo as the primary strategic tag and interpret tribal as multicolor/creature-type synergy only when visible card text or legal actions support it.
- Stock status: Classify the deck as rogue five-color combo-midrange, not a known deterministic cEDH stock list, because its win package spans Door to Nothingness, Coalition Victory, multicolor combat threats, and value engines instead of one compact established loop.
- Main role concern: The deck can draw expensive payoffs before its fixing; do not keep or sequence as if every hand can cast Scion of Draco, Chromanticore, Niv-Mizzet, Guildpact, Bringer of the Blue Dawn, Bringer of the White Dawn, Bringer of the Green Dawn, O-Kagachi, Vengeful Kami, Two-Headed Hellkite, or Primeval Spawn on curve without visible color support.
- Mana concern: Prioritize hands and lines that assemble five colors through Command Tower, Cascading Cataracts, Crystal Quarry, Mana Confluence, Exotic Orchard, Chromatic Lantern, Timeless Lotus, Coalition Relic, Arcane Signet, Fellwar Stone, Prismatic Omen, Path to the World Tree, Cultivate, Kodama's Reach, Farseek, Search for Tomorrow, Migration Path, Explosive Vegetation, Explore, Growth Spiral, Solemn Simulacrum, Tiller Engine, and land sequencing.
- Legality concern: Coalition Victory and Door to Nothingness lines require exact rules-engine confirmation from visible legal actions; never assume the win condition is currently satisfied from deck identity alone.
- Card-text caution: Card text check required for Great Divide Guide, Infinite Guideline Station, Prismatic Undercurrents, Obsidian Obelisk, Shinestriker, and any other card whose Oracle text is not exposed by runtime state; tactical use of those cards must remain conditional on Veles legal actions and visible text.
- Interaction profile: Main-deck interaction includes Path to Exile, Terminate, Prismatic Ending, Mythos of Nethroi, Sultai Charm, Naya Charm, Syncopate, Lavalanche, Duneblast, Merciless Eviction, Time Wipe, Iridian Maelstrom, Unite the Coalition, and The Kami War, so the pilot should not spend removal casually when a commander, combo piece, or lethal attacker is the likely decisive threat.
- Sideboard profile: The 10-card policy sideboard is reactive and matchup-targeted: Swords to Plowshares, Cyclonic Rift, Toxic Deluge, Force of Vigor, Vandalblast, Dovin's Veto, Swan Song, Rest in Peace, Abrupt Decay, and Wear // Tear.
- Opponent information status: No specific opposing commander, decklist, matchup, or metagame sample is supplied, so all opponent modeling must use only public game actions, revealed cards, commander identity if visible, and Veles-provided matchup labels when later attached.
- Runtime authority: Legal actions, visible battlefield, public zones, revealed information, stack state, and rules-engine prompts override this guide in every decision; this specification supplies priorities, not permission to invent actions, hidden cards, card text, or outcomes.

## Thesis

Garth One-Eye assembles stable five-color mana first, then converts that access into oversized multicolor threats, board resets, and narrow alternate-win pressure. The deck is built to reach WUBRG reliably through Command Tower, Cascading Cataracts, Crystal Quarry, Mana Confluence, Exotic Orchard, Chromatic Lantern, Timeless Lotus, Coalition Relic, Arcane Signet, Fellwar Stone, Prismatic Omen, Path to the World Tree, Cultivate, Kodama's Reach, Farseek, Search for Tomorrow, Migration Path, Explosive Vegetation, Explore, Growth Spiral, Solemn Simulacrum, and Tiller Engine before committing Door to Nothingness, Coalition Victory, Maelstrom Nexus, Invasion of Alara, Primeval Spawn, The Kami War, or a large creature board.

Prioritize mana quality over raw spell count because this list loses many functional hands to unsupported color pips. A keep or line should usually prove at least three early colors, a path toward all five colors, and a real use for the extra mana; do not treat Scion of Draco, Chromanticore, Niv-Mizzet, Guildpact, Bringer of the Blue Dawn, Bringer of the White Dawn, Bringer of the Green Dawn, O-Kagachi, Vengeful Kami, Two-Headed Hellkite, Primeval Spawn, or Unite the Coalition as castable until Veles shows legal mana and action text.

Win by forcing opponents to answer must-answer commitments after the mana engine is online. Door to Nothingness and Coalition Victory are the cleanest alternate-win pressure points, but both require rules-engine legality and visible action confirmation; Maelstrom Nexus, Maelstrom Archangel, Omnath, Locus of All, Omnath, Locus of Creation, Niv-Mizzet, Guildpact, Primeval Spawn, The Kami War, Two-Headed Hellkite, Bringer of the Blue Dawn, Bringer of the White Dawn, Bringer of the Green Dawn, Knight of New Alara, Rienne, Angel of Rebirth, Scion of Draco, and Chromanticore are the backup conversion package when the table blocks a deterministic finish.

Do not pilot this as low-curve tribal aggro, generic value soup, or a commander-damage-only deck. Garth One-Eye is important, but the deck should not repeatedly pay commander tax into open removal when the better line is land development, a sweeper, or a protected finisher; use Garth One-Eye when the legal action advances mana, cards, board control, or a decisive spell sequence from the current visible state.

## Role Package

- Threats: Garth One-Eye, Scion of Draco, Chromanticore, Niv-Mizzet, Guildpact, Bringer of the Blue Dawn, Bringer of the White Dawn, Bringer of the Green Dawn, Frost Titan, Primeval Spawn, Two-Headed Hellkite, O-Kagachi, Vengeful Kami, Maelstrom Archangel, Knight of New Alara, Rienne, Angel of Rebirth, Omnath, Locus of All, Omnath, Locus of Creation, Surrak Dragonclaw, Jegantha, the Wellspring, Fallaji Wayfarer, Jenson Carthalion, Druid Exile, Great Divide Guide, Shinestriker. Card text check required for Great Divide Guide and Shinestriker; use them only according to visible legal actions.

- Payoffs: Door to Nothingness and Coalition Victory are the explicit alternate-win pressure cards, while Maelstrom Nexus, Invasion of Alara, The Kami War, Unite the Coalition, Lavalanche, Duneblast, Merciless Eviction, Time Wipe, Iridian Maelstrom, Primeval Spawn, and the Bringer cycle reward reaching abundant five-color mana. Treat Coalition Victory as a legality-gated payoff, not a plan to assume from board appearance alone.

- Engines: Prismatic Omen, Path to the World Tree, Faeburrow Elder, Omnath, Locus of All, Omnath, Locus of Creation, Maelstrom Nexus, Timeless Lotus, Chromatic Lantern, Coalition Relic, Cascading Cataracts, Crystal Quarry, Mana Flare, Tiller Engine, and Infinite Guideline Station are the cards most likely to change future turns from constrained to explosive. Card text check required for Infinite Guideline Station; do not infer engine function beyond exposed rules text.

- Velocity: Explore, Growth Spiral, Search for Tomorrow, Farseek, Cultivate, Kodama's Reach, Migration Path, Explosive Vegetation, Solemn Simulacrum, Path to the World Tree, Sultai Charm, Naya Charm, Invasion of Alara, Bringer of the Blue Dawn, and Maelstrom Nexus keep the deck moving toward land density, color access, or higher-impact spells.

- Interaction: Path to Exile, Terminate, Prismatic Ending, Mythos of Nethroi, Sultai Charm, Naya Charm, Syncopate, Lavalanche, Duneblast, Merciless Eviction, Time Wipe, Iridian Maelstrom, Unite the Coalition, The Kami War, and Frost Titan are the main-deck answers. Spend these on commanders, combo engines, lethal pressure, or permanents blocking a committed win; avoid trading them for minor tempo when mana development is still behind.

- Protection: Surrak Dragonclaw, Syncopate, Naya Charm, Time Wipe, Merciless Eviction, Duneblast, and the sideboard permission/removal suite protect key turns by clearing blockers, countering decisive stack threats, or preserving a finisher. Treat protection as a commitment gate: before casting Door to Nothingness, Coalition Victory, Maelstrom Nexus, Primeval Spawn, or The Kami War, check open mana, known interaction, clock pressure, and whether waiting improves survival.

- Recursion: Rienne, Angel of Rebirth, Bringer of the White Dawn, Naya Charm, The Kami War, and any visible Garth One-Eye legal action with recursion-like text are the recovery tools. Card text check required at runtime for exact recursion timing and targets; never assume a destroyed multicolor threat is recoverable unless Veles exposes the legal action.

- Mana: The mana module includes Command Tower, Elegant Parlor, Cascading Cataracts, Mana Confluence, Cinder Glade, Seaside Citadel, Arcane Sanctum, Sunken Hollow, Stormcarved Coast, Mystic Monastery, Murmuring Bosk, Frontier Bivouac, Canopy Vista, Exotic Orchard, Prairie Stream, Sandsteppe Citadel, Smoldering Marsh, Crystal Quarry, Evolving Wilds, Opulent Palace, Temple of Abandon, Steam Vents, Crumbling Necropolis, Jungle Shrine, Rocky Tar Pit, Nomad Outpost, Savage Lands, Deserted Beach, Forest, Island, Mountain, Swamp, Plains, plus the artifact and ramp package. Sequence to unlock missing colors before maximizing damage or tapped-land efficiency.

- Sideboard modules: Swords to Plowshares, Abrupt Decay, Wear // Tear, Force of Vigor, Vandalblast, Cyclonic Rift, Toxic Deluge, Dovin's Veto, Swan Song, and Rest in Peace let the deck become more reactive after scouting. Use them to tune for graveyards, artifacts, enchantments, fast creature boards, and stack-based combo without diluting the five-color mana plan.

## Primary Win Conditions

- Door to Nothingness is the cleanest deterministic pressure line once mana quality is solved. Set it up with Chromatic Lantern, Timeless Lotus, Cascading Cataracts, Crystal Quarry, Prismatic Omen, Path to the World Tree, Cultivate, Kodama's Reach, Migration Path, Explosive Vegetation, Farseek, Search for Tomorrow, Explore, Growth Spiral, Solemn Simulacrum, Faeburrow Elder, and Jegantha, the Wellspring; execute only when Veles shows the cast or activation as legal, enough colored mana is available, and the target opponent matters. Prioritize this line when combat is stalled, one opponent is pulling ahead, or the deck can force artifact removal before committing Primeval Spawn, The Kami War, or Maelstrom Nexus.

- Coalition Victory is a legality-gated alternate-win line, not a shortcut to assume from board texture. Build toward it with Prismatic Omen, five-color lands, Garth One-Eye, Chromanticore, Scion of Draco, Niv-Mizzet, Guildpact, O-Kagachi, Vengeful Kami, Maelstrom Archangel, Knight of New Alara, Rienne, Angel of Rebirth, Omnath, Locus of All, Omnath, Locus of Creation, and the Bringer cycle, then cast it only when Veles confirms the action is legal and the visible board satisfies the rules-engine requirement. Prioritize it when shields are down or waiting exposes the required creature/land configuration to removal.

- Maelstrom Nexus and Maelstrom Archangel are the explosive spell-chain path after the mana engine is stable. Set them up with cheap or midrange follow-up spells in hand, especially Path to Exile, Terminate, Sultai Charm, Naya Charm, Mythos of Nethroi, Invasion of Alara, The Kami War, Unite the Coalition, Lavalanche, Duneblast, Merciless Eviction, Time Wipe, Primeval Spawn, and Bringer of the Blue Dawn; execute when cascading or free-casting converts into board control or a second must-answer threat. Prioritize this path when opponents are trading one-for-one and the deck needs to pull ahead on spell volume.

- Large multicolor creature pressure wins when alternate-win cards are absent, countered, exiled, or too slow. Deploy Niv-Mizzet, Guildpact, Primeval Spawn, Two-Headed Hellkite, O-Kagachi, Vengeful Kami, Frost Titan, Chromanticore, Scion of Draco, Bringer of the Green Dawn, Bringer of the White Dawn, Bringer of the Blue Dawn, Omnath, Locus of Creation, Omnath, Locus of All, and Surrak Dragonclaw after stabilizing mana and board. Prioritize this line when sweepers are already spent, blockers are manageable, or Knight of New Alara and Rienne, Angel of Rebirth make multicolor attacks resilient.

## Secondary Win Conditions

- Sweeper-into-threat is the default backup when opponents build wider or faster boards. Use Duneblast, Merciless Eviction, Time Wipe, Iridian Maelstrom, Lavalanche, The Kami War, Unite the Coalition, Prismatic Ending, and Mythos of Nethroi to reset or break parity, then follow with any surviving commander, Bringer, Dragon, Titan, Avatar, or five-color payoff. Preserve one finisher in hand when the visible table can punish overextension.

- Incremental commander and value pressure is correct when the table is resource-light but not dead to a single combo card. Use Garth One-Eye only according to visible legal action text, and use Bringer of the Blue Dawn, Bringer of the White Dawn, Naya Charm, Sultai Charm, Invasion of Alara, Path to the World Tree, Rienne, Angel of Rebirth, and Omnath, Locus of All to convert long turns into cards, recursion, removal, or selection. Card text check required for Great Divide Guide, Shinestriker, Infinite Guideline Station, and Prismatic Undercurrents; treat them as secondary tools only when Veles exposes exact legal choices.

- Combat math becomes a real plan after Knight of New Alara, Surrak Dragonclaw, Scion of Draco, Chromanticore, Rienne, Angel of Rebirth, Jenson Carthalion, Druid Exile, Fallaji Wayfarer, or Maelstrom Archangel changes attacks from chip damage into meaningful pressure. Attack when the visible blockers, crack-back, and removal risk still leave the deck ahead; hold back when the deck is protecting a Coalition Victory board or Door to Nothingness activation turn.

- Big mana burn and reach matter when life totals are low or combat is clogged. Lavalanche and Unite the Coalition can finish damaged opponents or clear blockers, while Naya Charm can function as reach only if the legal action text supports that mode. Do not spend these cards for low-impact damage if they are the only visible answer to a lethal board.

## Emergency Lines

- Behind on life, stop developing luxury engines and answer the source of lethal pressure first. Prefer Path to Exile, Terminate, Prismatic Ending, Mythos of Nethroi, Sultai Charm, Naya Charm, Lavalanche, Time Wipe, Duneblast, Merciless Eviction, Iridian Maelstrom, Frost Titan, or The Kami War over tapping out for Door to Nothingness, Coalition Victory, Maelstrom Nexus, or Primeval Spawn unless the payoff immediately wins or prevents death.

- Behind on board, choose parity-breaking resets before trading premium threats into bad attacks. Duneblast can preserve one visible creature if legal, Time Wipe may preserve or reuse a creature if legal, and Merciless Eviction should name the permanent type that actually removes the problem shown by Veles. Do not assume a mode or target is available until the rules engine lists it.

- Behind on cards, shift from alternate-win setup to replenishment and two-for-one lines. Bringer of the Blue Dawn, Invasion of Alara, Sultai Charm, Path to the World Tree, Maelstrom Nexus, Primeval Spawn, and The Kami War are preferred over single-target removal unless a single opposing permanent threatens lethal or locks out mana.

- Behind on mana, sequence land search and fixing before expensive interaction unless survival is at risk. Search for Tomorrow, Farseek, Cultivate, Kodama's Reach, Migration Path, Explosive Vegetation, Explore, Growth Spiral, Solemn Simulacrum, Chromatic Lantern, Coalition Relic, Arcane Signet, Fellwar Stone, Timeless Lotus, and Prismatic Omen are recovery tools; mulligan-like discipline still applies during play if a hand cannot cast its colors.

- If win conditions are removed, become a resilient multicolor midrange deck. Recur or rebuy only through visible legal actions involving Rienne, Angel of Rebirth, Bringer of the White Dawn, Naya Charm, Garth One-Eye, or The Kami War, and otherwise win through repeated creature pressure, sweepers, and large spell advantage rather than chasing an unavailable alternate win.

## Resource Model

- Life is a spendable fixing resource only when it unlocks a decisive spell or prevents a larger tempo loss. Use Mana Confluence and Steam Vents pressure carefully; pay life for early Farseek, Arcane Signet, Chromatic Lantern, Prismatic Omen, Path to Exile, Terminate, or a committed win turn, but avoid casual life loss when multiple opponents can attack the same total.

- Hand size is the deck's main protection against five-color stumble. Keep a mix of lands, ramp, fixing, and one payoff; avoid dumping Door to Nothingness, Coalition Victory, Maelstrom Nexus, The Kami War, Primeval Spawn, or Bringer creatures into open removal unless the board or mana engine forces opponents to answer multiple threats.

- Mana is the core resource and should be treated as both quantity and exact color access. Prioritize early fixing from Search for Tomorrow, Farseek, Explore, Growth Spiral, Cultivate, Kodama's Reach, Migration Path, Explosive Vegetation, Solemn Simulacrum, Fellwar Stone, Arcane Signet, Coalition Relic, Chromatic Lantern, Prismatic Omen, Timeless Lotus, Cascading Cataracts, Crystal Quarry, and Jegantha, the Wellspring before expensive multicolor payoffs.

- Board presence is protection for alternate wins, not just pressure. Faeburrow Elder, Jenson Carthalion, Druid Exile, Fallaji Wayfarer, Knight of New Alara, Rienne, Angel of Rebirth, Scion of Draco, Chromanticore, Niv-Mizzet, Guildpact, O-Kagachi, Vengeful Kami, and the Bringer cycle can stabilize combat while also supporting Coalition Victory if Veles confirms the required visible conditions.

- Graveyard resources matter only through legal recursion or public information. Use Rienne, Angel of Rebirth, Bringer of the White Dawn, Naya Charm, Garth One-Eye, The Kami War, and any Veles-listed graveyard actions conservatively; do not assume a card can be returned, cast, or replayed unless the rules engine exposes that action.

- Exile is mostly a loss zone unless a visible effect says otherwise. Track opponents' exiled threats after Merciless Eviction, Path to Exile, Prismatic Ending, The Kami War, or sideboard Rest in Peace, but do not plan to recover your own exiled combo pieces without explicit legal text.

- Lands are both mana and combo infrastructure. Preserve Command Tower, Cascading Cataracts, Crystal Quarry, Mana Confluence, Exotic Orchard, and Prismatic Omen-enabled lands when building toward Coalition Victory, Door to Nothingness, Unite the Coalition, Niv-Mizzet, Guildpact, Omnath, Locus of All, or the Bringer alternate costs.

- Sacrifice fodder is limited, so treat creatures as functional resources before treating them as disposable. Solemn Simulacrum may be acceptable to trade when its death value is legal and useful, but do not sacrifice or chump with Faeburrow Elder, Jenson Carthalion, Druid Exile, Jegantha, the Wellspring, Knight of New Alara, or Coalition Victory enablers unless survival or a confirmed win demands it.

- Tempo is gained by fixing early and spending one card to answer multiple cards later. Use Duneblast, Merciless Eviction, Time Wipe, Iridian Maelstrom, Lavalanche, Unite the Coalition, and The Kami War to catch up after ramping rather than trading down with premium removal against minor threats.

- Information should come from visible actions, revealed cards, and public zones, not assumptions. Card text check required for Great Divide Guide, Shinestriker, Infinite Guideline Station, and Prismatic Undercurrents; choose their modes or targets only from Veles legal action text.

- Sideboard bullets convert narrow matchups into solvable games. Swords to Plowshares, Abrupt Decay, Cyclonic Rift, Toxic Deluge, Force of Vigor, Vandalblast, Dovin's Veto, Swan Song, Rest in Peace, and Wear // Tear should be valued as exact answers to visible problems, not generic upgrades over the deck's mana engine.

## Mana Guide

- Keep hands that produce early green or reliable two-mana fixing plus a path to all five colors. Strong keeps include Forest or green access with Search for Tomorrow, Farseek, Explore, Growth Spiral, Cultivate, Kodama's Reach, Migration Path, Explosive Vegetation, Arcane Signet, Fellwar Stone, Coalition Relic, Chromatic Lantern, Prismatic Omen, or Path to the World Tree.

- Mulligan hands that have expensive five-color spells without a credible fixing sequence. Door to Nothingness, Coalition Victory, The Kami War, Invasion of Alara, Niv-Mizzet, Guildpact, Omnath, Locus of All, Maelstrom Archangel, Primeval Spawn, and Bringer creatures are not keep reasons by themselves if the hand cannot cast ramp or interaction on time.

- Sequence tapped lands to preserve early green and interaction windows. Arcane Sanctum, Mystic Monastery, Frontier Bivouac, Sandsteppe Citadel, Opulent Palace, Crumbling Necropolis, Jungle Shrine, Nomad Outpost, Savage Lands, Seaside Citadel, Canopy Vista, Cinder Glade, Prairie Stream, Smoldering Marsh, Sunken Hollow, Temple of Abandon, Elegant Parlor, Deserted Beach, Stormcarved Coast, and Rocky Tar Pit should enter on turns where the deck is not holding required instant-speed Path to Exile, Terminate, Syncopate, Naya Charm, Sultai Charm, or Mythos of Nethroi.

- Fetch and search for missing colors before surplus basics. Farseek, Search for Tomorrow, Cultivate, Kodama's Reach, Migration Path, Explosive Vegetation, Evolving Wilds, and Rocky Tar Pit should close the gap toward white, blue, black, red, and green access rather than simply maximizing land count.

- Play lands before draw effects when the land drop is already known and enables a spell this turn. Play land first for Explore or Growth Spiral if the extra land play matters and the current hand already contains the land to deploy.

- Draw or select before playing a land when the best land choice depends on new information. Delay the land drop before Bringer of the Blue Dawn triggers, Sultai Charm selection, Path to the World Tree use, or any Veles-listed draw/filter action when finding a missing color, untapped source, or utility land would change the turn.

- Preserve utility lands for exact-color turns. Cascading Cataracts and Crystal Quarry are high-value bridges into Door to Nothingness, Coalition Victory, Unite the Coalition, Niv-Mizzet, Guildpact, Omnath, Locus of All, Maelstrom Archangel, and Bringer alternate costs; avoid tapping them for generic mana if another land can pay safely.

- Treat Mana Flare as a commitment gate, not routine ramp. Cast it when the next turn or same turn uses the extra mana better than opponents can, especially with Door to Nothingness, Timeless Lotus, large sweepers, or multiple follow-up spells; avoid it when opponents untap first with visible pressure or interaction.

- Use Chromatic Lantern and Prismatic Omen to turn awkward lands into five-color infrastructure. Once either is active, reassess Coalition Victory, Door to Nothingness, Maelstrom Nexus chains, and expensive domain-style payoffs through Veles legal actions rather than old color assumptions.

## Mulligan Guide

- Strong keep: Keep any seven with two or three lands, at least one green source or two-mana fixer, and a credible bridge to five colors. Examples include Forest plus Farseek and Arcane Signet; Command Tower plus Search for Tomorrow and Cultivate; Exotic Orchard plus Fellwar Stone and Chromatic Lantern; or any stable land mix with Prismatic Omen, Coalition Relic, or Path to the World Tree.

- Strong keep: Keep slower hands when they contain early fixing plus one stabilizer or payoff that becomes castable on curve. A hand with Cinder Glade, Arcane Sanctum, Explore, Kodama's Reach, Terminate, Niv-Mizzet, Guildpact, and a basic is stronger than a flashier hand that cannot cast its ramp.

- Medium keep: Keep two-land hands with Explore or Growth Spiral only when the second land enters untapped or the hand already has a third land to deploy from the extra-land effect. If the hand needs Explore to find land three, treat it as risky unless on the draw.

- Medium keep: Keep hands with Arcane Signet, Fellwar Stone, Coalition Relic, Chromatic Lantern, or Prismatic Omen even without green if the lands cast the fixer and at least one interaction spell. These hands should use artifacts or enchantment fixing to reach Garth One-Eye, The Kami War, Unite the Coalition, or sweepers later.

- Risky keep: Keep one-land hands only with Search for Tomorrow plus another one- or two-mana fixer and a land that casts them. One Forest, Search for Tomorrow, Arcane Signet, Cultivate, Path to Exile, Time Wipe, and Bringer of the Green Dawn is risky but defensible on the draw; one Mountain with the same spells is not.

- Automatic ship: Mulligan hands with zero lands, one land without Search for Tomorrow or castable acceleration, or no play before turn three. Also ship hands built from expensive cards such as Door to Nothingness, Coalition Victory, Primeval Spawn, The Kami War, Bringer of the Blue Dawn, Bringer of the White Dawn, and Two-Headed Hellkite when the hand lacks early fixing.

- Automatic ship: Mulligan hands that appear colorful but cannot cast their actual early cards. A hand with Mountain, Island, Swamp, Terminate, Sultai Charm, Cultivate, Maelstrom Archangel, and Door to Nothingness is still broken if green and white access are absent.

- Matchup-dependent keep: Against fast creature pressure, require either early interaction or a route to a sweeper. Path to Exile, Terminate, Prismatic Ending, Mythos of Nethroi, Naya Charm, Sultai Charm, Time Wipe, Merciless Eviction, Duneblast, Iridian Maelstrom, or Lavalanche can justify a slower ramp hand if colors line up.

- Matchup-dependent keep: Against slow engines or control, prefer hands with durable mana infrastructure and must-answer threats. Chromatic Lantern, Prismatic Omen, Cascading Cataracts, Crystal Quarry, Timeless Lotus, Maelstrom Nexus, Omnath, Locus of All, Niv-Mizzet, Guildpact, or Invasion of Alara matter more than early spot removal.

- Play/draw rule: On the play, prioritize guaranteed turn-two development over speculative payoff density. On the draw, accept one additional tapped land or one expensive card if the hand already has two castable setup actions.

- Trap hand: Do not keep Coalition Victory, Door to Nothingness, Timeless Lotus, Mana Flare, and multiple lands as a plan unless the hand also fixes all colors and survives long enough. These cards are finishers or commitment gates, not early-game glue.

- Trap hand: Do not keep a hand because it contains Jegantha, the Wellspring, Scion of Draco, Chromanticore, or Knight of New Alara if the mana cannot cast early spells. Treat creature quality as secondary to color access.

## Turn Arc

- Turn 1: Lead with a land that maximizes turn-two green or two-mana fixing. Prefer Command Tower, Forest, Mana Confluence, Exotic Orchard when it produces needed colors, or a tapped tri-land when no instant-speed action is available; suspend or cast Search for Tomorrow if Veles exposes that legal action.

- Turn 1 deviation: Hold Path to Exile or Syncopate only when the opposing visible board or commander plan demands immediate interaction. Otherwise, spend turn one improving colors with Evolving Wilds, Rocky Tar Pit, Temple of Abandon, Elegant Parlor, or a tapped tri-land.

- Turn 2: Prioritize Farseek, Arcane Signet, Fellwar Stone, Explore, Growth Spiral, Path to the World Tree, Prismatic Omen, or Jenson Carthalion, Druid Exile over reactive play when not under pressure. If a visible threat will snowball, use Terminate, Path to Exile, Prismatic Ending, or Syncopate instead.

- Turn 2 deviation: Cast Faeburrow Elder or Fallaji Wayfarer only when the mana is stable and they are likely to improve turn-three or turn-four colors. Card text check required for Great Divide Guide, Shinestriker, Infinite Guideline Station, and Prismatic Undercurrents; use them only according to visible legal action text.

- Turn 3: Prefer Cultivate, Kodama's Reach, Coalition Relic, Chromatic Lantern, Solemn Simulacrum, or commander development with Garth One-Eye when the board is not dangerous. Search for missing colors first, then choose lands or sources that enable sweepers and five-color payoffs.

- Turn 3 deviation: If opponents present lethal growth, hold mana for Naya Charm, Sultai Charm, Mythos of Nethroi, Terminate, Path to Exile, or Syncopate rather than tapping out. If the deck already has five colors, begin setting up Maelstrom Nexus, Omnath, Locus of Creation, Rienne, Angel of Rebirth, or Scion of Draco only when Veles shows they are legal and tactically safe.

- Turns 4-5: Convert ramp into high-impact stabilization. Preferred plays include Explosive Vegetation, Migration Path, Time Wipe, Duneblast, Merciless Eviction, Iridian Maelstrom, The Kami War, Invasion of Alara, Niv-Mizzet, Guildpact, Maelstrom Archangel, or Omnath, Locus of All depending on visible pressure and colors.

- Turns 4-5 deviation: Do not cast Mana Flare, Timeless Lotus, Door to Nothingness, Coalition Victory, or Maelstrom Nexus into obvious punishment unless the same turn or next turn payoff is stronger than the table's visible response. Use Cascading Cataracts and Crystal Quarry as exact-color bridges, not casual generic sources.

- Late game: Shift from setup to confirmed finish attempts. Door to Nothingness, Coalition Victory, Unite the Coalition, Primeval Spawn, Two-Headed Hellkite, Bringer of the Blue Dawn, Bringer of the Green Dawn, Bringer of the White Dawn, Frost Titan, and O-Kagachi, Vengeful Kami should be chosen according to legal actions, visible blockers, stack risk, and whether waiting improves certainty.

- Late game deviation: If behind, choose sweepers, bounce, exile, or lifeline interaction before splashy threats. If ahead, protect the mana engine and avoid giving opponents a full Mana Flare turn unless Veles shows a deterministic winning or stabilizing sequence.

## Card Roles

- Commander engine: Garth One-Eye is the central reusable action source, but do not treat the commander as a guaranteed combo by itself. Cast Garth One-Eye when five colors are stable, at least one activation window is likely to matter before removal, and holding mana for Path to Exile, Terminate, Syncopate, Naya Charm, Sultai Charm, or Mythos of Nethroi is less important than establishing the engine.

- Companion-adjacent mana body: Jegantha, the Wellspring is a color bridge and late-game body, not a reason to keep a weak opener. Use Jegantha, the Wellspring when it materially unlocks Door to Nothingness, Coalition Victory, Unite the Coalition, The Kami War, or Bringer costs; avoid exposing it before the deck can convert the mana.

- Early acceleration: Search for Tomorrow, Farseek, Explore, Growth Spiral, Path to the World Tree, Cultivate, Kodama's Reach, Migration Path, and Explosive Vegetation are the deck's best way to survive its expensive hand. Sequence green ramp before artifacts when it fixes missing basic-land types, but use Arcane Signet, Fellwar Stone, Coalition Relic, Chromatic Lantern, and Timeless Lotus when they produce colors lands cannot provide.

- Five-color fixing: Prismatic Omen, Chromatic Lantern, Cascading Cataracts, Crystal Quarry, Mana Confluence, Command Tower, Exotic Orchard, and the tri-lands make the deck functional. Prioritize them over medium threats when the hand contains Coalition Victory, Door to Nothingness, Maelstrom Nexus, Bringer of the Blue Dawn, Bringer of the Green Dawn, Bringer of the White Dawn, or Primeval Spawn.

- Land package: Evolving Wilds, Rocky Tar Pit, Elegant Parlor, Cinder Glade, Canopy Vista, Prairie Stream, Sunken Hollow, Smoldering Marsh, Steam Vents, Stormcarved Coast, Deserted Beach, Temple of Abandon, Murmuring Bosk, Arcane Sanctum, Crumbling Necropolis, Frontier Bivouac, Jungle Shrine, Mystic Monastery, Nomad Outpost, Opulent Palace, Sandsteppe Citadel, Savage Lands, and Seaside Citadel should be sequenced for future color obligations rather than current convenience. Keep Forest access high because the deck's most reliable setup begins with green.

- Cheap interaction: Path to Exile, Terminate, Prismatic Ending, Syncopate, Naya Charm, Sultai Charm, and Mythos of Nethroi buy the time needed for five-color engines. Spend these on commanders, combo pieces, lethal attackers, or lock pieces; do not fire them at replaceable creatures if Time Wipe, Duneblast, Merciless Eviction, Iridian Maelstrom, or Lavalanche can clean up later.

- Sweepers and reset buttons: Time Wipe, Duneblast, Merciless Eviction, Iridian Maelstrom, and Lavalanche are stabilization tools and political reset levers. Choose the sweeper that preserves the most of your own mana engine or commander plan; hold Duneblast for boards where one creature surviving changes the race, and use Merciless Eviction when permanent type selection matters more than creature combat.

- High-impact five-color payoffs: Coalition Victory and Door to Nothingness are commitment-gate finishers. Attempt them only when Veles shows the exact legal action, the visible board and stack make the attempt plausible, and waiting does not improve protection or color certainty; never assume opponents lack interaction.

- Cascade and spell-chain engines: Maelstrom Nexus, Invasion of Alara, Maelstrom Archangel, and Unite the Coalition reward waiting until the follow-up spell or attack matters. Cast Maelstrom Nexus before a meaningful first spell of the turn, use Invasion of Alara when the deck can defend the battle or exploit the immediate value, and attack with Maelstrom Archangel only when combat damage is realistic.

- Big card-advantage threats: Niv-Mizzet, Guildpact, Omnath, Locus of All, Omnath, Locus of Creation, Bringer of the Blue Dawn, Bringer of the Green Dawn, Bringer of the White Dawn, Primeval Spawn, Two-Headed Hellkite, Frost Titan, O-Kagachi, Vengeful Kami, and The Kami War are late-game stabilizers or finishers. Prefer the one that answers the visible problem: cards when empty, blockers when pressured, removal or exile when a permanent dominates, and evasive pressure when the table is low.

- Domain and multicolor combat package: Scion of Draco, Chromanticore, Knight of New Alara, Rienne, Angel of Rebirth, Surrak Dragonclaw, Fallaji Wayfarer, Faeburrow Elder, Jenson Carthalion, Druid Exile, and Shinestriker support the tribal/multicolor creature plan. Use them to turn five-color mana into board pressure, but do not curve them out blindly into sweepers or removal when the hand still needs color setup. Card text check required for Shinestriker.

- Mana amplifiers and risk cards: Mana Flare and Timeless Lotus can create winning turns, but both invite punishment if cast too early. Use Mana Flare only when you benefit first or can immediately convert the extra mana into a decisive spell sequence; use Timeless Lotus when untapping with it is likely or when the same turn mana changes the game.

- Utility permanents: Solemn Simulacrum, Coalition Relic, Tiller Engine, Obsidian Obelisk, Infinite Guideline Station, Great Divide Guide, and Prismatic Undercurrents are role players whose exact value depends on visible legal text. Solemn Simulacrum is safe ramp and blocker material; Coalition Relic is a priority fixer. Card text check required for Tiller Engine, Obsidian Obelisk, Infinite Guideline Station, Great Divide Guide, and Prismatic Undercurrents.

- Flexible modal cards: Naya Charm, Sultai Charm, Mythos of Nethroi, Unite the Coalition, and The Kami War should be chosen for the current tactical problem, not saved for theoretical maximum value. Prefer modes that prevent lethal, break a lock, clear a must-answer permanent, or open a winning attack.

- Backup beatdown: Chromanticore, Scion of Draco, Knight of New Alara, Surrak Dragonclaw, Two-Headed Hellkite, Primeval Spawn, Frost Titan, and O-Kagachi, Vengeful Kami let the deck win without a named alternate-win condition. Shift into combat when opponents are spending resources on Door to Nothingness, Coalition Victory, or Garth One-Eye and the board offers clean damage.

- Common mistake: Do not cast expensive multicolor threats just because the mana is available. First ask whether the deck needs to hold interaction, fix a missing color, sweep the board, or wait for a turn where the payoff and protection are both legal.

## Interaction Priorities

- Remove engine pieces before attackers when the engine will outscale your mana. Use Path to Exile, Terminate, Prismatic Ending, Mythos of Nethroi, Sultai Charm, Naya Charm, or Lavalanche first on commanders, combo permanents, mana engines, hate pieces that stop five-color casting, and creatures that make Door to Nothingness or Coalition Victory impossible to set up.

- Counter commitment spells rather than filler. Syncopate, Dovin's Veto, and Swan Song should protect a winning Door to Nothingness, Coalition Victory, Unite the Coalition, Maelstrom Nexus, The Kami War, or Timeless Lotus turn, or stop an opposing win attempt, sweeper, lock piece, or commander recast that immediately changes the game.

- Exile when the permanent type or recursion risk matters. Merciless Eviction is the clean answer to graveyard-recurring creatures, artifact clusters, enchantment prisons, planeswalker-style engines, or boards where destroy effects are insufficient; choose the type that removes the public problem and preserves the most of your own mana base and payoff board.

- Sweep only after checking preservation value. Time Wipe is strongest when returning Garth One-Eye, Jegantha, the Wellspring, Maelstrom Archangel, Faeburrow Elder, Knight of New Alara, or another key creature changes the rebuild; Duneblast is strongest when one surviving creature dominates combat; Iridian Maelstrom is for multicolor-heavy boards where the visible legal text actually clears more opposing material than your own.

- Bounce temporary threats when tempo unlocks a win. Cyclonic Rift and Time Wipe-style return lines should prioritize blockers, hate permanents, or commanders that prevent a decisive attack, Door to Nothingness activation, or Coalition Victory attempt; do not use bounce as generic value if the same permanent can be replayed before you convert the window.

- Discard decisions are mostly defensive. The registered deck has no proactive discard package; when an opponent effect forces your discard, shed excess lands after five colors are secured, redundant expensive threats, or slow payoffs that lack support before cutting Path to Exile, Terminate, Prismatic Ending, Chromatic Lantern, Prismatic Omen, Timeless Lotus, or the only route to a visible win.

- Bait interaction with medium engines before committing finishers. Arcane Signet, Fellwar Stone, Coalition Relic, Solemn Simulacrum, Path to the World Tree, Scion of Draco, and Surrak Dragonclaw can draw answers without risking Door to Nothingness, Coalition Victory, Maelstrom Nexus, or The Kami War; do not bait if the board demands immediate removal.

- Ignore low-impact creatures when a sweeper is likely. Small attackers, expendable tokens, and value creatures that do not threaten lethal, mana denial, commander snowballing, or combo execution can be absorbed while you fix colors; spend single-target removal only when life total, commander damage, or a must-answer ability makes waiting unsafe.

- Change targets by archetype. Against fast combat decks, remove haste, pump, and evasion sources before value engines; against control, protect mana and alternate-win commitments; against graveyard decks, prioritize Rest in Peace and exile effects; against artifact or enchantment decks, value Force of Vigor, Vandalblast, Wear // Tear, Abrupt Decay, Sultai Charm, and Merciless Eviction higher than creature removal.

## Combat And Trading Rules

- Preserve mana creatures and five-color enablers unless life is under immediate pressure. Faeburrow Elder, Jenson Carthalion, Druid Exile, Fallaji Wayfarer, Jegantha, the Wellspring, and Garth One-Eye are usually worth more as future mana, action access, or color density than as early blockers; block with them only to prevent lethal, commander-damage danger, or a snowballing combat trigger.

- Attack only when the damage advances a real clock or unlocks a trigger. Maelstrom Archangel, Two-Headed Hellkite, O-Kagachi, Vengeful Kami, Frost Titan, Chromanticore, Scion of Draco, Primeval Spawn, and Niv-Mizzet, Guildpact can close games, but sending them into open blocks is wrong when they are also your stabilizers or payoff bodies.

- Trade expendable ramp bodies before engine bodies. Solemn Simulacrum is the preferred blocker when it buys time; Bringer of the Green Dawn, Bringer of the Blue Dawn, Bringer of the White Dawn, Omnath, Locus of All, Omnath, Locus of Creation, and Rienne, Angel of Rebirth should survive unless the trade prevents lethal or protects a winning next turn.

- Hold back after committing a fragile alternate-win plan. When Door to Nothingness or Coalition Victory is close, avoid unnecessary attacks that expose the exact creature type, color presence, or blocker needed for the win; life total matters less than keeping the visible requirements intact.

- Use combat pressure as the backup plan when opponents over-respect combo. Knight of New Alara, Scion of Draco, Chromanticore, Surrak Dragonclaw, and Rienne, Angel of Rebirth can turn multicolor creatures into a lethal board; shift from setup to attacks when opponents are tapped low or have spent removal on Garth One-Eye and mana artifacts.

- Block conservatively above 25 life and urgently below 12 life. Above 25, take nonlethal damage to keep Faeburrow Elder, Jenson Carthalion, Druid Exile, and payoff creatures alive; below 12, favor stabilizing blocks, Lavalanche cleanup, Time Wipe, Duneblast, or Merciless Eviction over preserving medium-value attackers.

- Respect archetype differences in combat. Race control and combo only when your board presents a short clock; stabilize first against creature decks; avoid feeding graveyard or sacrifice decks unnecessary creature deaths unless Rest in Peace or exile interaction is already handling the public recursion plan.

- Treat unknown text cards cautiously. Card text check required for Shinestriker, Great Divide Guide, Infinite Guideline Station, Obsidian Obelisk, Prismatic Undercurrents, and Tiller Engine; use any combat or protection choice from those cards only when Veles exposes legal action text that clearly states the immediate result.

## Selection And Tutor Rules

- Find missing colors before finding power. Farseek, Cultivate, Kodama's Reach, Search for Tomorrow, Migration Path, Explosive Vegetation, Evolving Wilds, Rocky Tar Pit, Path to the World Tree, and any land-search mode should first complete all five colors, then secure double-color needs, then improve tapped-land timing for Door to Nothingness, Coalition Victory, Timeless Lotus, Unite the Coalition, and The Kami War.

- Search for typed lands by current bottleneck. If white or black is missing, prioritize lands that unlock Prismatic Ending, Mythos of Nethroi, Terminate, Time Wipe, Duneblast, Merciless Eviction, or Garth One-Eye; if green is missing, prioritize the land that lets the ramp chain continue; if red or blue is missing, prioritize access for Unite the Coalition, Sultai Charm, Naya Charm, Syncopate, Frost Titan, or Maelstrom Archangel.

- Make the land drop after information when the effect can change it. Cast Explore, Growth Spiral, Path to the World Tree, or a legal draw/filter action before playing a land when you still have a land drop and the revealed card could change which color source enters; play the land first only when mana is needed to cast the selection spell or when a tapped land must be used now.

- Treat Path to the World Tree as fixing first and payoff second. Use the early search to cover missing basics or typed sources; activate the later ability only when the full color payment is visible and the resulting damage, draw, token, or stabilization is more important than preserving mana for interaction.

- Use cascade-like and free-spell engines as commitment selections, not blind value. Maelstrom Nexus, Invasion of Alara, Maelstrom Archangel, and Primeval Spawn can create large information swings, so prefer casting them when you can use the resulting legal spell immediately, protect the turn, or accept whatever Veles exposes without relying on hidden-library assumptions.

- Choose graveyard return targets by plan completion. Bringer of the White Dawn, Naya Charm, and Garth One-Eye recursion-style legal actions should recover Timeless Lotus, Door to Nothingness, Chromatic Lantern, Prismatic Omen, Maelstrom Nexus, Coalition Victory, or the exact interaction spell that answers the public threat; do not return a large creature if mana or alternate-win infrastructure is the missing piece.

- Bottom or discard unsupported expensive cards before fixing. When scry, filter, or forced discard choices appear, keep lands, green ramp, Chromatic Lantern, Prismatic Omen, Arcane Signet, Fellwar Stone, Coalition Relic, and cheap interaction over Bringer of the Blue Dawn, Bringer of the Green Dawn, Bringer of the White Dawn, Primeval Spawn, Two-Headed Hellkite, or The Kami War unless the mana to cast them is already visible.

- Treat unknown selection text as conditional. Card text check required for Great Divide Guide, Infinite Guideline Station, Obsidian Obelisk, Prismatic Undercurrents, Shinestriker, and Tiller Engine; follow only the legal action text Veles exposes, and prefer choices that fix colors, preserve interaction, or advance a visible win condition.

## Priority And Stack Rules

- Pass priority when no visible action improves the turn. This deck wants mana efficiency, but it should not spend Path to Exile, Terminate, Prismatic Ending, Mythos of Nethroi, Sultai Charm, Naya Charm, Syncopate, Cyclonic Rift, Dovin's Veto, Swan Song, or Swords to Plowshares on low-impact spells unless the public board shows a clock, combo, lock, or commander snowball.

- Hold interaction for commitment turns. Keep open mana before attempting Door to Nothingness, Coalition Victory, Unite the Coalition, The Kami War, Maelstrom Nexus, Timeless Lotus, or a large Maelstrom Archangel attack; respond to opposing removal, counterspells, or hate only when losing the permanent or spell breaks the selected winning line.

- Use Garth One-Eye activations at the latest safe window. If Veles exposes a mana, draw, removal, recursion, or creature-copy mode from Garth One-Eye, choose the mode that answers the current bottleneck and activate after opponents commit mana when possible; activate main phase only when the mana or card access is required for the same turn.

- Let harmless spells resolve while protecting color infrastructure. Opposing card draw or small creatures can resolve if your next turn still advances five-color setup, but respond immediately to public effects that destroy lands, disable artifacts, exile graveyards needed for recovery, remove Prismatic Omen or Chromatic Lantern, or stop Door to Nothingness and Coalition Victory requirements.

- Spend counters on must-answer stack objects. Syncopate, Dovin's Veto, and Swan Song should counter opposing win attempts, sweepers that erase your only rebuild, graveyard or artifact hate that stops the current line, and interaction aimed at the exact permanent enabling a win; avoid countering replaceable ramp or medium attackers.

- Sequence optional payments after tax checks. Before paying optional costs or value abilities from Omnath, Locus of All, Path to the World Tree, Garth One-Eye, or any exposed legal action, reserve mana for pending ward, protection, Syncopate, removal, or the required five-color activation; decline optional payments when they strand the current commitment.

- Use combat windows for decisive removal only. After attackers or blockers, cast Path to Exile, Terminate, Sultai Charm, Naya Charm, Mythos of Nethroi, Lavalanche, Cyclonic Rift, or Swords to Plowshares when it prevents lethal, preserves a key blocker, clears a blocker for Maelstrom Archangel or Two-Headed Hellkite, or stops a combat trigger that changes the game.

- Choose sweeper timing around rebuild priority. Cast Time Wipe, Duneblast, Merciless Eviction, Toxic Deluge, or Iridian Maelstrom before damage when survival requires it; wait until after opponents commit more permanents when life total and commander damage allow, especially if you can preserve Garth One-Eye, Jegantha, the Wellspring, Faeburrow Elder, or a single dominant multicolor threat.

## Sideboard Map

- Sideboard cards are role cards for known tables, not generic upgrades. Preserve the main deck's five-color engine density unless the opposing plan makes a narrow answer materially better than another expensive payoff, symmetric enabler, or slow sweeper.

- Swords to Plowshares is the clean creature answer for commanders, creature-combo pieces, oversized attackers, and indestructible or recursive threats when exile matters. Add it against commander-centric, Voltron, reanimator-creature, and fast creature decks; avoid emphasizing it against spell-combo or prison decks with few creature threats. Its role changes from emergency removal early to combo protection late by clearing one blocker or one hate creature before Door to Nothingness, Coalition Victory, Maelstrom Archangel, or Two-Headed Hellkite matters.

- Cyclonic Rift is the broad reset for permanent-heavy boards that are too diverse for Terminate, Path to Exile, Prismatic Ending, or Mythos of Nethroi. Add it against token swarms, enchantment/artifact boards, commander piles, and battlefields where bouncing blockers enables a decisive attack or buys a full turn for Timeless Lotus, Door to Nothingness, Coalition Victory, or The Kami War. It is weaker against low-permanent stack combo, discard-heavy decks, and games where holding up blue mana delays required color setup.

- Toxic Deluge is the flexible creature sweeper when life can be converted into survival. Add it against go-wide creatures, protected boards, large commander pressure, and creature-combo tables where exact toughness-based clearing is needed; reduce emphasis when your life total is already under lethal pressure or when Garth One-Eye, Jegantha, the Wellspring, Faeburrow Elder, Jenson Carthalion, Druid Exile, or a single multicolor finisher is the only path to stabilizing. Treat it as survival first, not a value sweeper.

- Force of Vigor is the free-speed answer to artifact and enchantment engines. Add it against treasure/artifact mana bursts, prison pieces, enchantment locks, and hate permanents that shut off Door to Nothingness, Timeless Lotus, Chromatic Lantern, Prismatic Omen, or graveyard recovery; reduce emphasis against creature combat decks and nonpermanent spell-combo decks. Exiling or spending a green card is a real cost, so preserve green ramp unless the visible permanent blocks the chosen plan.

- Vandalblast is the dedicated artifact-pressure card. Add it against artifact mana tables, equipment-heavy commanders, artifact combo engines, and boards where overloaded artifact removal would leave your five-color permanents ahead; reduce emphasis against enchantment prison, creature-only aggro, and graveyard engines. Early it can answer one mana rock or hate artifact; late it can create a commitment turn for Maelstrom Nexus, Invasion of Alara, or Door to Nothingness.

- Dovin's Veto is the safest noncreature stack shield for commitment turns. Add it against control, spell combo, sweepers, extra-turn style turns, opposing counterspell decks, and noncreature hate that stops Coalition Victory, Door to Nothingness, Timeless Lotus, Maelstrom Nexus, or Prismatic Omen. It is poor against creature swarms when the stack object is not the problem; in those matchups it should be held only if the visible table shows a noncreature haymaker or answer to your win.

- Swan Song is the cheap answer for opposing instants, sorceries, and enchantments that matter more than a 2/2 token. Add it against combo, control, enchantment locks, board wipes, and removal aimed at the exact permanent enabling a win; reduce emphasis against creature decks where the token materially worsens combat or where opposing threats are mostly creatures and artifacts. Use it aggressively to protect a deterministic finish, but do not spend it on replaceable value when Syncopate or board answers already cover the turn.

- Rest in Peace is the graveyard shutdown card for graveyard-combo, recursion, dredge-style engines, and commanders that repeatedly use graveyards. Add it when public information shows graveyards are central to the opposing plan; reduce emphasis when your own Bringer of the White Dawn, Naya Charm, or other recovery lines are the better route and the opponent has not shown graveyard dependence. If Rest in Peace is active, shift away from recursion planning and toward board, mana, and alternate-win infrastructure.

- Abrupt Decay is the efficient permanent answer for low-cost hate, mana engines, and compact combo pieces. Add it against cheap commander support permanents, early stax pieces, artifact/enchantment accelerants, and hate that must be answered before a commitment turn; reduce emphasis against expensive haymaker decks where Mythos of Nethroi, Merciless Eviction, Cyclonic Rift, or counters answer the real threats better. Treat its uncounterable profile as a way to force through setup, not as permission to answer irrelevant permanents.

- Wear // Tear is the split artifact/enchantment answer when both permanent types are likely. Add it against mixed prison boards, artifact mana plus enchantment hate, equipment plus aura shells, and tables where one flexible answer is better than a narrow sweeper; reduce emphasis against creature-only pressure and spell-combo. When both halves are legal and useful, prefer removing the permanent that blocks current mana, color fixing, or the selected win condition.

Anti-Combo / Counter-War Plan
Side in: Dovin's Veto; Swan Song; Swords to Plowshares; Abrupt Decay; Cyclonic Rift
Cut: Mana Flare; Lavalanche; Duneblast; Bringer of the Green Dawn; Primeval Spawn

- Anti-combo boarding lowers clunky sorcery-speed board control and symmetrical acceleration. Keep green ramp, Chromatic Lantern, Prismatic Omen, Timeless Lotus, and cheap interaction because the deck still needs to assemble five colors while stopping the opposing decisive stack or creature piece.

Artifact Or Enchantment Engine Plan
Side in: Force of Vigor; Vandalblast; Wear // Tear; Abrupt Decay; Cyclonic Rift
Cut: Mana Flare; Bringer of the Blue Dawn; Bringer of the Green Dawn; Lavalanche; Iridian Maelstrom

- Permanent-engine boarding adds density against prison, artifact mana, enchantment locks, and hate pieces. Keep Merciless Eviction when the board may diversify beyond artifacts or enchantments; keep Prismatic Omen and Chromatic Lantern unless the opponent has repeated public removal for those permanent types and your hand already has natural five-color mana.

Creature Pressure Plan
Side in: Swords to Plowshares; Toxic Deluge; Cyclonic Rift; Abrupt Decay; Wear // Tear
Cut: Mana Flare; Coalition Victory; Bringer of the Blue Dawn; Primeval Spawn; Invasion of Alara

- Creature-pressure boarding prioritizes survival and tempo over the slowest alternate-win paths. Coalition Victory can return to emphasis in slow creature mirrors, but against fast pressure it is often worse than reaching a stable battlefield with Garth One-Eye, Time Wipe, Duneblast, Merciless Eviction, Toxic Deluge, or a large multicolor blocker.

Graveyard Engine Plan
Side in: Rest in Peace; Swords to Plowshares; Dovin's Veto; Swan Song; Abrupt Decay
Cut: Bringer of the White Dawn; Naya Charm; Mana Flare; Lavalanche; Primeval Spawn

- Graveyard boarding accepts reduced recursion to stop the opponent's engine. Do not add Rest in Peace only because a graveyard exists; add it when the opposing graveyard is a visible resource, a commander dependency, or a known archetype axis, then play toward artifacts, lands, five-color payoffs, and exile-based answers.

Big-Mana / Artifact Ramp Plan
Side in: Dovin's Veto; Swan Song; Force of Vigor; Vandalblast; Cyclonic Rift
Cut: Terminate; Lavalanche; Duneblast; Bringer of the Green Dawn; Mana Flare

- Big-mana boarding keeps the deck's acceleration intact while adding answers to mana rocks, engine permanents, and haymaker turns. Do not over-trim win pressure; the goal is to make the first protected Door to Nothingness, Coalition Victory, Maelstrom Nexus, Invasion of Alara, or Timeless Lotus turn matter before the opposing top end takes over.

Voltron / Single-Commander Plan
Side in: Swords to Plowshares; Toxic Deluge; Cyclonic Rift; Abrupt Decay; Dovin's Veto
Cut: Mana Flare; Bringer of the Blue Dawn; Primeval Spawn; Coalition Victory; Lavalanche

- Single-commander boarding values exile, bounce, cheap permanent answers, and stack protection over slow engines that do not affect the commander clock. Keep Path to Exile, Terminate, Mythos of Nethroi, Sultai Charm, and Prismatic Ending highly prioritized, and avoid spending sweepers unless legal combat math or protection text makes one-for-one removal unreliable.

- Add role cards by archetype, not by fear. Against control, add stack protection and reduce expensive sorcery-speed removal emphasis; against artifact/enchantment decks, add permanent answers and reduce slow creatures; against aggro, add cheap creature interaction and reduce alternate-win cards that do not affect the board; against graveyard engines, add Rest in Peace and reduce recursion dependence.

## Matchup Guidance

- Aggro: Stabilize before showcasing five-color payoffs. Keep hands that produce early green ramp plus at least one cheap interaction piece, blocker, or sweeper path; hands full of Bringer of the Blue Dawn, Primeval Spawn, Coalition Victory, Door to Nothingness, or The Kami War without acceleration are too slow unless the visible table is clearly durdly. Add role cards such as Swords to Plowshares, Toxic Deluge, Cyclonic Rift, Abrupt Decay, and Wear // Tear only when their targets or tempo role are likely. Reduce main-deck emphasis on Mana Flare, Primeval Spawn, Bringer of the Blue Dawn, Invasion of Alara, and Coalition Victory. Prioritize Prismatic Ending, Path to Exile, Terminate, Mythos of Nethroi, and Sultai Charm on threats that shorten the clock or invalidate blocks; do not spend premium removal on a small attacker if Time Wipe, Duneblast, Merciless Eviction, or Lavalanche is a visible near-term reset.

- Control: Build mana and force commitment turns through stack pressure. Develop Command Tower, Cascading Cataracts, Crystal Quarry, Chromatic Lantern, Prismatic Omen, Timeless Lotus, Faeburrow Elder, Coalition Relic, Jenson Carthalion, Druid Exile, and Jegantha, the Wellspring before exposing Coalition Victory, Door to Nothingness, Maelstrom Nexus, or Invasion of Alara. Add role cards such as Dovin's Veto, Swan Song, Cyclonic Rift, and Abrupt Decay when the opponent is presenting counters, sweepers, or noncreature locks. Reduce emphasis on creature sweepers that do not answer the control axis and symmetrical Mana Flare unless it enables a protected decisive turn. Prefer baiting with Niv-Mizzet, Guildpact, Bringer of the Blue Dawn, Omnath, Locus of All, or Maelstrom Archangel before committing the true win condition.

- Combo: Treat unknown mana bursts, compact engines, and protected commanders as higher priority than board value. Keep interaction plus acceleration over slow payoff-only hands, and hold Syncopate, Dovin's Veto, Swan Song, Terminate, Path to Exile, Mythos of Nethroi, Abrupt Decay, or Cyclonic Rift for the action that starts or protects the opposing decisive turn. Add role cards according to the combo axis: Dovin's Veto and Swan Song for stack combo, Swords to Plowshares for creature engines, Abrupt Decay for cheap permanents, and Cyclonic Rift for board-based engines. Reduce emphasis on Lavalanche, Duneblast, Primeval Spawn, Bringer of the Green Dawn, and Mana Flare. Do not tap below interaction for a medium threat when the opponent has untapped mana, a known engine permanent, or a commander that converts one spell into a win.

- Tempo: Convert every turn into either mana development or a clean exchange. Sequence Search for Tomorrow, Farseek, Explore, Growth Spiral, Cultivate, Kodama's Reach, Migration Path, and Explosive Vegetation so that removal can still answer a pressure piece on the key turn. Add role cards such as Swords to Plowshares, Abrupt Decay, Swan Song, and Dovin's Veto when cheap disruption and bounce are expected. Reduce emphasis on expensive tap-out threats that do not stabilize immediately. Value Fellwar Stone, Arcane Signet, Coalition Relic, Chromatic Lantern, and Tiller Engine highly because tempo decks punish stumbling more than they punish a slightly lower ceiling.

- Midrange: Go larger without losing the first exchange war. Use ramp to cross from one-for-one interaction into superior threats such as Niv-Mizzet, Guildpact, Omnath, Locus of Creation, Omnath, Locus of All, Frost Titan, Two-Headed Hellkite, The Kami War, Invasion of Alara, and Bringer of the White Dawn. Add role cards such as Toxic Deluge, Swords to Plowshares, Abrupt Decay, and Cyclonic Rift if their threats are efficient or sticky. Reduce emphasis on Mana Flare when it helps them deploy multiple threats first. Preserve Merciless Eviction for permanent types that their board is actually built around; avoid firing a sweeper into one creature if spot removal and blockers handle the board.

- Big mana: Race their top end by assembling five colors and protecting the first decisive payoff. Prioritize acceleration and fixing over early chip damage, especially Chromatic Lantern, Prismatic Omen, Cascading Cataracts, Crystal Quarry, Timeless Lotus, Cultivate, Kodama's Reach, Explosive Vegetation, and Migration Path. Add role cards such as Dovin's Veto, Swan Song, Cyclonic Rift, Force of Vigor, and Vandalblast when their acceleration or haymakers are noncreature permanents or stack-based. Reduce emphasis on narrow creature removal unless their ramp is creature-based. Door to Nothingness and Coalition Victory are realistic pressure valves here, but only commit after checking life, colors, untapped mana, known interaction, and whether waiting gives the opponent the first lethal-scale turn.

- Graveyard: Stop recursion engines only when public information shows the graveyard is an active resource. Add role cards such as Rest in Peace, Dovin's Veto, Swan Song, Swords to Plowshares, and Abrupt Decay. Reduce emphasis on Bringer of the White Dawn and Naya Charm when Rest in Peace is active or likely to be deployed. Merciless Eviction can answer graveyard-adjacent permanent boards, but Rest in Peace is the clean axis card when the opponent repeatedly uses graveyards. Do not assume hidden graveyard combo pieces; act on revealed cards, commander identity, visible costs, and legal engine actions.

- Artifact/enchantment: Protect your own fixing while removing the permanent that blocks your selected plan. Add role cards such as Force of Vigor, Vandalblast, Wear // Tear, Abrupt Decay, and Cyclonic Rift. Reduce emphasis on Iridian Maelstrom, Lavalanche, Bringer of the Blue Dawn, and Bringer of the Green Dawn when the fight is about noncreature permanents. Prioritize answers to hate that disables Door to Nothingness, Timeless Lotus, Chromatic Lantern, Prismatic Omen, Prismatic Undercurrents, or Maelstrom Nexus; Card text check required for Prismatic Undercurrents, Infinite Guideline Station, Obsidian Obelisk, Shinestriker, and Great Divide Guide, so follow legal action text before treating them as engines.

- Go-wide: Save sweepers for boards that beat single blockers and spot removal. Time Wipe, Duneblast, Merciless Eviction, Toxic Deluge, Lavalanche, Iridian Maelstrom, and Cyclonic Rift are the swing cards; use Path to Exile, Terminate, Swords to Plowshares, and Mythos of Nethroi only when one lord, anthem, token engine, or combat enabler makes the swarm lethal. Reduce emphasis on Coalition Victory and Door to Nothingness until the board is stable. Multicolor blockers such as Scion of Draco, Chromanticore, Knight of New Alara-supported creatures, and O-Kagachi, Vengeful Kami matter only if combat math from the rules engine confirms they survive or deter attacks.

- Single-threat: Answer the one permanent cleanly and avoid wasting sweepers. Path to Exile, Swords to Plowshares, Terminate, Mythos of Nethroi, Sultai Charm, Prismatic Ending, Frost Titan, and Cyclonic Rift are preferred over Merciless Eviction or Duneblast unless the threat is protected by a broader board. Add role cards according to whether the threat is creature, cheap permanent, or stack-protected: Swords to Plowshares, Abrupt Decay, Dovin's Veto, and Swan Song. Keep mana open when the opponent can redeploy the commander or protect the threat.

- Burn: Treat life total as a hard resource gate. Avoid unnecessary Mana Confluence pain, avoid Mana Flare unless it wins or stabilizes immediately, and prefer plays that add life-buffering bodies, removal, or decisive pressure. Add role cards such as Swords to Plowshares, Dovin's Veto, Swan Song, and Abrupt Decay when they answer burn engines or lethal spells. Reduce emphasis on slow draw engines and painful setup that does not affect the clock. Omnath, Locus of Creation may be important if legal text and land sequencing support life stabilization; verify through rules-engine output.

- Removal-heavy: Diversify threats and do not overcommit fragile engines into open answers. Lead with expendable ramp creatures or value creatures before exposing Faeburrow Elder, Jenson Carthalion, Druid Exile, Maelstrom Archangel, Rienne, Angel of Rebirth, or Omnath, Locus of All. Add role cards such as Dovin's Veto, Swan Song, and Cyclonic Rift if removal is stack-based or tempo-positive. Reduce emphasis on creature-dependent lines when artifact and land fixing can carry the plan. Bringer of the White Dawn, Naya Charm, and Garth One-Eye may recover resources, but only rely on recursion when graveyards are not being attacked and legal actions confirm the target.

## Specific Matchup Notes

- General/archetype-only: Exact opponents are absent, so treat these notes as role heuristics and let revealed cards, commander identity, legal actions, and public zones override assumptions. Priority targets are permanents or stack actions that deny five-color mana, stop Door to Nothingness or Coalition Victory, punish tap-out turns, or create a faster lethal clock than Garth One-Eye can stabilize.

- Fast creature decks: Stabilize before assembling showpiece wins. Add role cards such as Swords to Plowshares, Toxic Deluge, Cyclonic Rift, and Abrupt Decay. Wear // Tear can join only when equipment, auras, or artifact/enchantment engines are visible. Reduce emphasis on Mana Flare, Bringer of the Blue Dawn, Bringer of the Green Dawn, Door to Nothingness, and Coalition Victory until the board is safe. Spend Path to Exile, Terminate, Prismatic Ending, Mythos of Nethroi, Time Wipe, Duneblast, Merciless Eviction, Lavalanche, or Iridian Maelstrom according to the visible board, not fear of hidden follow-up.

- Stack-control decks: Force them to answer mana and medium threats before committing the decisive closer. Add role cards such as Dovin's Veto, Swan Song, Cyclonic Rift, and sometimes Abrupt Decay if cheap noncreature hate is shown. Reduce emphasis on sorcery-speed overextension into open mana, especially Mana Flare when it helps them first. Protect commitment turns for Coalition Victory, Door to Nothingness, Invasion of Alara, The Kami War, Maelstrom Nexus, and Timeless Lotus by checking known interaction and whether Garth One-Eye can bait a response first.

- Graveyard decks: Deploy Rest in Peace only when public information shows graveyard dependence or the commander strongly signals it. Add role cards such as Rest in Peace, Swords to Plowshares, Dovin's Veto, Swan Song, and Abrupt Decay. Reduce emphasis on Bringer of the White Dawn, Naya Charm, and any recursion line while Rest in Peace is active or planned. Do not assume hidden graveyard contents; respond to revealed cards, activated abilities, escape-like costs, reanimation targets, and legal stack prompts.

- Artifact/enchantment decks: Protect fixing while attacking the permanent that blocks the selected win line. Add role cards such as Force of Vigor, Vandalblast, Wear // Tear, Abrupt Decay, and Cyclonic Rift. Reduce emphasis on expensive creature-only pressure when noncreature permanents are deciding the game. Prioritize removal for hate against Chromatic Lantern, Prismatic Omen, Timeless Lotus, Cascading Cataracts, Crystal Quarry, Door to Nothingness, Maelstrom Nexus, or Prismatic Undercurrents; Card text check required for Prismatic Undercurrents.

- Big-mana mirrors: Race to a protected decisive turn rather than trading chip damage. Add role cards such as Dovin's Veto, Swan Song, Force of Vigor, Vandalblast, and Cyclonic Rift if their ramp or payoff axis is visible. Reduce emphasis on narrow creature removal unless a creature is their engine. Value Cultivate, Kodama's Reach, Explosive Vegetation, Migration Path, Chromatic Lantern, Prismatic Omen, Timeless Lotus, Cascading Cataracts, and Crystal Quarry highly because the first player to convert five colors into a must-answer spell can dominate.

- Voltron or single-commander decks: Use Swords to Plowshares, Path to Exile, Terminate, Mythos of Nethroi, Prismatic Ending, Sultai Charm, Abrupt Decay, Cyclonic Rift, and Toxic Deluge to prevent one commander from turning the game into repeated commander-tax math. Dovin's Veto and Swan Song matter if protection, auras, equipment tutors, or extra combat spells are the real issue. Do not lean on Coalition Victory or Door to Nothingness until the commander clock is contained.

- Mixed unknown tables: Stay conservative. The default Garth One-Eye plan is still five-color mana, flexible answers, and one decisive payoff. Sideboard only into the axis that the first game or revealed commanders actually demonstrated, and avoid cutting too much ramp or fixing for narrow answers that may sit idle.

## Risk Summary
- Mana risk: The deck loses many games to color sequencing rather than card quality. Keep hands that can cast early fixing and eventually support WUBRG; avoid relying on Mana Confluence pain or Mana Flare symmetry unless the legal line immediately stabilizes or wins.

- Matchup risk: Unknown opponents punish the wrong half of the deck. Against speed, clunky closers are liabilities; against control, unprotected tap-out closers are liabilities; against permanent engines, creature removal alone is too narrow.

- Draw risk: Hands full of Bringer of the Blue Dawn, Bringer of the Green Dawn, Bringer of the White Dawn, Primeval Spawn, The Kami War, Invasion of Alara, Door to Nothingness, or Coalition Victory need ramp and fixing before they are real plans. Mulligan or sequence conservatively when the opening hand cannot affect the game before turn three.

- Over-sideboarding risk: Do not dilute the five-color engine with too many narrow answers. Add role cards only when public matchup information supports them, and preserve enough ramp, fixing, and closers to make Garth One-Eye, Timeless Lotus, Chromatic Lantern, Prismatic Omen, and the WUBRG payoffs matter.

- Graveyard risk: Rest in Peace can weaken Bringer of the White Dawn and Naya Charm lines. Use it when it meaningfully attacks the opponent, not as a generic safety card.

- Sweeper/removal risk: Time Wipe, Duneblast, Merciless Eviction, Toxic Deluge, Lavalanche, and Iridian Maelstrom can rescue bad boards but can also erase your own stabilizers. Let rules-engine combat math and visible lethal pressure decide whether to sweep or use Path to Exile, Terminate, Swords to Plowshares, Prismatic Ending, Sultai Charm, or Mythos of Nethroi.

- Closer risk: Coalition Victory and Door to Nothingness are fragile commitment lines. Check life totals, exact colors, untapped mana, summoning restrictions, known interaction, and whether waiting gives the opponent a lethal or lock turn.

- Interaction risk: Syncopate, Dovin's Veto, Swan Song, Cyclonic Rift, Force of Vigor, Vandalblast, Wear // Tear, and Abrupt Decay are role cards, not trophies. Spend them on the visible object that stops the active plan or kills you first.

- Sequencing risk: Do not cast Mana Flare, Maelstrom Nexus, or a large payoff before making the land drop, fixing colors, and checking priority windows. Card text check required for Great Divide Guide, Infinite Guideline Station, Obsidian Obelisk, Shinestriker, and Prismatic Undercurrents, so follow legal action text for those cards at runtime.

## Test Feedback Checklist
- Result driver: Identify the public decision, resolved spell, combat step, or mana failure that most changed the game. Record whether the pivot was a five-color payoff, a missed stabilizer, an unanswered opposing engine, or a failed closing attempt.
- Mulligan quality: Check whether the kept hand had early land drops, green ramp or artifact fixing, and a believable path to WUBRG. Flag keeps that contained only Bringer of the Blue Dawn, Bringer of the Green Dawn, Bringer of the White Dawn, Primeval Spawn, Door to Nothingness, Coalition Victory, The Kami War, or Invasion of Alara without support.
- Mana execution: Record whether Command Tower, Mana Confluence, Exotic Orchard, Cascading Cataracts, Crystal Quarry, Chromatic Lantern, Prismatic Omen, Timeless Lotus, Arcane Signet, Fellwar Stone, Coalition Relic, Cultivate, Kodama's Reach, Farseek, Search for Tomorrow, Explore, Growth Spiral, Explosive Vegetation, Migration Path, Solemn Simulacrum, or Path to the World Tree actually fixed the decisive colors on time.
- Velocity check: Ask whether the deck spent turns advancing mana and cards or merely holding expensive spells. Note when Bringer of the Blue Dawn, Omnath, Locus of All, Omnath, Locus of Creation, Niv-Mizzet, Guildpact, Maelstrom Nexus, or Garth One-Eye converted into meaningful follow-up.
- Engine check: Track whether Chromatic Lantern, Prismatic Omen, Timeless Lotus, Maelstrom Nexus, Mana Flare, Prismatic Undercurrents, and Door to Nothingness were cast at safe times. Card text check required for Prismatic Undercurrents.
- Removal timing: Review whether Path to Exile, Terminate, Prismatic Ending, Mythos of Nethroi, Sultai Charm, Naya Charm, Syncopate, Iridian Maelstrom, Lavalanche, Time Wipe, Duneblast, and Merciless Eviction were spent on the visible object that mattered most.
- Sideboard impact: Record whether Swords to Plowshares, Cyclonic Rift, Toxic Deluge, Force of Vigor, Vandalblast, Dovin's Veto, Swan Song, Rest in Peace, Abrupt Decay, or Wear // Tear answered the matchup problem they were brought in for.
- Closing discipline: Ask whether Coalition Victory, Door to Nothingness, Maelstrom Archangel, Two-Headed Hellkite, Primeval Spawn, O-Kagachi, Vengeful Kami, Scion of Draco, Chromanticore, Knight of New Alara, or Invasion of Alara could have ended the game sooner or needed more protection.
- Role accuracy: Record whether the pilot correctly became stabilizer, ramp-combo player, control player, or pressure player based on visible board state rather than the opening plan.
- Mistake audit: Flag any pass, attack, block, tap-out, sweeper, counterspell, or removal choice that ignored a legal stabilizing action or a visible lethal threat.
- Stranded-card audit: List cards stuck in hand for color, timing, target, or board-state reasons, especially Coalition Victory, Door to Nothingness, Iridian Maelstrom, Duneblast, The Kami War, Bringer of the White Dawn, Bringer of the Green Dawn, Bringer of the Blue Dawn, and Primeval Spawn.
- Performance notes: Mark overperformers that repeatedly created mana, cards, survival, or wins, and underperformers that required too much setup or conflicted with the actual matchup.

## First Tuning Questions
- Mana base question: If losses came from color failure, should the list increase early fixing density, adjust the Forest, Island, Mountain, Swamp, and Plains balance, or reduce spells that require exact WUBRG before the mana engine is established?
- Ramp mix question: If the deck was slow, should Explore, Growth Spiral, Search for Tomorrow, Farseek, Cultivate, Kodama's Reach, Migration Path, Explosive Vegetation, Solemn Simulacrum, Arcane Signet, Fellwar Stone, Coalition Relic, Chromatic Lantern, and Timeless Lotus be rebalanced toward earlier action?
- Aggro plan question: If fast creature decks won before setup, should Toxic Deluge, Swords to Plowshares, Cyclonic Rift, Abrupt Decay, or additional low-cost interaction replace a slower main-deck card in sideboard plans?
- Control plan question: If stack-control decks beat every closer, should Dovin's Veto and Swan Song become higher-priority sideboard inclusions, and should Mana Flare, Door to Nothingness, Coalition Victory, or Primeval Spawn be reduced in post-board emphasis?
- Closer question: If games stabilized but did not end, which finisher actually converted: Coalition Victory, Door to Nothingness, Maelstrom Archangel, Maelstrom Nexus, Two-Headed Hellkite, Primeval Spawn, O-Kagachi, Vengeful Kami, Scion of Draco, or commander-generated pressure from Garth One-Eye?
- Removal suite question: If threats slipped through, was the issue wrong answers, late answers, or overreliance on sweepers such as Time Wipe, Duneblast, Merciless Eviction, Iridian Maelstrom, Lavalanche, and Toxic Deluge?
- Sideboard slot question: If artifacts, enchantments, graveyards, or counter wars dominated, should Force of Vigor, Vandalblast, Wear // Tear, Rest in Peace, Dovin's Veto, Swan Song, Abrupt Decay, or Cyclonic Rift receive more explicit matchup priority?
- Role-conflict question: If the pilot oscillated between ramp, tribal pressure, and combo finish, should creature payoffs like Rienne, Angel of Rebirth, Knight of New Alara, Fallaji Wayfarer, Jenson Carthalion, Druid Exile, Scion of Draco, and Chromanticore be treated as a real backup plan or trimmed from strategic emphasis?
- Symmetry question: If Mana Flare helped opponents more than this deck, should it be restricted to immediate payoff turns or deprioritized against decks that can use the mana first?
- Unknown-text question: If Great Divide Guide, Infinite Guideline Station, Obsidian Obelisk, Shinestriker, or Prismatic Undercurrents mattered, should their exact card text be verified before promoting any deterministic policy around them?

## Veles Tactical Policy

### Policy: Commander And Companion Pregame Gate
Priority: Medium
Decision families: pregame
Cards: Garth One-Eye; Jegantha, the Wellspring
Phase windows: pregame, command-zone setup
Runtime cues: commander selection, companion declaration, opening setup prompts
Use when: Veles presents command-zone or companion-related legal actions before the game starts.
Avoid when: Runtime rules output does not expose the action or the action conflicts with Commander legality.
Instructions: Treat Garth One-Eye as the command-zone engine and Jegantha, the Wellspring as a resource only when the rules engine confirms the legal companion or cast option. Do not assume companion access or payment timing without a visible legal action.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes

### Policy: Opening Hand Mana Gate
Priority: High
Decision families: mulligan
Cards: Command Tower; Mana Confluence; Exotic Orchard; Cascading Cataracts; Crystal Quarry; Chromatic Lantern; Arcane Signet; Fellwar Stone; Coalition Relic; Cultivate; Kodama's Reach; Farseek; Search for Tomorrow; Explore; Growth Spiral
Phase windows: opening hand, mulligan decisions
Runtime cues: action:keep, action:mulligan
Use when: deciding whether the hand can produce early green or artifact fixing and reach multiple colors before expensive spells matter.
Avoid when: the hand contains only high-cost payoffs, one color, or no legal early development.
Instructions: Keep hands with lands plus early fixing, and ship hands that cannot cast setup spells before turn three unless the visible matchup pace is slow and the hand has strong interaction.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Early Setup Fixing First
Priority: Medium
Decision families: mana; priority
Cards: Search for Tomorrow; Farseek; Explore; Growth Spiral; Cultivate; Kodama's Reach; Arcane Signet; Fellwar Stone; Coalition Relic; Chromatic Lantern; Solemn Simulacrum; Path to the World Tree
Phase windows: turns 1-4 main phases
Runtime cues: legal cast or land-play actions for listed setup cards
Use when: the hand has future WUBRG requirements or expensive five-color payoffs.
Avoid when: a visible threat requires immediate removal or a current spell wins or prevents lethal.
Instructions: Advance fixing before expensive threats, prefer permanent color smoothing over speculative pressure, and choose land drops that unlock the next known legal spell.
Pilot skill floor: basic
No-API allowed: no
Light-model allowed: yes

### Policy: Exact Mana Filter Execution
Priority: Medium
Decision families: mana
Cards: Cascading Cataracts; Crystal Quarry; Chromatic Lantern; Prismatic Omen; Timeless Lotus; Mana Confluence; Command Tower
Phase windows: mana payment prompts, main phases, activated ability payment
Runtime cues: action:pay mana, action:activate mana ability
Use when: Veles has already selected a spell or ability and the payment prompt lists exact source choices.
Avoid when: paying with a source would prevent a visible required follow-up payment, counterspell, removal spell, or Door to Nothingness activation.
Instructions: Preserve five-color access for Coalition Victory, Door to Nothingness, The Kami War, Invasion of Alara, Bringer of the Blue Dawn, Bringer of the Green Dawn, Bringer of the White Dawn, and Primeval Spawn when possible.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: WUBRG Commitment Gate
Priority: High
Decision families: priority; mana
Cards: Coalition Victory; Door to Nothingness; Invasion of Alara; The Kami War; Primeval Spawn; Bringer of the Blue Dawn; Bringer of the Green Dawn; Bringer of the White Dawn; Timeless Lotus
Phase windows: main phases, decisive activation windows
Runtime cues: legal cast or activate actions for listed finishers
Use when: committing a major payoff, tapping out, or exposing a win attempt.
Avoid when: visible open interaction, lethal pressure, missing colors, or a better stabilizing action makes waiting materially safer.
Instructions: Start the decisive line only after checking mana, board survival, visible opposing answers, current stack, and whether delaying loses more than it gains.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Door To Nothingness Target Execution
Priority: High
Decision families: selection; interaction
Cards: Door to Nothingness
Phase windows: activated ability target prompt
Runtime cues: action:target opponent Door to Nothingness
Use when: the Door to Nothingness ability is already on the stack and Veles shows exactly one opponent legal target.
Avoid when: Veles shows multiple legal opponent targets or any non-opponent target wording.
Instructions: Select the opponent target shown by the legal action text; do not retarget based on hidden information.
Pilot skill floor: basic
No-API allowed: yes
Light-model allowed: yes

### Policy: Coalition Victory Win Check
Priority: High
Decision families: priority
Cards: Coalition Victory; Prismatic Omen; Chromatic Lantern; Scion of Draco; Chromanticore; Niv-Mizzet, Guildpact; Omnath, Locus of All; Omnath, Locus of Creation; Garth One-Eye
Phase windows: main phase with priority
Runtime cues: action:cast Coalition Victory
Use when: legal action text allows casting Coalition Victory and visible permanents may satisfy the win condition.
Avoid when: Veles state does not show the required visible land and creature conditions, or opponent interaction is visibly available and waiting is not forced.
Instructions: Treat this as a commitment gate, not a routine cast; verify the rules engine offers the cast and rely on resolution for legality and outcome.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Commander Engine Activation Choice
Priority: Medium
Decision families: priority; selection; interaction
Cards: Garth One-Eye
Phase windows: main phases, priority windows, stack interaction windows
Runtime cues: legal Garth One-Eye action text
Use when: Veles presents Garth One-Eye options as legal actions.
Avoid when: the option spends the turn without stabilizing, fixing, pressuring, or protecting a decisive line.
Instructions: Choose the legal Garth One-Eye mode for the current visible need: answer a threat, build resources, or close the game. Do not assume generated spell text beyond the action text and rules output.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Broad Removal Triage
Priority: High
Decision families: interaction; priority
Cards: Path to Exile; Terminate; Prismatic Ending; Mythos of Nethroi; Sultai Charm; Naya Charm; Syncopate; Abrupt Decay; Swords to Plowshares; Cyclonic Rift; Dovin's Veto; Swan Song
Phase windows: priority windows, combat trick windows, opponent cast windows
Runtime cues: legal removal, counter, bounce, or charm actions
Use when: a visible spell or permanent threatens lethal, shuts off mana, stops the win attempt, or outpaces setup.
Avoid when: the threat is contained by blockers or a sweeper is already the stronger visible line.
Instructions: Spend cheap interaction on must-answer objects, preserve Syncopate, Dovin's Veto, and Swan Song for stack fights over decisive spells, and do not fire flexible charms without checking all legal modes.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Sweeper And Reset Gate
Priority: High
Decision families: interaction; priority
Cards: Iridian Maelstrom; Lavalanche; Duneblast; Merciless Eviction; Time Wipe; Toxic Deluge; Cyclonic Rift; Vandalblast
Phase windows: main phases, emergency priority windows
Runtime cues: legal cast action for a sweeper or mass-bounce effect
Use when: the visible board is ahead of this deck's life total, blockers, or engine speed.
Avoid when: the reset destroys the only visible path to a near-term win or leaves the same lethal threat unresolved.
Instructions: Favor the reset that preserves the most relevant friendly engine while answering the actual board class: creatures, artifacts, enchantments, graveyards, or wide tokens.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Combat Stabilization
Priority: Medium
Decision families: combat
Cards: Scion of Draco; Chromanticore; Knight of New Alara; Rienne, Angel of Rebirth; Surrak Dragonclaw; O-Kagachi, Vengeful Kami; Two-Headed Hellkite; Frost Titan; Primeval Spawn
Phase windows: declare attackers, declare blockers, combat damage setup
Runtime cues: legal attack or block actions with listed creatures
Use when: visible combat choices decide survival, pressure, or whether a finisher stays alive.
Avoid when: attacking exposes a needed blocker under a short clock or blocking sacrifices the only active win condition without preventing meaningful damage.
Instructions: Stabilize first against pressure, attack when the clock improves without losing key defense, and route multi-block or damage-assignment choices through reasoning.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Tribal Pressure Backup
Priority: Low
Decision families: combat; priority
Cards: Knight of New Alara; Rienne, Angel of Rebirth; Fallaji Wayfarer; Jenson Carthalion, Druid Exile; Scion of Draco; Chromanticore; Niv-Mizzet, Guildpact; Maelstrom Archangel
Phase windows: main phases, combat phases
Runtime cues: legal cast, attack, or ability actions involving listed multicolor creatures
Use when: combo finishers are not ready and visible board development can pressure opponents.
Avoid when: committing another creature walks into a visible sweeper or prevents casting necessary fixing or interaction.
Instructions: Build pressure only after mana is functional; treat multicolor creature synergy as a backup route, not a reason to ignore WUBRG setup.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Selection And Land Search
Priority: Medium
Decision families: selection; mana
Cards: Evolving Wilds; Rocky Tar Pit; Farseek; Cultivate; Kodama's Reach; Migration Path; Explosive Vegetation; Path to the World Tree; Tiller Engine
Phase windows: search prompts, ramp resolution prompts, landfall-adjacent triggers
Runtime cues: legal search, choose land, or triggered ability actions
Use when: resolving a legal search or land-entry choice.
Avoid when: no visible future spell or color bottleneck distinguishes the options.
Instructions: Choose lands that unlock missing colors first, then untapped sequencing, then future double-spell turns. Card text check required for Tiller Engine if its prompt appears.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Engine Permanent Timing
Priority: Medium
Decision families: priority; mana
Cards: Maelstrom Nexus; Mana Flare; Prismatic Undercurrents; Prismatic Omen; Chromatic Lantern; Timeless Lotus; Faeburrow Elder; Omnath, Locus of All; Omnath, Locus of Creation
Phase windows: main phases with priority
Runtime cues: legal cast action for listed engine permanents
Use when: choosing whether to commit a fragile or symmetrical engine.
Avoid when: opponents can use the benefit first, visible removal is likely from public information, or immediate stabilization is required.
Instructions: Cast engines when they create same-turn mana, cards, or a protected next-turn payoff. Card text check required for Prismatic Undercurrents.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Unknown Text Safety Gate
Priority: Medium
Decision families: priority; selection; interaction
Cards: Great Divide Guide; Infinite Guideline Station; Obsidian Obelisk; Shinestriker; Prismatic Undercurrents
Phase windows: any legal action window
Runtime cues: legal action text naming listed cards
Use when: Veles offers a legal action involving a card whose text needs verification.
Avoid when: the action consumes mana or material needed for a known stabilizer or win line.
Instructions: Follow the exact legal action text and visible consequences only; Card text check required before making deterministic assumptions.
Pilot skill floor: advanced
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Role Selection
Priority: Medium
Decision families: sideboard
Cards: Swords to Plowshares; Cyclonic Rift; Toxic Deluge; Force of Vigor; Vandalblast; Dovin's Veto; Swan Song; Rest in Peace; Abrupt Decay; Wear // Tear
Phase windows: sideboarding between games
Runtime cues: sideboard plan prompt, legal sideboard candidate plans, revealed commander identity, public graveyard use, artifact or enchantment density, prior-game stack interaction
Use when: Veles asks for post-game sideboard planning and multiple legal candidate plans are available.
Avoid when: the proposed exchange would remove more registered main-deck copies or add more sideboard copies than available, or when the opposing plan has not shown the axis the narrow answer is meant to cover.
Instructions: Add cheap creature answers against fast boards, stack interaction against control and combo, artifact/enchantment answers against permanent engines, and Rest in Peace only when graveyards are visibly central to the matchup plan. Preserve green ramp, five-color fixing, and at least one decisive payoff unless the matchup is already decided by survival.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes

### Policy: Sideboard Lock Verification
Priority: High
Decision families: sideboard
Cards: Swords to Plowshares; Cyclonic Rift; Toxic Deluge; Force of Vigor; Vandalblast; Dovin's Veto; Swan Song; Rest in Peace; Abrupt Decay; Wear // Tear
Phase windows: sideboarding between games, sideboard lock submission
Runtime cues: legal sideboard submission prompt, registered 100-card main deck, registered 10-card sideboard, validation result
Use when: Veles asks to submit or confirm the final post-game configuration.
Avoid when: any incoming card is absent from the registered sideboard, any outgoing card is absent from the registered main deck, counts do not balance exactly, or the plan uses unofficial aliases.
Instructions: Submit only exact registered spellings. Keep the Commander-family deck at exactly 100 main-deck cards after sideboarding, never exceed the registered 10 sideboard cards, and prefer the smallest effective exchange over transforming the deck away from its five-color Garth One-Eye identity.
Pilot skill floor: beginner
No-API allowed: no
Light-model allowed: yes

### Policy: Narrow Hate Deployment After Boarding
Priority: Medium
Decision families: sideboard, priority, removal, stack interaction
Cards: Force of Vigor; Vandalblast; Rest in Peace; Wear // Tear; Abrupt Decay; Dovin's Veto; Swan Song
Phase windows: opening turns, priority windows before commitment turns, opponent engine turns
Runtime cues: public graveyard recursion, artifact mana burst, enchantment lock, cheap hate permanent, opposing board wipe, counter war, Door to Nothingness or Coalition Victory setup
Use when: a boarded answer lines up with a visible engine, hate permanent, or stack action that materially blocks five-color setup or a decisive win condition.
Avoid when: the permanent or spell is replaceable value, the answer is needed for a known higher-impact threat, or spending the answer would expose Timeless Lotus, Chromatic Lantern, Prismatic Omen, Door to Nothingness, or Coalition Victory to a stronger follow-up.
Instructions: Use narrow sideboard cards for the axis that justified boarding them. Rest in Peace should change the plan away from Bringer of the White Dawn and Naya Charm recursion. Force of Vigor should not consume green ramp casually. Dovin's Veto and Swan Song should protect commitment turns or stop decisive noncreature spells, not trade for low-impact value.
Pilot skill floor: intermediate
No-API allowed: no
Light-model allowed: yes
