# Strategy Specifications
## Deck Name And Archetype
CPDH: Teshar, Apr 2026. Format: Pauper Commander. Main deck count: 100. Sideboard count: 0. Tags: midrange. Commander: Teshar, Ancestor's Apostle. This is a deterministic Veles scaffold created from the sourced decklist; replace it with a human-approved deep guide when available.

## Thesis
CPDH: Teshar, Apr 2026 pauper-commander command-zone strategy; exact Strategy Specification pending runtime support. Pilot this list as a midrange strategy and validate all tactical assumptions against legal actions and revealed game state.

## Role Package
- Core role: CPDH: Teshar, Apr 2026 pauper-commander command-zone strategy; exact Strategy Specification pending runtime support.
- Primary tags: midrange.
- Mechanical tags: decklist-driven mechanics.
- Main cards to classify during guide refinement: Gods Willing, Ancient Den, Apostle's Blessing, Arcane Signet, Arcum's Astrolabe, Ashnod's Altar, Blacksmith's Skill, Chromatic Star, Commander's Sphere, Conduit Pylons, Conjurer's Bauble, Darksteel Citadel, Dire Mimic, Everflowing Chalice, Fanatical Devotion, Fellwar Stone, Hidden Grotto, Jack-o'-Lantern.
- Sideboard cards to map during guide refinement: none listed.

## Primary Win Conditions
- Use the cards most aligned with midrange to execute the sourced archetype plan.
- Treat these repeated nonland cards as likely primary plan anchors until the deep guide replaces this scaffold: Gods Willing, Ancient Den, Apostle's Blessing, Arcane Signet, Arcum's Astrolabe, Ashnod's Altar, Blacksmith's Skill, Chromatic Star, Commander's Sphere, Conduit Pylons, Conjurer's Bauble, Darksteel Citadel, Dire Mimic, Everflowing Chalice, Fanatical Devotion, Fellwar Stone, Hidden Grotto, Jack-o'-Lantern.

## Secondary Win Conditions
- Convert leftover material, chip damage, resilient permanents, graveyard resources, or command-zone access into a backup plan when the primary line is disrupted.
- Prefer lines that preserve the deck's stated concept rather than generic value plays.

## Emergency Lines
- When behind on board, spend interaction or blockers to preserve life before pursuing slow engines.
- When low on cards, prioritize legal actions that convert board material or graveyard resources into velocity.
- When mana constrained, sequence lands and cheap plays before committing to multi-spell plans.

## Resource Model
- Track life, cards, mana, board material, graveyard, exile, tempo, and information each turn.
- Spend life only when it preserves a higher-value plan, protects a key engine, or enables a decisive tempo swing.
- Do not cash in material without checking whether the deck needs it for sacrifice, convoke, commander tax, recursion, or combat pressure.

## Mana Guide
- Validate color requirements from the decklist before keeping hands.
- Strategically relevant lands to review: 1 Ancient Den, 1 Commander's Sphere, 1 Hidden Grotto, 1 Tormod's Crypt, 1 Foundry Inspector, 1 Cathar Commando, 1 Starnheim Courser.
- Account for the land drop before evaluating every turn.
- Draw or scry before land only when the card selection can materially change the land choice.

## Mulligan Guide
- Keep hands with functional mana, early plays, and at least one card that advances the deck's stated role.
- Treat hands with only payoffs, only reactive cards, or unsupported colors as risky.
- Ship hands that cannot act before turn 3 unless the matchup is slow and the hand has a proven engine.
- For commander-like profiles, account for command-zone access separately from hand quality.

## Turn Arc
- Turn 1: establish mana, protection, or the cheapest role-advancing play.
- Turn 2: add pressure, selection, ramp, or interaction according to matchup role.
- Turn 3: commit the first meaningful engine/payoff or hold interaction if the opponent threatens a faster axis.
- Turns 4-5: convert early setup into pressure, stabilization, or combo assembly.
- Late game: preserve inevitability pieces and avoid low-impact actions that do not close or stabilize.

## Card Roles
- Repeated nonland cards that must receive exact roles in the final guide: singleton profile; classify every nonland by function.
- Current main-deck review set: Gods Willing, Ancient Den, Apostle's Blessing, Arcane Signet, Arcum's Astrolabe, Ashnod's Altar, Blacksmith's Skill, Chromatic Star, Commander's Sphere, Conduit Pylons, Conjurer's Bauble, Darksteel Citadel, Dire Mimic, Everflowing Chalice, Fanatical Devotion, Fellwar Stone, Hidden Grotto, Jack-o'-Lantern.
- Discuss when to cast, hold, protect, trade, or sideboard around each of these cards in the final guide.

## Interaction Priorities
- Answer opposing cards that invalidate the deck's primary axis first.
- Ignore threats that are slower than the deck's own clock unless life total or combo timing makes them decisive.
- Save stack interaction for payoffs, sweepers, hate pieces, or combo cards that change the game immediately.

## Combat And Trading Rules
- Trade when it improves the next-turn board or protects a more important engine.
- Avoid equal trades that leave a smaller opposing creature to keep dealing damage unless life total, pump, recursion, or removal timing makes the trade correct.
- Preserve creatures needed for sacrifice, convoke, commander damage, tribal scaling, or engine loops.

## Selection And Tutor Rules
- Early selection should find mana and the deck's first role-advancing card.
- Midgame selection should find interaction, engine pieces, or finishers according to matchup role.
- Tutors should get the card that changes the current game state, not the abstract strongest card.

## Priority And Stack Rules
- Use instant-speed windows to protect key cards, remove must-answer threats, or force through a decisive action.
- Let low-impact spells resolve when interaction must be preserved for a higher-value target.
- Do not use optional payments or abilities before checking whether that mana is needed for a pending tax, response, or follow-up.

## Sideboard Map
- Sideboard cards requiring exact matchup mapping: no sideboard listed.
- Side in cards only when they answer the opponent's primary axis or improve the deck's role.
- Side out cards that are too slow, low impact, redundant, or poorly aligned with the post-board role.

## Matchup Guidance
- Vs aggro: stabilize first, then turn the corner with the deck's highest-impact pressure or lifegain/removal package.
- Vs control: protect engines, diversify threats, and avoid overextending into sweepers.
- Vs combo: identify the decisive window and hold disruption for the payoff or enabler that matters.
- Vs midrange: trade resources only when the deck has a stronger reload or inevitability plan.
- Vs graveyard/artifact/enchantment decks: deploy hate only when it disrupts their active axis without derailing yours.

## Specific Matchup Notes
- No exact opponent list is embedded in this scaffold. Override these notes with revealed cards, known archetype identity, and sideboarded game evidence.

## Risk Summary
- Main risks to validate: mana consistency, role confusion, over-sideboarding, insufficient closing power, weak interaction windows, and card-specific sequencing mistakes.
- For singleton and Arena-only profiles, also verify Forge card/rules coverage before using the deck as a default playtest target.

## Test Feedback Checklist
- Record what decided the game, mulligan quality, mana performance, card velocity, engine assembly, removal quality, sideboard impact, closing power, matchup role, pilot mistakes, stranded cards, and overperforming or underperforming packages.
- For each loss, name one primary cause and one secondary cause.
- For each win, name the card or package that most contributed.

## First Tuning Questions
- Which cards from this main-deck review set are actual plan anchors: Gods Willing, Ancient Den, Apostle's Blessing, Arcane Signet, Arcum's Astrolabe, Ashnod's Altar, Blacksmith's Skill, Chromatic Star, Commander's Sphere, Conduit Pylons, Conjurer's Bauble, Darksteel Citadel, Dire Mimic, Everflowing Chalice, Fanatical Devotion, Fellwar Stone, Hidden Grotto, Jack-o'-Lantern?
- Which sideboard cards are narrow, broad, or currently unneeded: none listed?
- Does the mana support the deck's most important early and double-pip plays?
- Does the deck stabilize but fail to close, or close quickly but fail under interaction?
